PeterPeter wrote:I don't think it does the game much good if there can be so much uncertainty over the ending of a game.
This might be a legitimate point when it comes to teaching beginners, but part of the reason it remains so debatable is that it honestly practically never comes up in anything other than beginner games, and to experienced players there really isn't any uncertainty. Note that the discussion isn't about the actual result, just about how exactly to express it via strict rules language...something that isn't normally necessary for experienced players who are well aware of the possibilities and don't have a problem agreeing on the correct result.
Nevertheless, area scoring basically removes this problems, and modern rulesets like AGA rules totally remove it by making it easy and fair to play out any possible situation and avoiding ambiguity. Ko threats can be removed at the end of the game without losing points, so there's no barrier to solving all of this. Even for beginners, the uncertainty is removed - even if they play it out wrong, at least they can convince themselves *something* should happen

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Edit: And to be completely clear, there is no uncertainty over the end of the game, and your original example has a clear answer (white's stone is dead) even under rulesets we might consider poorly defined. The problem isn't resolving this, it's how best to make this clear, both to a beginner and in rules language.