If you try to implement Ing's text without the examples, programming the Ing rules is nigh impossible, because of the ambiguity and inconsistency of the text. However, I think that the Ing '96 rules (
http://www.usgo.org/files/pdf/IngRules2006.pdf ), along with the KSS paper (
http://www.cs.cmu.edu/~wjh/go/rules/KSS.html ) are enough to produce a program that would satisfy the Ing Foundation. (One thing. Having seen the Chinese version of the '96 rules, I am reasonably certain, despite not reading Chinese, that it uses proximity scoring.)
About "invariation":
Invariation is a made up word. AFAICT,
invariance works just fine. E. g., replacing invariation with invariance in one paragraph of the '96 rules yields this:
Quote:
Invariance:
Invariance is the cyclic repetition of board positions, when both sides refuse to yield. Invariance results in games with no outcome. How to prevent all invariance was the enigma which puzzled rule makers for almost five thousand years.
That reads a lot better, IMO.

To continue with the ko section of the '96 rules:
Quote:
Ko:
Ko prevents invariance. These rules classify ko as fighting or disturbing. Repeated removal of ko stones after intervening board or pass plays is a ko fight, cyclic removal of ko stones is disturbing. The hot stone rule prevents invariance by disallowing the removal of hot stones (i.e., immediate recapturing of ko stones without an intervening board or pass play) in a ko fight. The disturbing ko rule prevents invariance by forbidding the disturber from disturbing after one complete cycle (of repeated board positions). Since all types of invariance are accounted for, every life and death shape can be resolved.
Ing distinguishes "repeated removal" from "cyclical removal", but which term to use appears to depend upon whether the ko is fighting or disturbing. Those terms do not help up to make that distinction. Again, trying to decide whether stones are hot or not does not help us to tell the difference between a fighting ko or disturbing ko. But in a fighting ko, plays that do not capture stones are permitted. The hot stone rule only disallows captures. The disturbing ko rule allows a disturbing ko cycle to be played only once.
Quote:
Fighting ko:
A fighting ko determines the life and death of the opposing groups involved. The ko stones in the repeated fight are called hot stones. Hot stones cannot be removed until after an intervening board or pass play.
Clear enough, except for how to tell whether the ko determines the life and death of the groups.
Quote:
Disturbing ko:
A disturbing ko is the cyclic removal of ko stones initiated by the disturber by either fighting an unnecessary hot stone fight or recycling ko threats. If either side refuses to give in, cyclic removal of ko stones is resulted. Not only does this prevent the game from ending, it serves no purpose. After one complete cycle, the disturber is never allowed to continue disturbing. For any disturbing ko, every move in the second cycle or subsequent cycles causes invariation, and the disturber can be forbidden from disturbing at any time, enabling the game to end.
By inference, a disturbing ko is one where the life and death of opposing groups is not at issue. There seem to be hot stones in some disturbing kos, but they can be captured.
So life and death is key to distinguishing between fighting and disturbing kos. More later, but I am going to take a break now.
The reader may be interested in what I wrote some time back, based upon the previous version of the Ing rules before the '96 version. See
http://senseis.xmp.net/?FightingKoAndDi ... Definition and
http://senseis.xmp.net/?IngSpightKoRule . Note that the Ing-Spight rule would not be acceptable to the Ing Foundation.
