Re: What is the value of a move in a yose ko?
Posted: Thu Mar 07, 2024 4:23 pm
We agree on this. I just think some questions may not have real answers that are also simple.Gérard TAILLE wrote:Taking into account a ko threat as a game might be satisfactory but in practice I am pretty sure it would be far too complex.
This depends on what question you want to answer.Gérard TAILLE wrote:How do you formalize the corresponding tree?
One could try the following but it likely fails in some cases.
A = { 1, A │ 2, B }
B = { 2 │ -A - 2}
-A = { -2, -B │ -A, -1 }
-B = { 2 + A │ -2 }
Note that
A_0 = 2
since
B^L ≥ A
and
A_3 = { 1 - t │ t - 1 }
I'm not entirely sure what to say about this game. I'd tell you what the left and right walls of the thermography are and go above the freezing point (since that is where the action you are talking about is) but I only have vague idea how it should look.
I think actually writing out the moves made until local play stops (i.e. you have a number or a cold game), like I did in a previous post, is what is most useful when you don't know exactly what to expect. This makes many things explicit that would only be implicit and therefore helps with avoiding errors, it could also help with giving insights.
If you read the moves out from a graph or a tree representation isn't very important, I just think the tree notation is useful when it is concise enough. It is a taste.
I think t = (a-b) / 4 is right when the approaching player wants to force the capture. Why does he want to force the capture? Either he has advantage in ko threats or he is desperateGérard TAILLE wrote:What is my conclusion up to now?
In practice, providing I am not able to know which side will surely win the ko (or kos), I consider by default I will start a direct ko if t = (a-b)/3 and I will start a yose ko one move if t = (a-b)/4.
I know it is far from being ideal but it is simple. Do you think it is possible to propose a better advice in practice with the help of taxes?
I'm less certain about the next one but I think t = (a-b) / 6 is reasonable but rather simplistic. The case that is being modeled is when the approaching player wants to delay the (almost) inevitable and get a trade. He wants this trade to happen in the direct ko. If he his successful in getting the approach move, then he may be able to claw back something in the hotter direct ko. As with all trades it is likely to pay off to have exact variations in mind but it can be too difficult.
I think I'd recommend in practice to start the ko earlier. The threat is to end up having played as-if t = (a-b) / 4. The other player is the one that has to defend against that.
When should the player that doesn't need an approach ko prevent the ko? I think before the other player should try to do so as late as possible. That means just before the other player would start it.
The range (a - b) / 4 >= t >= (a - b) / 6 should be interesting.
Anyway that is what I think and I haven't reviewed the previous posts yet