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Ko fight
Ko fight
from Wikipedia

An example of a situation in which the ko rule applies

A ko (Japanese: コウ, , , from the translation of the Sanskrit term kalpa) fight is a tactical and strategic phase that can arise in the game of Go.

Ko threats and ko fights

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The existence of ko fights is implied by the rule of ko, a special rule of the game that prevents immediate repetition of position, by a short 'loop' in which a single stone is captured, and another single stone immediately taken back. The rule states that the immediate recapture is forbidden, for one turn only. This gives rise to the following procedure: the 'banned' player makes a play, which may have no particular good qualities, but which demands an instant reply. Then the ban has come to its end, and recapture is possible. This kind of distracting play is termed a ko threat.[example needed]

If White, say, chooses to play a ko threat, and Black responds to the threat instead of ending the ko in some fashion, then White can recapture the stone that began the ko. This places Black in the same position that White was formerly in: Black can choose to give up the ko, or to find a ko threat. If Black and White alternate making ko threats with recapturing the ko, they are having a ko fight.[example needed]

Outcomes

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Eventually, one of three things will happen.

  • One player will decide that winning the ko immediately is more important than responding to their opponent's latest ko threat. The player will move so that their opponent cannot recapture the ko, and his opponent gets to follow up on his last ko threat, effectively making two moves in one area of the board.
  • One player will run out of ko threats. That player will be forced to make a play that his opponent does not have to respond to immediately, and his opponent wins the ko immediately.
  • One player will decide that playing elsewhere on the board is more important than continuing the ko. The opponent can either win the ko, or play elsewhere on the board.

If three ko fights are happening at the same time, the game can play on indefinitely (e.g. black responds to the first ko, white responds to second, black to third, white to first, black to second, white to third, and so on)

Practical evaluation

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Before deciding to start a ko, it is worthwhile evaluating what threats are available to both players, so that one can decide which side is likely to win the ko fight.[1] Many of the playing skills come together in ko fighting (evaluating the value of moves; reading ahead to find likely moves of the opponent and best responses; choosing the best order of moves), and it is a topic of much discussion among players. This also causes many beginners to be fearful of fighting a ko, since they are not confident of their ability to evaluate threats.

The importance of a ko varies dramatically depending on the positions of the two players. Some kos offer very little gain for either player, such as three points or less. Others control the fate of large portions of the board, sometimes even the whole board, and the outcome of those kos can determine the winner of the game. For this reason, finding and using ko threats well is a very important skill.[2]

Ko threat strategy

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In general, when considering moves take into account the ko threat implications. Favor situations which give you more ko threats and your opponent fewer.[3]

Before the fight

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  • Count ko threats.
  • In anticipation of an upcoming ko fight, consider creating potential ko threats.
  • Or, by the same token, find ways to eliminate ko threats on the part of your opponent

Especially local ko threats,[4] and double ko threats, meaning they work as ko threats for both sides.[3]

During the fight

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  • If you have one or more ko threats "big enough" (threatening enough damage), so that your opponent should answer them, play the smallest one.
  • If you will win the ko at your next opportunity, and a new ko begins or threatens to come about while the ko threat situation remains the same, you will be glad you only played your smallest effective threat.
  • Otherwise, play the biggest one you have.

If you will lose the ko, you want to get the most you can in exchange for it.[3]

  • Try to avoid ko threats which lose points—i.e. loss-making threats.
  • Try to make ko threats which are moves you would have liked to play anyway.
  • Your ko threat needs to be a real threat; otherwise, it's called mukou.
  • You should give absolute priority to local ko threats, which threaten to resolve the local situation in your favor regardless of the outcome of the ko, and which your opponent therefore has to answer at the risk of making the ko meaningless.

There may be exceptions to the above advice. Whether to play a ko threat, and if so, which one, can be very subtle questions.[3]

Complex situations involving ko

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One curiosity is the existence of multiple kos on the same board at the same time. A double ko is a situation when two kos are potentially being fought, simultaneously and affecting the same local position. Such positions are uncommon, but do sometimes arise in actual play, affecting life and death or connection issues. Two kos cannot actually form a large loop.

A triple ko

A triple ko is when three kos are being fought simultaneously. In this case a long loop, of period six plays, can occur, not being ruled out by the ko rule: it is possible for the two players to continually take and retake the three kos in a fixed cyclic order. If both players judge this to be the best line of play, then the game could, theoretically, continue forever. When there are three kos on the board, it does not follow that there will be a triple ko: as long as one player can concede two out of three and still be ahead, there is no reason for the loop to persist; and normally that is true. When such a position does occur, the game is called off and the opponents begin a new game. However, this only occurs with the so-called "basic ko rule" that one cannot recapture immediately.

There are other, stronger ko rules, the main class being superko, where repeating positions of any cycle length are impossible within the rules of Go. Such events, however, are extremely uncommon and many go players may play their whole lives without restarting a game due to a triple ko.

Such rule issues, therefore, are more a matter of principle, although considerable attention has been devoted to them.[5]

References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
A ko fight is a tactical and strategic phase in the ancient board game of Go (also known as Baduk or Weiqi), where players compete to control on a grid by surrounding opponent stones, involving the exchange of "ko threats" to gain the right to recapture a critical ko position without violating the game's repetition rule. In Go, a ko arises when capturing an opponent's single stone creates a situation vulnerable to immediate recapture, which would repeat the previous board position and lead to an endless loop if allowed. To prevent this, the ko rule mandates that after such a capture, the opponent must play elsewhere on the board before recapturing, introducing a layer of . During a ko fight, the player who loses the ko (the one who must respond elsewhere) attempts to regain it by making ko threats—moves in other areas that force the opponent to reply immediately, often at the cost of territory or influence—allowing them to return and recapture once the threat is addressed. The fight continues with alternating threats until one player resolves the ko by ignoring a threat (accepting the loss) or yields it for compensation elsewhere, such as securing a larger gain. Ko fights can occur anywhere on the board, including edges or corners, and their outcomes often hinge on the relative value of threats, with stronger players leveraging multiple high-value threats to dominate. More complex variants, like double or triple , interconnect multiple ko situations, potentially leading to dramatic swings in game results or even draws under certain rulesets. These encounters exemplify Go's emphasis on balance between tactics and global , frequently deciding the winner in professional play.

Fundamentals of Ko

Ko Shape and Immediate Recapture

In the game of Go, a ko shape arises when a single opponent's stone is captured, resulting in a board position where the capturing stone occupies an empty intersection that is almost entirely surrounded by the opponent's stones, leaving it with exactly one liberty—the ko point—adjacent to those surrounding stones. This configuration typically forms from a mutual capture setup, such as two adjacent stones of opposite colors with diagonal supports, allowing the capture to create the vulnerable single-stone position. The process of capturing in a ko begins when a player places a stone on the final of an isolated opponent stone, removing that stone from the board as a . For example, if Black places a stone at the of a lone White stone, Black captures it, filling the intersection and leaving Black's new stone exposed at that point, now surrounded on three sides by White stones and sharing its sole with an adjacent White group. This removal must occur immediately after the placement to complete the turn, as per standard capture rules. An attempt at immediate recapture occurs if the opponent then places a stone on the capturing stone's single liberty, which would remove it and restore the prior board position exactly. However, this leads to repetition without territorial gain, as the sequence could cycle indefinitely (e.g., Black captures at point A, White recaptures at A, Black recaptures at A), stalling the game. To prevent this, the ko rule prohibits such immediate recapture, requiring the opponent to play elsewhere first before returning to the ko point. A simple textual representation of a basic ko shape after initial capture (Black has just captured White's stone at the marked point, denoted as *; surrounding White stones as W, Black's capturing stone as B, and the ko liberty as empty):

W W * B W

W W * B W

Here, Black's stone at * has one liberty to the right, shared with a White group; White cannot immediately play there to recapture.

Ko Rule and Its Purpose

The basic ko rule in Go prohibits a player from immediately recapturing a single stone in a ko shape, as this would recreate the exact board position from the opponent's previous move with the same player to move. This rule applies specifically to simple ko situations where a single stone is captured, leaving a vacant intersection adjacent to opposing stones with exactly one liberty, and immediate recapture would repeat the prior configuration. The primary purpose of the ko rule is to guarantee a finite game length by breaking potential cycles of repetition, thereby encouraging players to make meaningful moves elsewhere on the board—often through ko threats—before resolving the ko, which fosters deeper rather than mechanical back-and-forth. This promotes the game's emphasis on control and long-term positioning over short-term tactical loops. While the basic ko rule is consistent across major rule sets, variations exist in handling complex repetitions involving multiple kos. In Japanese rules, immediate recapture is forbidden, but scenarios like triple ko result in a "no result" and potential replay to avoid draws. Chinese rules similarly ban immediate recapture but treat persistent multi-ko repetitions as draws if neither player concedes, aligning with their area-scoring system.

Ko Threats

Defining Ko Threats

In the context of a ko fight in Go, a ko threat is defined as a move that, if left unanswered, would yield a significant advantage to the player making it, thereby compelling the opponent to respond elsewhere on the board rather than immediately recapturing the ko. This forces the opponent to address the , temporarily lifting the ko ban and allowing the player to recapture the ko shape. Such threats are essential for gaining control in ko fights, as they exploit the ko rule's prohibition on immediate recapture to shift the initiative. Ko threats can be categorized as local or global. Local threats occur in the immediate vicinity of the ko, often involving direct attacks on nearby stones or groups that gain value specifically in the context of the fight, such as probing weak connections adjacent to the ko shape. In contrast, global threats—sometimes called big threats—arise elsewhere on the board and have broader strategic implications, like securing or capturing distant groups far from the ko. This distinction highlights how threats can leverage the board's to influence the ko's resolution. Simple examples of ko threats include an atari on a single opponent stone, which, if ignored, allows its immediate capture and a subsequent gain in points or liberties, or initiating a that could capture a larger group if not interrupted. These moves are playable as threats because they create an urgent situation that the opponent must resolve to avoid loss. For a to be effective, it must be both urgent—requiring an immediate response to prevent damage—and sufficiently valuable, typically outweighing the benefit of recapturing the ko itself; otherwise, the opponent can safely ignore it and reclaim the ko. In a basic ko configuration, where one player has just captured the ko stone, an effective threat ensures the opponent cannot simply recapture without consequence.

Types and Relative Values

Ko threats are categorized by their potential impact on the score, typically classified as small, medium, or big based on the territory, influence, or captures they threaten. This classification helps players assess whether a threat is sufficient to force an opponent's response during a ko fight. Small threats generally involve minor local gains, such as capturing one or two isolated stones or simple endgame splits, and are valued at approximately 5-10 points due to their limited board-wide effect. Medium threats target securing a weak group or gaining moderate influence in a semi-open area, often worth 10-20 points as they can stabilize positions without drastically altering the global balance. Big threats, conversely, involve high-stakes actions like severing large territories or resolving life-and-death situations for major groups, with values exceeding 30 points and the potential to swing the game's outcome. The relative value of a ko threat is not fixed but influenced by several factors, including the current board position, the stage of the game, and the players' respective holdings of threats. In the opening or middle game, big threats carry greater weight because unresolved issues like weak groups can cascade into larger losses, whereas in the endgame, even small threats become viable if the ko itself is minor. A player's overall stock of threats also matters; one with multiple big threats can afford to ignore smaller ones from the opponent, effectively multiplying the relative value of their own arsenal. The following table summarizes the types of ko threats with representative examples of their point gains, based on standard strategic evaluations:
TypeDescriptionExample Point Gain
SmallCapturing isolated stones or endgame dame5-10 points
MediumSecuring a semi-weak group or local connection10-20 points
BigCutting a large or killing a group30+ points
These valuations derive from contextual assessments in professional play, where exact points depend on the specific board configuration.

Ko Fight Mechanics

Starting a Ko Fight

A ko fight in the game of Go begins when a player identifies a ko situation—a single-stone capture that cannot be immediately recaptured due to the ko rule—and determines that both players possess sufficient ko threats to make escalation worthwhile. Preconditions for initiating such a fight include the presence of comparable ko material, typically evaluated as the aggregate value of available threats, where neither player holds a decisive advantage that would allow the other to safely ignore the ko. If one player's threats significantly outweigh the opponent's, the weaker side may opt to fill the ko by playing into it without recapturing, thereby resolving the situation and avoiding a fight, as this preserves board position without committing resources to threats. The initial move that escalates into a ko fight is usually the first recapture attempt after the opponent's response to the capture, or an early ko threat played elsewhere to force a reply and enable that recapture. For instance, after Black captures the ko stone, White might play a threat in a distant area, compelling Black to answer; White then recaptures, handing the initiative back to Black for their threat. This exchange marks the fight's onset, transforming the ko from a static position into a dynamic contest over control. Ko threats, such as atari sequences or capturing races, are briefly referenced here as moves that provide forcing value outside the ko. Timing is critical for starting a ko fight, ideally during the midgame when threats remain balanced and the ko's value—typically small in direct (around 1 point in simple endgame cases under Japanese scoring) but potentially higher due to gains or position—aligns with the game's ambient , ensuring the fight influences territorial outcomes without dominating the endgame. Initiating too early risks depleting threats prematurely, while delaying until the endgame is inadvisable if the ko's value is low relative to remaining board space, as players may prioritize securing over fighting. The decision framework hinges on comparing total threat values: the player with the larger sum (ko material) gains the edge to initiate, becoming the "komaster" by dictating the fight's pace and potentially winning the ko through superior forcing moves. Quantitative assessment involves relative valuation using methods like value to confirm viability.

Executing Threats and Responses

In a ko fight, the sequence begins when one player captures the ko stone, prompting the opponent to either immediately recapture—prohibited by the ko rule—or play a ko threat elsewhere on the board to force a response. The opponent, holding the ko (the "komaster"), must then decide whether to answer the threat locally, allowing the first player to recapture the ko, or ignore it to retake the ko themselves, potentially conceding the threat's value. This alternation continues turn by turn: the ko fighter plays a threat, the komaster responds or recaptures, and the process repeats until one player exhausts their viable threats or chooses to resolve the fight by ignoring a critical threat. Response strategies hinge on the relative value of the compared to the ko itself. The komaster typically answers threats that exceed the ko's worth, as ignoring them would result in greater losses elsewhere, while disregarding smaller threats allows retention of the ko without significant cost. Conversely, the ko fighter aims to create threats that compel responses, maintaining pressure; ignoring a threat risks losing the ko but may be viable if the threat's value is low, shifting the burden back to the opponent. This dynamic creates a : answering preserves ko control but cedes local gains, while ignoring prioritizes the ko at the potential expense of board positions. When managing multiple threats, the ko fighter should order them strategically, starting with the smallest effective ones to test the komaster's willingness to respond without depleting high-value reserves early. This approach maximizes pressure by forcing incremental concessions: if the komaster ignores a minor , the ko fighter recaptures for free and escalates to larger threats; if answered, the ko fighter gains the small benefit and retains bigger options for later turns. Reserving the largest threats ensures they can counter any shift in the komaster's , such as local threats near the ko. Ko threat values, often measured in points of territory or captures, guide this sequencing, with effective threats typically those worth at least as much as the ko's swing. Common tactical patterns include indirect , which appear as standard moves but gain extra value during the fight by misleading the opponent about priorities, or feints where a player plays a seemingly urgent threat elsewhere to draw away from a more pressing local response. These patterns exploit the komaster's need to evaluate multiple board areas simultaneously, potentially inducing suboptimal ignores or over-responses that tip the fight's balance.

Ko Fight Outcomes

Resolution Methods

In a ko fight, a direct win occurs when one player exhausts all of the opponent's effective ko threats, enabling safe recapture of the ko without risking further response. Under the American Go Association rules, players must play elsewhere after capturing in a ko, creating threats that the opponent must address; the fight ends when the player with superior threats answers the last one and recaptures, securing the ko stone and any associated liberties. This resolution favors the player who prepared more valuable threats in advance, often determining control over key board areas. Compromise resolutions arise when players mutually ignore certain ko threats, leading to a ko ban where recapture is prohibited, or to shared gains as each secures compensation from unaddressed moves elsewhere. In such cases, both sides may agree implicitly by passing on minor threats, preserving board stability over prolonged fighting. The Japanese rules support this by allowing recapture only after an intervening move, but in practice, mutual restraint prevents escalation, resulting in the ko shape remaining neutral or partially beneficial to both. Tie scenarios emerge when ko threats are evenly balanced, with neither player able to force a decisive response, leaving the ko unfilled and the position in a stable . Here, the ko persists until the end of the game, where it may be filled incidentally or deemed alive without capture, avoiding loss for either side. This balance reflects equal preparation of threats during the fight's execution. An endgame ko represents a special case where the ko's low value prevents a full fight, allowing it to be filled directly without expending threats, as players prioritize passing to conclude the game. Per Japanese rules, once both players pass consecutively, ko recapturing halts unless specifically resumed, enabling simple filling if the gain is trivial compared to overall scoring.

Strategic Impacts

The outcome of a ko fight profoundly alters the positional on the Go board, with the winner securing not only the ko itself—typically valued at one point under territory scoring rules—but also the benefits from any unanswered ko threats, which can range from minor local gains to substantial captures or connections elsewhere. For instance, in scenarios where ko threats target weak groups, the victor may reshape adjacent structures by filling eyes or strengthening connections, thereby enhancing overall board control and reducing the loser's options for . Conversely, the loser incurs compounded losses, as ignored threats often result in territorial concessions or the death of vulnerable groups, effectively amplifying the ko's value beyond its nominal point. Ko fights exert a significant influence on formation, frequently determining the vitality of semi-live groups by either creating secure eyes or exposing fatal weaknesses that lead to captures. A successful ko capture can transform a contested area into enclosed for the winner, as seen in cases where resolving the ko prevents the opponent's group from gaining two eyes, thus converting potential into exclusive points. This reshaping extends to broader influence, where the fight's resolution bolsters one player's thickness—providing potential for future invasions—while weakening the opponent's framework, often forcing passive play in surrounding regions to mitigate further damage. Such changes underscore the ko's role in dynamic territorial disputes rather than static endgame counting. From a scoring perspective, the net impact of a ko fight integrates the ko's base value—approximately one point for the capturing player—with the differential in resolutions, potentially swinging the game by several points or more depending on the threats' scale. For example, if threats involve endgame moves worth 5-10 points each, the player with superior threats can extract multiple such gains before yielding, leading to a decisive lead; small endgame kos, however, may only net the single point without significant escalation. This calculation emphasizes evaluating the ko's overall worth against available threats prior to engagement, as the fight's resolution directly feeds into final score tallies under rules like Japanese or Chinese systems. Psychologically, ko fights introduce high-stakes tension that can shift momentum, with a win often boosting the victor's confidence and prompting aggressive subsequent plays, while a loss may induce caution or errors in threat assessment. In "picnic" kos, where one player faces minimal downside to losing, this asymmetry further tilts mental pressure toward the disadvantaged side, potentially leading to suboptimal responses in later phases. Such dynamics highlight how ko outcomes influence not just material but also the psychological flow, affecting in the game's closing stages.

Advanced Ko Scenarios

Multiple Ko Configurations

In multiple ko configurations, two or more ko situations arise simultaneously on the board, complicating the fight as players must consider interactions between them rather than treating each in isolation. A double ko typically involves two simple, separate kos, where the overall value can effectively double for the player with superior threats, as responding in one ko allows the opponent to capture the other, turning the exchange into a mutual trade that amplifies the stakes. For instance, if both kos are of equal importance and mutual, the player initiating the fight gains an advantage by forcing the opponent into a defensive position across both, potentially securing both captures if their ko threats outnumber the opponent's. In cases where one ko is less valuable, a player may strategically sacrifice it to win the more critical one, prioritizing based on the availability and quality of ko threats elsewhere on the board. This prioritization requires evaluating threat efficiency: a player assesses which ko to contest first by comparing the potential loss from ignoring a threat against the gain from immediate recapture, often favoring the ko tied to larger territorial or life-and-death implications. Ko ko threats emerge when one ko serves as a forcing move for the other, escalating the fight; for example, capturing in a secondary ko compels the opponent to respond there, allowing immediate recapture in the primary ko and creating a chain of escalations that tests the depth of each player's threat reserves. Triple ko configurations represent an advanced escalation, where three interconnected kos can lead to perpetual cycles under certain rulesets, often resulting in a no result (annulled game) if neither player can break the loop without disadvantage. In such setups, as outlined in Japanese rules, the game may end without a winner if repetition persists, emphasizing the need for players to identify breaking points early to avoid mutual loss. These scenarios underscore the strategic depth of multiple kos, where basic fight mechanics of threat-response sequences extend across the board, demanding precise calculation to avoid unintended draws or concessions.

Interactions with Other Rules

Positional superko extends the basic ko rule by prohibiting any play that recreates a previous board position, regardless of whose turn it was at the time, thereby preventing longer cycles that could arise in complex ko fights. This rule ensures that ko fights cannot loop indefinitely through multi-move sequences, forcing players to seek alternative threats or concessions to resolve the position. Situational superko variations refine this prohibition by focusing on the repetition of specific situations, defined as a board position combined with the player to move. For instance, under American Go Association rules, a player cannot recreate a prior position where it was their turn to play, which effectively halts cyclic ko fights by disallowing the same player from initiating a repeat sequence. In rules, the restriction applies to recreating positions after any of one's own previous moves, allowing more flexibility in responses but still curbing endless ko battles on intricate boards. These variations prevent ko fight escalations into perpetual draws by tying legality to the game's situational context rather than absolute position alone. Eternal life refers to stable ko shapes within living groups where neither player can capture without self-damage, often resulting in a repeating cycle that superko rules explicitly forbid to avoid game voiding. In such configurations, the ko integrates into a seki or false eye structure, and rules like positional superko or the Ing ko rule intervene by banning the recurring sequence, compelling a resolution through external plays or of the status quo. This interaction underscores how ko fights can embed within larger group defenses, where eternal life emerges as a defensive unless disrupted by broader positional threats. Rule set differences significantly influence ko fight dynamics; for example, in Tromp-Taylor rules, the allowance of suicide moves enables unconventional ko recaptures that would be illegal elsewhere, potentially "tromping" traditional restrictions by permitting self-capture to force opponent responses in ko battles. In contrast, Ing rules impose stricter ko bans after passes, limiting immediate threats and altering the tempo of ko fights compared to Japanese rules' simpler recapture prohibition. These variances ensure that ko fights adapt to the regulatory framework, with positional superko in Tromp-Taylor providing a comprehensive cycle prevention that impacts strategic depth in variants allowing multiple kos.
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