Difference between revisions of "User:Selinger"
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− | = Proposed page: | + | = Proposed page: Eric's move = |
− | + | Eric's move is a trick that allows a player to make the best of a 3rd row [[ladder]] approaching an [[board|obtuse corner]]. It takes away the opponent's opportunity to get a 5th row ladder. | |
− | + | The move is named after Eric Demer, who discovered it. | |
− | == | + | == Example == |
− | + | Consider the following situation, with Red's 3rd row ladder approaching from the right, and Red to move. | |
− | <hexboard size=" | + | <hexboard size="5x8" |
− | edges="bottom | + | coords="hide" |
− | coords=" | + | edges="bottom left" |
− | + | contents="B e2 f2 g2 g4 R h2 R g3 B f4 R f3 B e4"/> | |
− | contents="R | + | There's not enough room for Red to [[ladder handling#Attacking|push]] one more time, as this will give Blue a 2nd row ladder: |
+ | <hexboard size="5x8" | ||
+ | coords="hide" | ||
+ | edges="bottom left" | ||
+ | contents="B e2 f2 g2 g4 R h2 R g3 B f4 R f3 B e4 R 1:e3 B 2:d4 R 3:c3 B 4:b5 R 5:a5 B 6:b4 R 7:a4 B 8:b3" | ||
/> | /> | ||
− | + | The obvious solution is for Red to pivot immediately and hold Blue to a 5th row ladder: | |
− | + | <hexboard size="5x8" | |
− | <hexboard size=" | + | coords="hide" |
− | + | edges="bottom left" | |
− | coords=" | + | contents="B e2 f2 g2 g4 R h2 R g3 B f4 R f3 B e4 R 1:d3 B 2:e3 R 3:d2 B 4:e1 E x:b4" |
− | + | ||
− | contents="R | + | |
/> | /> | ||
− | + | However, this is not optimal, because Blue has a forcing move at x, giving Blue 2nd and 3rd row ladder escapes: | |
− | <hexboard size=" | + | A slightly better solution is the following: |
− | + | <hexboard size="5x8" | |
− | coords=" | + | coords="hide" |
− | + | edges="bottom left" | |
− | contents=" | + | contents="B e2 f2 g2 g4 R h2 R g3 B f4 R f3 B e4 R 1:d4 B 2:e3 R 3:d2 B 4:e1 E x:b4 y:c3 S area(d2,a5,d5)" |
/> | /> | ||
− | Note that Red | + | Note that Red has formed [[edge template IV2d]], still holding Blue to a 5th row ladder. Blue still has a forcing move at x, but because Red can respond at y, this only gives Blue a 2nd row ladder escape, rather than a 3rd row escape. |
− | + | However, even this solution is not optimal for Red, as Blue still gets a 5th row ladder. It turns out that playing a different move 3 is even better for Red. | |
− | <hexboard size=" | + | <hexboard size="5x8" |
− | + | coords="hide" | |
− | coords=" | + | edges="bottom left" |
− | + | contents="B e2 f2 g2 g4 R h2 R g3 B f4 R f3 B e4 R 1:d4 B 2:e3 R 3:b2 | |
− | + | E a:c2 b:d2 c:b3 d:c3 e:a4 f:b4" | |
− | + | ||
− | + | ||
− | + | ||
− | edges="bottom | + | |
− | + | ||
− | + | ||
− | contents="R | + | |
/> | /> | ||
+ | Move 3 is named '''Eric's move'''. If Red plays there, Blue in theory no longer gets a 5th row ladder, nor any kind of ladder. If Blue plays at a or c, Red responds at b; if Blue plays at b, Red responds at a; if Blue plays at d, Red responds at e; if Blue plays at f, Red responds at d. | ||
− | == | + | == Why it works == |
− | + | Eric's move prevents Blue from getting a 5th row ladder along the left edge. To see why, consider the following line of play, which is one of Blue's best attempts: | |
− | <hexboard size=" | + | <hexboard size="12x8" |
− | + | coords="hide" | |
− | coords=" | + | edges="bottom left" |
− | + | contents="B e9 f9 g9 g11 R h9 R g10 B f11 R f10 B e11 R 1:d11 B 2:e10 R 3:b9 | |
− | contents="R | + | B 4:b10 R 5:d9 B 6:e8 R 7:d8 B 8:e7 R 9:c6 S red:f1--f8" |
/> | /> | ||
− | + | If we imagine that the pink cells are occupied by a line of red stones, then Red's move 9 is actually [[Tom's move]], using that line of stones as its edge. In that case, Red would connect, proving that Blue cannot in general get a 5th row ladder. Even if the pink cells are not in fact occupied by Red, the situation is still typically good for Red. | |
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− | + | However, the use of Tom's move in this argument requires quite a bit of empty space. If there is less space, or if there are additional Blue stones in this area, then Blue might still be able to do something useful. | |
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− | + | The way in which Eric's move works is essentially the same way as blocking a 5th row ladder when there's not enough space under the ladder stone; see [[Theory_of_ladder_escapes#Definition_of_ladder_4|theory of ladder escapes]]. | |
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Revision as of 02:34, 8 January 2023
Contents
Proposed page: Eric's move
Eric's move is a trick that allows a player to make the best of a 3rd row ladder approaching an obtuse corner. It takes away the opponent's opportunity to get a 5th row ladder.
The move is named after Eric Demer, who discovered it.
Example
Consider the following situation, with Red's 3rd row ladder approaching from the right, and Red to move.
There's not enough room for Red to push one more time, as this will give Blue a 2nd row ladder:
The obvious solution is for Red to pivot immediately and hold Blue to a 5th row ladder:
However, this is not optimal, because Blue has a forcing move at x, giving Blue 2nd and 3rd row ladder escapes: A slightly better solution is the following:
Note that Red has formed edge template IV2d, still holding Blue to a 5th row ladder. Blue still has a forcing move at x, but because Red can respond at y, this only gives Blue a 2nd row ladder escape, rather than a 3rd row escape.
However, even this solution is not optimal for Red, as Blue still gets a 5th row ladder. It turns out that playing a different move 3 is even better for Red.
Move 3 is named Eric's move. If Red plays there, Blue in theory no longer gets a 5th row ladder, nor any kind of ladder. If Blue plays at a or c, Red responds at b; if Blue plays at b, Red responds at a; if Blue plays at d, Red responds at e; if Blue plays at f, Red responds at d.
Why it works
Eric's move prevents Blue from getting a 5th row ladder along the left edge. To see why, consider the following line of play, which is one of Blue's best attempts:
If we imagine that the pink cells are occupied by a line of red stones, then Red's move 9 is actually Tom's move, using that line of stones as its edge. In that case, Red would connect, proving that Blue cannot in general get a 5th row ladder. Even if the pink cells are not in fact occupied by Red, the situation is still typically good for Red.
However, the use of Tom's move in this argument requires quite a bit of empty space. If there is less space, or if there are additional Blue stones in this area, then Blue might still be able to do something useful.
The way in which Eric's move works is essentially the same way as blocking a 5th row ladder when there's not enough space under the ladder stone; see theory of ladder escapes.
Unused draft material for "Question"
The following was a draft example for the page Question, but it turned out to be too complicated to and not have a good answer.
Example: Template intrusion
Consider the following position, with Blue to move:
Note that Red is connected to the edge by edge template V2b, as highlighted. Blue would like to intrude into this template to gain strength either on the left or on the right.
Blue would like a 4th row ladder escape on the left. But the problem is that if Blue plays at d9 or c10, Red can reconnect by playing a minimaxing move at h7, which strenghtens Red's position.
Blue would also like a 4th row ladder escape on the right. But again, the problem is that if Blue moves at g10 or g9, Red can reconnect at g8, or by playing a minimaxing move, say at b10:
Neither of these outcomes is great for Blue. Instead, what Blue can do is ask the template a question:
Basically, the question is: "How do you want to reconnect?" And based on the answer, Blue will be able to gain some strength on the left or on the right, without giving Red quite as much territory as would otherwise have been the case.
For example, if Red reconnects at e8, then Blue can play e10:
Now Red's mustplay region consists of the 6 highlighted cells. If Red plays at d9, Blue gets a forcing move at b10, giving Blue a 4th row escape on the left, without Red getting g8. If Red plays at d10, g8, or g10, Blue gets a forcing move at d9, giving Blue a 4th row escape on the left without Red getting g8. If Red plays at g9, Blue defends the bridge at f9 and then plays as before. Finally, if Red plays at f10, Blue can respond at g8, getting a 4th row escape on the right. Although Red can still reconnect at b10, taking away Blue's ladder escape on the left, Red does not have the option of getting g8.
To be continued... and simplified?
To do
Add other illustrative examples, such as a template intrusion that forces the player to trade-off between a stronger connection and letting the opponent get a ladder escape, etc.