Difference between revisions of "User:Selinger"

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(D5 does not escape a 4th row ladder: Added some climbing options.)
(New proposed page)
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= Proposed page: Near ladder escapes =
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= Proposed page: Eric's move =
  
There are a number of [[ladder]] situations where a player does not technically have a [[ladder escape]], but in practice often ends up escaping the ladder anyway. This usually happens because the opponent must play extremely precisely in order to prevent the ladder from escaping, and can easily miss the correct move. In such cases, we may speak of a '''near ladder escape'''.
+
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.
  
This pages lists some common near ladder escapes, and how to thwart them.
+
The move is named after Eric Demer, who discovered it.
  
== C4 does not escape a 5th row ladder ==
+
== Example ==
  
A single stone at c4 (or the equivalent cell on the opposite side of the board) does not escape a 5th row ladder, even when there is a certain amount space on the 6th row as shown here:
+
Consider the following situation, with Red's 3rd row ladder approaching from the right, and Red to move.
<hexboard size="6x11"
+
<hexboard size="5x8"
   edges="bottom right"
+
  coords="hide"
   coords="none"
+
   edges="bottom left"
   visible="area(a6,k6,k1,f1)"
+
  contents="B e2 f2 g2 g4 R h2 R g3 B f4 R f3 B e4"/>
   contents="R i3 1:e2 B d3 f1 g1"
+
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:
However, there is only one way to prevent the ladder from connecting. Blue must play as follows.
+
<hexboard size="5x8"
<hexboard size="6x11"
+
   coords="hide"
  edges="bottom right"
+
   edges="bottom left"
   coords="none"
+
   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"
   visible="area(a6,k6,k1,f1)"
+
   contents="R i3 1:e2 B d3 f1 g1 B 2:e3 R 3:f2 B 4:h4"
+
 
   />
 
   />
In this situation, 2 followed by 4 is the only winning sequence for Blue. The best Red can do is the following, which is not sufficient to connect Red's ladder:
+
However, this is not optimal, because Blue has a forcing move at x, giving Blue 2nd and 3rd row ladder escapes:
<hexboard size="6x11"
+
A slightly better solution is the following:
  edges="bottom right"
+
<hexboard size="5x8"
   coords="none"
+
   coords="hide"
   visible="area(a6,k6,k1,f1)"
+
   edges="bottom left"
   contents="R i3 e2 B d3 f1 g1 B e3 R f2 B h4 R 5:h3 B 6:i4 R 7:g4 B 8:g3 R 9:f3 B 10:e5 R 11:j2 B 12:f4 R 13:h1 B 14:g2"
+
   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 gets a 5th-to-3rd row [[foldback]], so if Red escapes a 3rd row ladder moving left, Red connects.
+
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.
  
Also note that Red would be able to connect if the stone to the left of 13 were not occupied. Therefore, with slightly more space on the 6th row, a single stone at c4 actually does escape a 5th row ladder:
+
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="6x11"
+
<hexboard size="5x8"
  edges="bottom right"
+
   coords="hide"
   coords="none"
+
   edges="bottom left"
  visible="area(a6,k6,k1,f1)"
+
   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
  contents="R i3 1:e2 B d3 f1"
+
            E a:c2 b:d2 c:b3 d:c3 e:a4 f:b4"
  />
+
Conversely, if there is less space on the 6th row, Blue has additional ways of blocking the ladder, such as this:
+
<hexboard size="6x11"
+
   edges="bottom right"
+
  coords="none"
+
  visible="area(a6,k6,k1,f1)"
+
   contents="R i3 1:e2 B d3 f1 g1 h1 B 2:e3 R 3:f2 B 4:f3 R 5:g2 B 6:h3 R 7:g3 B 8:f5 R 9:g4 B 10:g6"
+
 
   />
 
   />
 +
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.
  
== D5 does not escape a 4th row ladder ==
+
== Why it works ==
  
A single stone at D5 (or the equivalent cell on the opposite side of the board) does not escape a 4th row ladder, even when the 6th row is empty as shown here. However, the situation is still very threatening. Red gets both a [[foldback]] and a [[switchback]].
+
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="6x12"
+
<hexboard size="12x8"
  edges="bottom right"
+
   coords="hide"
   coords="none"
+
   edges="bottom left"
   visible="area(a6,l6,l1,f1)"
+
   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 i2 1:d3 B c4"
+
            B 4:b10 R 5:d9 B 6:e8 R 7:d8 B 8:e7 R 9:c6 S red:f1--f8"
 
   />
 
   />
In the above situation, Blue's only winning move is to [[ladder handling|push]].
+
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.
<hexboard size="6x12"
+
  edges="bottom right"
+
  coords="none"
+
  visible="area(a6,l6,l1,f1)"
+
  contents="R i2 1:d3 B c4 B 2:d4 R 3:e3 E x:e4 y:f5 z:d6"
+
  />
+
For move 4, Blue has three possible choices: x, y, or z. If Blue plays moves 4 and 6 at y and z (in either order), Red gets a foldback and a switchback, but does not connect outright:
+
<hexboard size="6x12"
+
  edges="bottom right"
+
  coords="none"
+
  visible="area(a6,l6,l1,f1)"
+
  contents="R i2 1:d3 B c4 B 2:d4 R 3:e3 B 4:f5 R 5:f4 B 6:d6 R 7:e5 B 8:e6 R 9:d5 B 10:c6 R 11:h4 B 12:g4 R 13:h2 B 14:f3 R 15:g1"
+
  />
+
Note that Blue cannot play move 6 on the 2nd row, or else Red gets a forcing move that allows Red to connect outright:
+
<hexboard size="6x12"
+
  edges="bottom right"
+
  coords="none"
+
  visible="area(a6,l6,l1,f1)"
+
  contents="R i2 1:d3 B c4 B 2:d4 R 3:e3 B 4:f5 R 5:f4 B 6:e5 R 7:e4 B 8:d5 R 9:h4 B 10:g4 R 11:h2"
+
  />
+
If Blue plays move 4 at x, then on the next move, Red again has three possiblities:
+
<hexboard size="6x12"
+
  edges="bottom right"
+
  coords="none"
+
  visible="area(a6,l6,l1,f1)"
+
  contents="R i2 1:d3 B c4 B 2:d4 R 3:e3 B 4:e4 R 5:f3 E x:g4 y:g5 z:e6"
+
  />
+
If Blue plays moves 6 and 8 at y and z (in either order), Red gets a foldback and a switchback:
+
<hexboard size="6x12"
+
  edges="bottom right"
+
  coords="none"
+
  visible="area(a6,l6,l1,f1)"
+
  contents="R i2 1:d3 B c4 B 2:d4 R 3:e3 B 4:e4 R 5:f3 B 6:g5 R 7:g4 B 8:e6 R 9:f5 B 10:f6 R 11:e5 B 12:d6 R 13:i4 B 14:h4 R 15:j3 B 16:g3 R 17:h1"
+
  />
+
If Blue plays move 6 at x, Red also gets a foldback and switchback:
+
<hexboard size="6x12"
+
  edges="bottom right"
+
  coords="none"
+
  visible="area(a6,l6,l1,f1)"
+
  contents="R i2 1:d3 B c4 B 2:d4 R 3:e3 B 4:e4 R 5:f3 B 6:g4 R 7:f4 B 8:e6 R 9:e5 B 10:d6 R 11:f5 B 12:f6 R 13:h5 B 14:g5 R 15:h3 B 16:g3 R 17:h1"
+
  />
+
In all other cases, Red connects outright.
+
  
'''Climbing.''' If Red lacks both a switchback threat and a foldback threat, Red's goal may be to deny Blue a ladder escape in the corner, and to [[climbing|climb]] as far as possible. Red can play as follows:
+
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.
<hexboard size="9x12"
+
  edges="bottom right"
+
  coords="none"
+
  visible="area(a9,l9,l1,i1)"
+
  contents="R i5 1:d6 B c7 B 2:d7 R 3:e6 B 4:e7 R 5:f6 B 6:g8 R 7:g7 B 8:g6 R 9:f7 B 10:e9 R 11:j7 B 12:i7 R 13:j6 B 14:i6 R 15:j5 B 16:h6 R 17:i4 B 18:h4 R 19:j2"
+
  />
+
Or if Blue plays a different move 12, Red can even do this:
+
<hexboard size="9x12"
+
  edges="bottom right"
+
  coords="none"
+
  visible="area(a9,l9,l1,i1)"
+
  contents="R i5 1:d6 B c7 B 2:d7 R 3:e6 B 4:e7 R 5:f6 B 6:g8 R 7:g7 B 8:g6 R 9:f7 B 10:e9 R 11:j7 B 12:h7 R 13:k4 B 14:j6 R 15:i7 B 16:i6 R 17:l5 B 18:h6 R 19:i4 B 20:h4 R 21:k1"
+
  />
+
  
== Joseki "C" does not escape a 4th row ladder ==
+
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]].
  
It is fairly common to play the [[Joseki#4th_row_josekis|4th row joseki]] "C", which leaves the following position in an acute corner:
 
<hexboard size="5x11"
 
  edges="bottom right"
 
  coords="none"
 
  visible="area(a5,k5,k1,e1)"
 
  contents="R h3 i2 B i3"
 
  />
 
This position obviously escapes 2nd row ladders. It is perhaps less obvious that it also escapes 3rd row ladders approaching from far enough away:
 
<hexboard size="5x11"
 
  edges="bottom right"
 
  coords="none"
 
  visible="area(a5,k5,k1,e1)"
 
  contents="R h3 i2 B i3 B b4 R 1:c3 B 2:c4 R 3:d3 B 4:d4 R 5:f2 B 6:e3 R 7:e2 B 8:f4 R 9:f3 B 10:e4 R 11:g5 S area(c3,b5,h5,h3,i2,i1,g1)"
 
  />
 
Note that Red is connected by a [[Interior_template#The_span|span]], and the connection only requires the shaded area. The "magic" move is 5. If Red just continues to push on the 3rd row, Red does not connect.
 
 
Does the above corner position escape a 4th row ladder? If Blue naively keeps pushing the ladder, then Red does indeed connect:
 
<hexboard size="5x11"
 
  edges="bottom right"
 
  coords="none"
 
  visible="area(a5,k5,k1,e1)"
 
  contents="R h3 i2 B i3 B c3 R 1:d2 B 2:d3 R 3:e2 B 4:e3 R 5:f2 B 6:f3 R 7:h1"
 
  />
 
On the other hand, if Blue [[ladder handling|yields]] at any point, Red connects by [[switchback]], for example like this:
 
<hexboard size="5x11"
 
  edges="bottom right"
 
  coords="none"
 
  visible="area(a5,k5,k1,e1)"
 
  contents="R h3 i2 B i3 B c3 R 1:d2 B 2:d3 R 3:e2 B 4:e4 R 5:e3 B 6:d4 R 7:g3 B 8:f3 R 9:g1"
 
  />
 
Indeed, for a 4th row ladder approaching the corner, there is only one possible Blue move that prevents Red from escaping the ladder. This "magic move" is 4 in the following diagram:
 
<hexboard size="5x11"
 
  edges="bottom right"
 
  coords="none"
 
  visible="area(a5,k5,k1,e1)"
 
  contents="R h3 i2 B i3 B c3 R 1:d2 B 2:d3 R 3:e2 B 4:f4 R 5:f3 B 6:d5 R 7:j1 B 8:g3 R 9:h1"
 
  />
 
Red still gets a [[foldback]] and a [[switchback]].  Instead of 7, Red could have played anywhere in the corner, but since 7 [[captured cell|captures]] the entire corner, it is usually the [[optimal play|best move]] in this situation.
 
  
  

Revision as of 02:34, 8 January 2023

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:

83176254

The obvious solution is for Red to pivot immediately and hold Blue to a 5th row ladder:

4312x

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:

43y2x1

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.

3abcd2ef1

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:

987635421

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:

abcdefghijk78910117891011

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.

abcdefghijk7891011789101121

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:

abcdefghijk7891011789101121

Neither of these outcomes is great for Blue. Instead, what Blue can do is ask the template a question:

abcdefghijk789101178910111

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:

abcdefghijk78910117891011213

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.