One rule, two rules, and the position neither of them settles
Ko fights of one, two and three points, under no repetition rule, the simple ko rule and superko. Each cell reports whether retrograde analysis reached every position in that graph or left some of them drawn. The simple rule settles one point and two and leaves three drawn, which is the triple ko; superko settles all three.
3 essays call
ko-rules. The drawing above is what it returns with no arguments at all; every
call below passes it something, because a placement that passes nothing draws whichever
member of the family the generator happens to default to rather than the one its essay argues
about.
Where it is called
Changing this generator changes every one of these figures.
The rule that makes Go a finite game
A ko is a point in Go where a capture can be recaptured for ever, and every set of rules forbids it. That prohibition is not etiquette or tidiness — it is the hypothesis that puts Go inside the class of games every theorem on this site is about, and removing it removes the values.
An outcome with no value behind it
Retrograde analysis labels positions in rounds, outward from the ones already lost. Whatever is still blank when nothing more can be deduced is a draw — and there is no separate test for a draw, because a draw is exactly the residue the method never reaches.
When never ending is a win
Retrograde analysis labels a position a win when somebody can force the opponent to be stuck, and leaves everything else blank. Calling the blanks draws is a rule from outside the game — and two other rules are available. The labelling does not change under any of them; only the residue does, and on a three-cycle that residue is every position on the board.
The whole library · The position index · The figures that play back