Different rule sets have different ways of handling cyclical positions.
Under Japanese rules, cycles are allowed to happen, however, if both players refuse to break the cycle, the game can end with a “no result”, which is not quite like a draw, since a tournament should technically treat it as a game that did not happen and require a replay to determine a result.
Note that there are some cyclical patterns that should not (reasonably) end with a “no result”, such as Sending two, returning one at Sensei's Library, since the captures are unbalanced allowing one player to eventually abandon the cycle and still win.
For other rulesets, like Chinese, AGA, New Zealand, some form of superko rule is applied. This basically forbids cyclical patterns from arising in the first place (which forces players to find ko threats).
Hey welcome in our corner of the go world! It’s nice that you discovered by yourself the ko situation.
I hope you keep interest in this game and have opportunities to play.
There are friendly go players in Roma, and some of them come here to play too!
Note that, assuming both players are trying to win, and not just trying to prolong the game for no reason, the triple ko is only an issue if it really has value, for instance if it’s part of a liberty race. This does happen sometimes but it’s pretty rare.
If those are three independent ko for one point each at the end of the game, then the player who is ahead in points will simply finish one of the ko by connecting, refusing to play the cycle. This happens in almost every 19x19 game.