Kibitz for the Detective Go First Game

The first game has begun

The first (hidden) move by the fugitive is at B3

Demo board link

The detectives see an empty board: https://vsotvep.github.io/MulticolorGo.html?st=&bs=17

3 Likes

My strategy will be to scatter several stones across the board to start, in order to flexibly work on multiple bases, as the detectives might discover and focus on some.

Maybe I’ll even capture a detective stone in one area as a distraction, while devoting following turns elsewhere.

3 Likes

The detectives just made their opening moves. I’ll play at P15

Current Game State

https://vsotvep.github.io/MulticolorGo.html?st=bcdbocloembfocc&bs=17

Visible Board

https://vsotvep.github.io/MulticolorGo.html?st=bcdloembf&bs=17

1 Like

Detectives
green P10
blue C4
yellow C9

Fugitive
red Q6

https://vsotvep.github.io/MulticolorGo.html?st=bcdboccidcneloembfoccohfplc&bs=17

Visible Board

https://vsotvep.github.io/MulticolorGo.html?st=bcdcidcneloembfohf&bs=17

3 Likes

Detectives
green Q14
blue P4
yellow G16

Fugitive
red F16

https://vsotvep.github.io/MulticolorGo.html?st=bcdboccidcnefbcgbdloembfoccohfonepdfplc&bs=17

Visible Board

https://vsotvep.github.io/MulticolorGo.html?st=bcdcidcnegbdloembfohfonepdf&bs=17

2 Likes
Who will win this game?
  • Definitely Detectives
  • Maybe Detectives
  • Unsure
  • Maybe Fugitive
  • Definitely Fugitive

0 voters

How are the Detectives playing?
  • Excellent
  • Good
  • Okay
  • Bad
  • Terrible

0 voters

How is the Fugitive playing?
  • Excellent
  • Good
  • Okay
  • Bad
  • Terrible

0 voters

2 Likes

One possible concept to build toward, depending on how the detective stones develop, of course.

Capturing with G15 should be the last move in this sequence, to hopefully draw a distraction toward that part of the board and give me more time to develop the bottom-right. I would also like to delay capturing P4 for as long as possible, until the rest of the bottom right is more solidified. Maybe P3 and P5 would have to wait until after capturing G16 as a distraction.

I actually hope that they also discover B3 and P15 while I build this up. It would be good for their attention to be focused elsewhere. The big gap between C4 and M3 should hopefully be an area that they focus a couple of searching moves on as well.

1 Like

I don’t mind influencing the fugitive. In fact that seemed like part of the fun to me; like many actual fugitives, you get some support from the population while the detectives have to work alone. But I don’t have much to say yet.

It’s interesting that shinuito already guessed one of the shapes you are going for. I wonder if you could predict what they will do after you capture, and add one more stone there, maybe at E15, to throw them off even more.

It will be fun to see what happens when all three detective colors converge on a small search area instead of staying safely apart. It might be surprisingly easy to make captures in that mess.

3 Likes

Detectives are relying too much on the random point generator if you ask me. The fugitive isn’t playing randomly, and so the detectives are leaving valuable plays to chance rather than thinking like a fugitive.

P.S.: If detectives play purely random moves, and all players play above the first line, the detectives’ chance of colliding with a fugitive stone exceeds 50% around move 9.

5 Likes

They seem to be avoiding the 1st line altogether. This would have been a pretty epic troll:

Connecting at the corners could be done last and also accomplished via capturing or some other way, if necessary.

3 Likes

You may be on to something there. Even this systematically avoids detection from an “above the first line” heuristic while creating many potential eyes. It’s risky to pursue symmetrical positions, however.

1 Like

Detectives
green L10
blue D2
yellow C13

Fugitive
red G17

Game State

https://vsotvep.github.io/MulticolorGo.html?st=bcdboccedcidcnedpefbcgacgbdkhfloembfoccohfonepdfplc&bs=17

Visible Board

https://vsotvep.github.io/MulticolorGo.html?st=bcdcedcidcnedpegbdkhfloembfohfonepdf&bs=17

2 Likes

Detectives
green N15
blue G6
yellow H12

Fugitive
red G15

https://vsotvep.github.io/MulticolorGo.html?st=bcdboccedcidcnedpefbcgacgbdgccglehfdkhfloembfmcfoccohfonepdfplc&bs=17

Visible board

https://vsotvep.github.io/MulticolorGo.html?st=bcdcedcidcnedpegbdglehfdkhfloembfmcfohfonepdf&bs=17

1 Like

First atari!

In the implemention of Phantom Go on VGS, hidden stones become visible when they cause an atari (so in this case three red stones would suddenly appear).

Such a rule would of course make the game even harder for the fugitive, but it might also make the game a little bit deeper in general (by allowing more reasoning and strategizing, and putting less emphasis on guesswork).

(I’ve nothing interesting to say about the game itself so far, hence the off-topic rules discussion :sweat_smile:)

4 Likes

Detectives
blue P3
yellow C15
green Q6 (collision revealing Q6)

Fugitive
red B17

Full State

https://vsotvep.github.io/MulticolorGo.html?st=bacbcdbocccdcedcidcnedpefbcgacgbdgccglehfdkhfloembfmcfoccohfoneooepdfplc&bs=17

Visible Board

https://vsotvep.github.io/MulticolorGo.html?st=bcdccdcedcidcnedpegbdglehfdkhfloembfmcfohfoneooepdfplc&bs=17

2 Likes