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Standalone Pattern Set 3.s.1 in Connect 4

Connect 4 in 3 Moves
Deduction Path: Disc Omission on Both Patterns.
Number of Patterns: 2
Pattern List: re0re0pp, re0re0pp
Deduced From: re0ppp, re0ppp
Winning Move: re0 shared by both re0re0pp
After playing this winning move the pattern set specified under deduced from pattern sets hereunder is created by following (in reverse direction) the deduction path above.
Deduced From Pattern Sets:
Pset 2.s.1 (re0ppp, re0ppp, Deduction Path: Empty Siding Fork)
Deduction Source for Pattern Sets:
Pset 4.s.1 (re0ppp, re0re0pp, re0re0pp, Deduction Path: Empty Siding Fork)
Pset 4.s.2 (re0ppp, re1re0pp, re1re0pp, Deduction Path: Empty Sharing Fork Sub-Top with Topping of Shared Re)
Pset 4.s.3 (re0ppp, re0re0pp, re1re0pp, Deduction Path: Empty Sharing Fork Sub-Top with Topping of One Unshared Re)
Pset 4.s.15 (re1ppp, re0re0pp, re0re0pp, re0re0pp, Deduction Path: Empty Siding Fork with All Defensible Re's Different)
Pset 4.s.18 (re0re0pp, re0re0pp, re0re0pp, re1re0pp, Deduction Path: Empty Siding Fork with All Defensible Re's Different)
Pset 4.s.19 (re0re0pp, re0re0pp, re0re0pp, re1re0pp, Deduction Path: Empty Siding Fork with All Defensible Re's Different)
Pset 4.s.20 (re2ppp, re1re0pp, re0re0pp, re0re0pp, Deduction Path: Empty Siding Fork with All Defensible Re's Different)

Condition List:
- 22EmptyOneEqualOneDifferent: One rotatable empty (re) position of the first re0re0pp pattern of the concerned pset is on the same column as one re of the second re0re0pp pattern. The other re of the first re0re0pp pattern is different from the other re of the second re0re0pp pattern. In other words the two re0re0pp patterns of the concerned pset have one pair re's sharing a same column and the other re's are on different siding columns.
- AfterMoveNoFasterWinForOpponent: After the players winning move, as specified by the winning move property above, no pattern set (pset) of the opponent may exist on the board that implies a faster win for the opponent. If the player can choose more than one column to win, it is sufficient no faster opponent win exists after the players move on one of those winning columns. For example for psets 3.x.y (connects 4 in 3 moves) no psets 1.v.w (connects 4 in 1 move) of the opponent may exist after the specified players move.

This pattern sets video:
https://rumble.com/v6el7bm-standalone-pattern-set-3.s.1-in-connect-4-pattern-recognition-and-deduction.html

Connect 4 Board Example List:
PEEPEPEEEESESEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
PEEPPEEEEEESEEEEEESEEEEEEEEEEEEEEEEEEEEEEEE
PEPPESSPESEEPPSESEEEPPEEEEESEEEEEESEEEEEEEE
PSPSPSSSPSSPSSSPESSPPSPEPPSSPSEEEPPSSEEEPPP
Informational Add: Timelapse of almost 8 hours of relentless persistent trailing, chemtrailing, wavering and hazing trails. I'm hoping somebody can send me the detailed science about trails, about how long types of trails can last under which conditions?
#2024-02-01 8:30 AM - #Beautiful #Skies+#Clouds+#Trails
of #Sint-#Lievens-#Houtem - #Belgium East-#Flanders
#FHD #Speed x 256: 7:45:04->1:49 - #BeautifulSkies
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