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Standalone Pattern Set 3.s.4 in Connect 4

Connect 4 in 3 Moves
Deduction Path: Disc Omission on Faster Win Pattern.
Number of Patterns: 2
Pattern List: re1ppp, re0re0pp
Deduced From: re0ppp, re1ppp
Winning Move: re0 of re0re0pp different from re1 of re1ppp and re1 of re1ppp (from identical pset 3.s.2)
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.2 (re0ppp, re1ppp, Deduction Path: Empty Sharing Fork)
Deduction Source for Pattern Sets:

Condition List:
- 12EmptyOneEqual: The rotatable empty (re) position of the first redppp pattern of the concerned pset is on the same column as a re of the second red1red2pp pattern. In other words the two patterns of the concerned pset have one pair re's sharing the same column. The other re of the second pattern is on a different column.
- 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/v6fskum-standalone-pset-3.s.4-connect-4in3-moves-pattern-recognition-deduction-hi-h.html

Connect 4 Board Example List:
PPSSPSPPSEPSSSPPEPPPSPEEPESSSEESEEPEEEEEESE
PSPSSPSSPSPSSSPPESSPPEPEPPSPESEEEPSESEEEEEE
SPSSPSPPSEPSSSPPEPPPSPPEPESSEEESEEPEEESEESE
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