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Standalone Pattern Set 4.s.1 in Connect 4

Connect 4 in 4 Moves
Deduction Path: Empty Siding Fork.
Number of Patterns: 3
Pattern List: re0ppp, re0re0pp, re0re0pp
Deduced From: re0ppp, re0re0pp, re0re0pp
Best Defence(s): re0 of re0ppp
After playing a best defence move on one of the forked pattern sets specified under deduced from pattern sets hereunder this forked pset is disabled and the other forked pset remains active, in case of a siding fork, or becomes active, in case of a sharing fork, providing its winning move. In case of playing a best defence move outside of both forked pset's, both forked pset's remain active providing their winning moves.
Deduced From Pattern Sets:
Pset 1.s.1 (re0ppp, Winning Move: re0 of re0ppp, Deduction Path: Disc Omission on Pattern)
Pset 3.s.1 (re0re0pp, re0re0pp, Winning Move: re0 shared by both re0re0pp, Deduction Path: Disc Omission on Both Patterns)
Deduction Source for Pattern Sets:

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.
- 122WinningEmptyDifferent: The winning re of the first deduced from pset is on a different column than the winning re of the second deduced from pset because this is an empty siding fork. In other words the winning re's of the two psets being forked must be on siding (thus different) columns.
- AfterTwoMovesNoFasterWinForOpponent: After any of all the opponents best defensive move(s) and then the players subsequent winning move(s), as specified by the winning move property of the concerned deduced from pset, no pattern set (pset) of the opponent may exist on the board that implies a faster win for the opponent. For example for psets 4.x.y (connects 4 in 4 moves) no psets 1.v.w (connects 4 in 1 move) of the opponent may exist after all moves specified above.

This pattern sets video:
https://rumble.com/v6lvdxm-standalone-pset-4.s.1-connect-4in4-moves-pattern-recognition-deduction-hi-h.html

Connect 4 Board Example List:
SEEPPEESEEPSEEEEEPSEEEEEEEEEEEEEEEEEEEEEEEE
SSPSPSSPPSSPPPSSEPSSPPPEPPSSSSEEEPPEEEEEEEE
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