ambient occlusion by defnition

so we know that there are 3 ways of making ambient occlusion

the first way is to mix an AO shader with our model
the second is to make world AO or through the compositor
third way is to mix your color map with an ambient occlusion map

which one is the most accurate way to display AO?

From what I understand (which may be wrong) Blender uses the same shading logic to create all these forms of ambient occlusion, so it doesn’t make a difference.