• New Book: Endgame 4 - Global Move Order

    From Robert Jasiek@21:1/5 to All on Fri Oct 1 16:42:17 2021
    My 19th go book Endgame 4 - Global Move Order is available for €26.50
    (printed) or €13.25 (PDF). It explains the correct order of moves on
    the global scale during the early and late endgame.

    Webpage
    http://home.snafu.de/jasiek/Endgame.html
    Cover
    http://home.snafu.de/jasiek/Endgame_4_Cover.png
    Sample
    http://home.snafu.de/jasiek/Endgame_4_Sample.pdf
    Table of Contents
    http://home.snafu.de/jasiek/Endgame_4_TOC.pdf
    Review by the Author
    http://home.snafu.de/jasiek/Endgame_4_Review.html


    Endgame 4 - Global Move Order

    Review by the Author

    General Specification

    * Title: Endgame 4 - Global Move Order
    * Author: Robert Jasiek
    * Publisher: Robert Jasiek
    * Edition: 2021
    * Language: English
    * Price: EUR 26.50 (book), EUR 13.25 (PDF)*
    * Contents: endgame
    * ISBN: none
    * Printing: good
    * Layout: good
    * Editing: good
    * Pages: 268
    * Size: 148mm x 210mm
    * Diagrams per Page on Average: 4
    * Method of Teaching: truths, principles, methods, classification,
    examples
    * Read when EGF: 8 kyu - 9 pro
    * Subjective Rank Improvement: o
    * Subjective Topic Coverage: +
    * Subjective Aims' Achievement: ++

    Preface

    Endgame 4 - Global Move Order is a comprehensive study of the global
    endgame and invents most of the theory. The book replaces informal
    guesses by correct decisions for the order of moves, the timing and
    duration of playing locally versus playing elsewhere. The theory
    explains and solves many situations by always comparing the right
    values.

    New Theory

    Previously, it has been obvious to play simple gotes without
    follow-ups in order of their decreasing move values. I have only seen
    one professional player (O Meien) explaining the value of starting in
    an environment and error margin in chapter 4. Fragments of the theory
    appeared in public live research by Bill Spight and me. Otherwise,
    almost all of the revolutionary theory of global endgame evaluation in
    this book is newly invented! Endgame 4 - Global Move Order fills this
    huge gap in go theory. It achieves for the early and late endgame
    before the microendgame what Mathematical Go Endgames has achieved for
    the microendgame.

    The book presents counter-examples refuting the popular advice of
    always a) seeking tedomari (the last large move) or b) simply playing
    local endgames with or without follow-ups in their order of decreasing
    move values. Such informal go theory has neglected that correct global
    move decisions can depend on the local endgame and the environment,
    move value and follow-up move value, or resulting counts. Endgame 4 -
    Global Move Order enables these decisions by comparing the right
    values in exact conditions.

    Despite the novelty of the theory, the mathematical theorems proved in
    Volume 5 already establish its absolute truth. During the late
    endgame, we can stop tactical reading on reaching a generally solved
    class of positions. In other positions, the theory greatly simplifies
    reading. During the early endgame, the timing approximations are the
    best we have. The theory also applies during the opening or middle
    game whenever their additional strategic concepts, such as influence
    and fights, are irrelevant.

    Contents

    On the one hand, we consider one local endgame, an ensemble of the
    largest local endgames or several local endgames. On the other hand,
    we model the positional environment of the remaining local endgames as
    a value environment. During the early endgame, we model it by its
    largest move value called the temperature indicating the value of
    starting in the environment, although we sometimes also consider the second-largest value. During the late endgame, our model is an
    alternating sum of the move vales taken by the player minus those
    taken by opponent.

    For the considered local endgames, we decide whether to play locally
    or in the environment. Sometimes both choices are right. We learn the
    first and last moments of playing in sente or reverse sente in every
    particular local endgame. We also learn exactly when to interrupt long successive local play and continue in the environment.

    The decisions differ for the early and late endgame. They depend on
    the starting player, types of local endgames, their follow-ups, their calculated local values and the temperature. The early endgame is too
    complex to be solved completely while, in principle, we might solve
    the late endgame by tactical reading given much time. Instead of Black
    versus White, attacker versus defender, or sente player versus reverse
    sente player, it is often useful to distinguish the creator, for whom
    a follow-up or options are available, from the preventer, for whom
    they are unavailable. There are local gotes, ambiguous local endgames,
    local sentes, and local endgames with alternative gote and sente
    options. A non-iterative local endgame can have one or two simple
    follow-ups. We need some of these values: move value, follow-up move
    value, gain of a move, net profit of a sequence, its resulting count.
    The temperature can be low, medium or high.

    Endgame 4 - Global Move Order states the correct decisions for all
    basic cases with these aspects for one local endgame with simple
    follow-ups in an environment. It also describes some decisions among
    several local endgames or, during the late endgame, local endgames
    with iterative follow-ups. During the early endgame, the latter do not
    have any explicit solution but we may apply the good approximations to
    them, too.

    The book goes far beyond inventing just some new theory. Instead, the
    theory is already fully developed with different methods, such as
    comparing two well chosen test sequences, comparing counts, comparing
    net profits or applying a principle. Since Volume 5 proves their
    equivalence, everybody can choose his preferred method. Although such decision-making is very much faster than tactical reading, the theory
    offers further means of acceleration.

    Examples illustrate every case. Finding the rarest examples took up to
    four days each. The book also studies how tiny changes greatly affect
    the outcome and decisions even in basic examples. Furthermore, the
    book explains various aspects of strategy. Besides, there is a brief
    history of endgame evaluation.

    Presentation

    The book contains structured general explanations, principles, a few
    detailed reference examples, many commented examples and an index.
    Calculations often appear with consistently used symbols, such as M
    for move value, and actual numbers. Since this book emphasises global decisions, local move values are often simply stated so that it is the
    reader's exercise to verify them for a local endgame without or with
    simple follow-ups. Font attributes assist reading of the text.
    Diagrams mark the counted territories and show move values.

    The reader can easily choose chapters, sections or paragraphs
    according to the level of difficulty (basic, intermediate, advanced,
    expert) denoted by diamond symbols. Asterisks indicate many principles
    as either mathematically proved truths or obviously correct.

    What the Book Is Not

    Although the theory applies to the whole board, almost all examples
    simplify the global environment as a representative selection of
    simple gotes without follow-ups, whose shapes ease understanding of
    the theory. Except for 10 problems testing understanding of the
    central, basic contents and their answers, this is not a problem book.
    Instead of training tactical reading or rarely needed tesujis, the
    taught decision-making depends on value considerations. Since the book
    only briefly summarises the basics and local evaluation but afterwards
    presumes their fluent knowledge, Volumes 2 and 3 can assist its
    reader. The book does not explain evaluation of kos other than basic
    endgame kos. Except for a few expert hints, theorems and mathematical
    proofs only appear in Volume 5. School mathematics is sufficient
    because the book avoids all thermographs, cooling and infinitesimals.
    The book contains such an overwhelming amount of theory that the rank improvement after reading the book once is declared as average; it may
    be necessary to read the book several times to learn everything.

    Conclusion

    If you prefer problems or light entertainment, this book is not for
    you. Read Endgame 4 - Global Move Order to learn much powerful theory
    including new, well researched inventions of global endgame evaluation
    and decisions.


    * = These are the endconsumer prices in EUR according to UStG §19
    (small business exempted from VAT).

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