• New Books: Basic Endgame Problems 1 Gote and 2 Sente

    From Robert Jasiek@21:1/5 to All on Fri Feb 24 14:30:30 2023
    Today my two new go books appear:

    Basic Endgame Problems 1 - Gote

    Basic Endgame Problems 2 - Sente

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    Information:
    https://home.snafu.de/jasiek/BasicEndgameProblems.html

    Sample pages:
    https://home.snafu.de/jasiek/BasicEndgameProblems_1_Sample.pdf https://home.snafu.de/jasiek/BasicEndgameProblems_2_Sample.pdf

    Table of contents:
    https://home.snafu.de/jasiek/BasicEndgameProblems_1_TOC.pdf https://home.snafu.de/jasiek/BasicEndgameProblems_2_TOC.pdf

    Description:
    https://home.snafu.de/jasiek/BasicEndgameProblems_1_2.html

    Covers:
    https://home.snafu.de/jasiek/BasicEndgameProblems_1_Cover.png https://home.snafu.de/jasiek/BasicEndgameProblems_2_Cover.png

    All 22 books:
    https://home.snafu.de/jasiek/books.html
    https://home.snafu.de/jasiek/shop.html

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    Introduction

    Each of the two books Basic Endgame Problems 1 - Gote and Basic
    Endgame Problems 2 - Sente has 152 pages of A5 size with 150 problems
    and their answers. Similar to the style of All About Life and Death
    with its selection of basic life and death shapes and one answer on
    usually one page, both volumes select basic endgame shapes and put one
    answer per page if possible. Some answers need more space though.
    Besides, a modest amount of applied theory is introduced on one page
    per topic. The English books are written and published by Robert
    Jasiek, appear in 2023, and the price is €20* per book or €10* per PDF
    file.

    Contents

    Basic Endgame Problems 1 - Gote studies gote endgames while Basic
    Endgame Problems 2 - Sente emphasises sente endgames or follow-ups.
    Most problems show one local endgame but some problems represent
    multiple choices among a few local endgames. Every diagram covers a
    small part of the board. Volume 1 studies simple gote without
    follow-up, corridors, one follow-up, several separate follow-ups,
    follow-ups of both players, deep follow-ups and long sequences. Volume
    2 presents simple sente, sente with gote follow-ups, gote with sente follow-ups, sente with sente follow-ups, gote with gote and sente
    follow-ups, sente with gote and sente follow-ups, hybrids between gote
    and sente called 'ambiguous' local endgames, and long sequences.
    Hence, we learn evaluation of every basic class of local endgame
    shapes.

    The introduction of either volume contains the theory of the
    calculation of the values. The two central values are the 'move value'
    and the 'count', which is the positional value of a local endgame.
    While Volume 1 mostly needs gote values, Volume 2 also needs the
    differently calculated sente values. A little additional theory
    occasionally occurs throughout either book as follows. Each volume
    introduces three shortcuts as methods for accelerated calculation. All
    six are applied in Volume 2. Besides, Volume 1 suggests an
    approximation when no harm is done; otherwise, all calculations are
    exact. Arrows denote those paragraphs stating some general principles
    or remarks. Either book concludes with a short index.

    In Volume 1, 104 problems have detailed answers while 46 problems have
    short answers. In Volume 2, 93 problems have detailed answers while 57
    problems in the Multiple Choice chapter have short answers. A typical
    short answer shows one diagram with one paragraph of text and
    calculations.

    A detailed answer has several diagrams showing initial or follow-up
    positions, or just one or a few moves. The counts of settled follow-up positions are determined. For the initial position and every important intermediate follow-up position, the move value and count are
    calculated, and the current type, gote or sente, of the local endgame
    is verified by a value condition. For deeper understanding and as an
    additional check, an interpretation relates the calculated values or
    there can sometimes be extra remarks. If shortcuts apply to the
    initial position and permit a visual representation, they are
    explained in an extra section of the answer. A few problems have an
    additional advanced analysis, which verifies or refutes whether long
    sequences are worth playing.

    One might wish additional topics, such as ko and open shapes, but they
    deserve further volumes.

    Fast Evaluation

    The reader learns fast evaluation by the basic shapes, detailed
    answers and introduced shortcuts. The problems start with the simplest
    shapes and proceed with increasingly difficult but still basic shapes.
    There are problems for all basic classes of shapes so we learn how to
    evaluate each class. Every answer proceeds step by step in an order
    suitable for making the necessary, avoiding superfluous and putting
    aside optional calculations. The theory introduces several shortcuts,
    which frequently apply and greatly accelerate determination of values.
    I could invent some of the shortcuts because they work for modern
    endgame theory due to its consistency.

    Correct Evaluation

    The literature of modern endgame theory only makes very few evaluation mistakes; in particular, none are known for my five earlier such books
    (Endgame 2 to 5, Endgame Problems 1). The evaluation in Basic Endgame
    Problems 1 and 2 is also correct. Explicit calculations and meticulous proofreading prevent accidental mistakes. Verifications of the types,
    gote versus sente, in the initial and follow-up positions guarantee determination of the right, gote or sente, values. Whether values must
    be derived from follow-up positions after short or long sequences is occasionally verified explicitly or otherwise indicated by remarks
    related to my deeper verification during proofreading. The correct
    evaluation in the books enables the reader to learn their execution,
    while mistakes might prevent this or do harm.

    Presentation

    Printing, layout and editing are good. There are 5 diagrams per page
    on average. Any territory is marked. Every detailed answer is conveyed with clear structure. Consistent text attributes greatly ease reading.
    The central calculations are described by text and basic mathematical expressions in a clear and large font. Captions repeat the values.

    Layout and formatting assist faster reading of the book. The reader
    can easily skip a) verbose calculations in text if the numbers are
    sufficient for him, b) the lowest level of calculations of the counts
    of settled positions represented in small font, and c) optional
    additional or advanced explanations. On the other hand, readers
    preferring greater assistance can read everything. However, the most
    basic explanations and some optional information are phased out,
    especially in Volume 2: hints that each occupied intersection
    contributes 2 points to a player's settled territory, reminders of
    negative counts favouring White and paragraphs with interpretations.

    Who Should Read the Books?

    The books are written mainly for kyus. Although players weaker than 13
    kyu might understand them, they should study other aspects of the game
    first. Dan players should already be able to evaluate the local
    endgames of the problems but many can use the practice and contents to accelerate their calculations, reaffirm their knowledge or learn more shortcuts. It is like practising life and death reading - if you need
    more than a few seconds to determine the correct endgame values, also
    practise the relatively easy problems!

    Problem books using traditional endgame theory want to make us believe
    that we would only need the initial move value. The best problem
    books, including Basic Endgame Problems 1 and 2, using modern endgame
    theory also calculate follow-up move values to verify the type gote
    versus sente, counts of follow-up positions to derive the initial move
    value correctly and the initial count to apply it for positional
    judgement or whenever the initial position occurs as a follow-up
    position in a more complicated problem.

    While the book Endgame Problems 1 also uses letters as mathematical
    symbols to distinguish different values, has a short chapter with
    basic shapes and then runs ahead to advanced shapes, Basic Endgame
    Problems 1 and 2 replace the former by text descriptions and restrict themselves to basic shapes. Therefore, these two books are more basic
    and can be understood more easily.

    Although both books can be read independently because they introduce
    all the needed theory, Volume 2 refers to Volume 1 a few times.
    Besides, reading Volume 2 is easier if the reader is already familiar
    with calculating gote values and applies them to gote endgames in the
    initial position or some follow-ups.

    Read these books to acquire a solid basic skill of fast and correct
    endgame evaluation!

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    * = Endconsumer price. VAT does not apply.

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