• Review: Endgame Problems 1

    From Robert Jasiek@21:1/5 to All on Sat Jun 1 18:55:13 2019
    Endgame Problems 1

    Review by the Author


    General Specification

    * Title: Endgame Problems 1
    * Author: Robert Jasiek
    * Publisher: Robert Jasiek
    * Edition: 2019
    * Language: English
    * Price: EUR 26.50 (book), EUR 13.25 (PDF)
    * Contents: endgame
    * ISBN: none
    * Printing: good
    * Layout: good
    * Editing: good
    * Pages: 252
    * Size: 148mm x 210mm
    * Diagrams per Page on Average: 5
    * Method of Teaching: principles, methods, examples
    * Read when EGF: 8 kyu - 3 dan
    * Subjective Rank Improvement: +
    * Subjective Topic Coverage: o
    * Subjective Aims' Achievement: ++

    Preface

    The book contains 150 endgame problems and introduces the theory
    necessary for their solution. There are 20 new tactical problems on
    the 11x11 board and 130 evaluation problems studying modern endgame
    theory under territory scoring.

    For problems of endgame evaluation, the book achieves a revolutionary
    concept: correctness of the answers. For this purpose, I have studied
    endgame theory for 2.5 years before creating the book and spent as
    much time on proofreading as on writing it.

    Tactical Problems

    The 20 whole board problems have the task "Black to play and achieve
    the maximum count". We practise playing all our sente moves, tactical
    reading, life and death, and tesujis.

    At first glance, these problems appear to be for 10 kyus. However,
    most of them can be demanding for dans. The reader does not know in
    advance whether a tie with the count 0 is good enough or he can
    achieve a win with the count 1, whether he should play sente or kill,
    and what tesujis must be deployed.

    The hidden difficulty serves two purposes: improving presumes solving
    problems above one's current level; after overcoming the hurdle at the beginning of the book, the evaluation problems appear relatively
    easier so that we can better learn evaluation. The answers to the
    whole board problems show every relevant variation and decision.

    Theory

    Since endgame evaluation requires application of theory, the necessary
    theory is summarised on 35 pages. Therefore, this book can be read independently, although readers of the first half of Endgame 2 -
    Values and a representative selection of the basic theory in Endgame 3
    - Accurate Local Evaluation are prepared better.

    Explanation of theory is distributed to several chapters and explained
    before its first use. Furthermore, references enable a choice of
    reading a whole theory chapter or swapping between its sections and
    related sections of subsequent problem chapters.

    The basic theory of gote versus sente, counts (the local positional
    values) and move values is explained twice using different approaches. Furthermore, footnotes on the pages with answers to the problems, an
    appendix explaining conventions of diagrams, variables and
    calculations, and an index assist the reader. For example, if he
    forgets what a 'gote count' is, several tools explain him its
    calculation as an average. Similarly, he can recall easily the
    different calculations of Black's versus White's 'gains' (which
    express how much a player's move shifts counts in his favour).

    The theory explains the basic concepts and values of modern endgame
    theory. In particular, we learn the ordinary types 'local gote' versus
    'local sente' (one player has a sente sequence) of local endgame
    positions. Furthermore, there are the hybrid type 'ambiguous' and
    ordinary kos. A local endgame with long 'traversal' sequences (with at
    least 3 moves worth playing successively) can be a 'long gote' or
    'long sente'. We distinguish the types of local endgames to calculate
    their appropriate values. Furthermore, value conditions verify that we calculate the right values. For long types, we also determine for how
    long local play should proceed before playing elsewhere. We also
    consider whether ko threats can be preserved.

    Endgame Problems 1 emphasises the basic theory and skips advanced
    theory. Therefore, local gote is distinguished from local sente by the
    most popular kinds of conditions, which compare a move value of the
    initial position to a follow-up move value of a follow-up position ('follower'). This book does not study alternative value conditions,
    options and sophisticated methods of fast evaluation, which Endgame 3
    - Accurate Local Evaluation explains but whose practice is postponed
    for Endgame Problems 2.

    Evaluation Problems

    The 130 evaluation problems with relatively large diagrams have
    realistic, basic shapes. They vary from the most basic to intermediate difficulty. The non-standard shapes and evaluation in the answers of
    all problems are new.

    The problems study every basic kind of local endgame: without
    follow-up, simple gote with gote follow-ups of one or both players,
    simple gote with iterative gote follow-ups, simple gote with sente
    follow-ups, simple sente with gote or sente follow-ups, long gote,
    long sente, with basic endgame kos, ordinary kos, ambiguous local
    endgames and mixed shapes. Complex kos, which require advanced theory,
    are the only noteworthy omission.

    Whenever necessary, the answers are very detailed. They analyse move
    by move and position by position. Calculation proceeds backwards: we
    calculate the counts and move values of the follow-up positions before
    we derive the values of the initial local endgame. At every step, we
    use a value condition to verify that we calculate the right gote or
    sente values. For long sequences, we also determine their lengths and
    calculate the gains of their moves. The detailed calculations
    including verifications enable the reader to understand their
    correctness. Some advanced problems have short naive answers and
    detailed accurate answers so that we see when they agree or the naive
    answers are wrong.

    Values are 'tentative' until they are confirmed. Tentative values are
    denoted gently in the text and by a different font for letters of
    variables. The reader can ignore this aspect or read the text more
    deeply by raising his awareness.

    The variables C and M denote counts and move values, respectively. If
    several values are calculated, suffixes refer to the numbers of
    diagrams or moves.

    Except for introductory examples, the book omits trivial text. For
    every diagram with a settled position, the caption simply states its
    count. The reader is expected to verify it by adding Black's and
    subtracting White's points of the marked intersections. Every stone
    with the label 'A' is worth 1 point for its captor. The label 'H'
    denotes half a point or minus half a point. When a gain is calculated
    from the previously determined counts before and after a move, the
    reader should look up the related diagrams without explicit reference.
    Instead of repeating the obvious every time, such conventions are
    declared once in the appendix. The footnotes contribute to keeping the
    text clean.

    As a consequence, it can concentrate on the important values and
    calculations. From the introduction of theory, we know that negative
    counts favour White. Here is a sample, in which the footnotes are
    unshown:

    "The initial local endgame with the black follower's count B = 1 in
    Dia. 26.1 and white follower's count W = -3 in Dia. 26.2 has the gote
    count

    C = (B + W) / 2 = (1 + (-3)) / 2 = -1

    and gote move value

    M = (B - W) / 2 = (1 - (-3)) / 2 = 2."

    Every important calculation appears in its own row to ease its
    reading. After the declaration of the calculated value, the formula is
    stated, the actual numbers are inserted and transformed.

    Conclusion

    We improve finding sente plays, tesujis and our tactical reading.
    Endgame Problems 1 teaches the relevant theory. Provided we embrace
    the effort necessary for calculations and their notation, we learn
    correct evaluation of every basic type of local endgame and its
    follow-ups. We calculate and verify counts, move values and gains.

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