• New Book: Endgame 2 - Values

    From Robert Jasiek@21:1/5 to All on Thu Aug 23 16:00:25 2018
    My 14th go book, Endgame 2 - Values, 260 pages is available as printed
    book (EUR 26.50) or PDF (EUR 13.25). The comprehensive textbook
    explains every relevant, basic aspect of endgame evaluation, modern
    and traditional endgame theory, microendgame and the impact of
    scoring.

    Information:
    http://home.snafu.de/jasiek/Endgame.html

    Table of Contents:
    http://home.snafu.de/jasiek/Endgame_2_TOC.pdf

    Sample:
    http://home.snafu.de/jasiek/Endgame_2_Sample.pdf

    Review by the author:
    http://home.snafu.de/jasiek/Endgame_2_Review.html

    Cover:
    http://home.snafu.de/jasiek/Endgame_2_Cover.png

    Purchase:
    http://home.snafu.de/jasiek/shop.html


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    Endgame 2 - Values


    Review by the Author


    General Specification

    * Title: Endgame 2 - Values
    * Author: Robert Jasiek
    * Publisher: Robert Jasiek
    * Edition: 2018
    * Language: English
    * Price: EUR 26.50 (book), EUR 13.25 (PDF)
    * Contents: endgame
    * ISBN: none
    * Printing: good
    * Layout: good
    * Editing: good
    * Pages: 260
    * Size: 148mm x 210mm
    * Diagrams per Page on Average: 6
    * Method of Teaching: principles, methods, examples
    * Read when EGF: 13 kyu - 9 pro
    * Subjective Rank Improvement: +
    * Subjective Topic Coverage: +
    * Subjective Aims' Achievement: ++


    Summary


    The essential Endgame 2 - Values, which is the result of 2 years of
    work and research, teaches every relevant, basic aspect of endgame
    evaluation systematically, clearly and in detail. The comprehensive
    textbook explains modern and traditional endgame theories, the
    microendgame, and the impact of scoring. We evaluate positions,
    follow-up positions and moves so that all their values are consistent
    and related. The theory is well applicable to every endgame position
    and move, approximates absolute truth and is supported by many
    examples.


    Motivation


    The endgame dominates the second half, and affects every move of the
    first half, of the game. Over 97% of all endgame moves are decided by
    comparing their values while under 3% require new effort on tactical
    reading or tesujis. Therefore, understanding endgame values well has
    the potential of improving one's play by several ranks. Most endgame calculations are easy (much easier than tactical reading) but we must
    learn to apply the right calculations.

    Very little of modern endgame theory is part of prior verbal go theory
    or available through professional teaching. Previous, unstructured,
    incomplete, partly wrong information is scattered in thousands of
    messages throughout the web or the mathematical literature, which has
    limited practical relevance and must be reinterpreted for our
    application as go players.

    This unfortunate situation has had consequences. Most amateurs have
    neglected careful study of endgame values. Only a few other books on
    endgame values are worth mentioning. Writing about endgame evaluation,
    if it shall not only be trivial literature, is 10 times as demanding
    as writing go books on other topics.

    This book fills the gap in endgame value theory and the literature,
    collects all the basics, provides structure by starting with the most
    basic theory and then carefully developing the more sophisticated
    concepts. Now everybody can learn endgame calculations because the
    presentation emphasises easy application of the theory to examples.


    Modern and Traditional Endgame Theory


    Instead of the strange phrases 'miai counting' and 'deiri counting',
    the book speaks of modern endgame theory and traditional endgame
    theory. Either theory needs to calibrate the different types of local
    endgame positions to enable the principle of usually playing a move
    with the largest move value. Modern endgame theory calibrates by
    dividing by 2 for a local gote. Instead, traditional endgame theory
    calibrates by multiplying by 2 for a move played in sente or reverse
    sente.

    The book explains both theories. It clarifies traditional endgame
    theory, which is more convenient when only comparing gote move values
    with each other. It explains modern endgame theory in detail.

    Why do the book, the planned further volumes and O Meien's Japanese
    book Yose - Absolute Counting emphasise modern endgame theory? It is
    very consistent in every respect so enables application of advanced
    theory easily and without limitation. For every aspect of endgame
    evaluation other than the aforementioned principle, modern endgame
    theory applies naturally while traditional endgame theory only applies
    with the artificial helping construction of first transforming its
    move values to those of modern endgame theory.

    Only modern endgame theory allows the following, and countless other, applications easily and consistently. In Volume 2: all values of
    positions, follow-up positions and moves are related to each other
    naturally; the close relation between counts, move values and other
    values to better evaluate moves and sequences; easy evaluation of
    ordinary ko exchanges; microendgame; area scoring. In later volumes: distinguishing local sente and gote objectively; evaluating local
    endgames with long sequences; correct move order of local endgames
    with follow-ups in the global positional context. In all volumes: identification of exceptional move orders contrary to the mentioned
    principle.

    Traditional endgame theory made slow progress because its move values
    are inconsistent for these applications.


    Contents


    The book starts with the basics. It explains modern and traditional
    endgame theories, the microendgame, and differences of endgame
    evaluation under territory versus area scoring. It concludes with an
    appendix.

    Basics

    Unfamiliar concepts are explained several times in different ways.
    After a preview of key concepts in the introduction, the second
    chapter explains the basic concepts cautiously so that nobody is lost
    when they are applied in later chapters. The book uses terms common in
    modern endgame evaluation (a follower is a follow-up position, the
    black or white follower is created by a sequence started by Black or
    White, a count is the value of a local endgame position, move value
    and so on) and introduces the convenient terms local gote versus local
    sente for a local endgame position that is a gote or a player's sente, respectively. In his local sente, the opponent might play in reverse
    sente. Besides a few additional terms and the method of reading and
    counting, we learn basic endgame strategy and some exciting
    exceptions, such as a player's local sente that is the opponent's
    global sente.

    Every student of endgame evaluation meets the two concepts 'difference
    value' and 'tally', which characterise move values. Although some
    online texts use the word 'swing', the book simply and clearly calls
    it what it is: the difference value of the counts of the black and
    white followers. The tally characterises different kinds of local
    endgames (local sente, local gote, ordinary ko and so on) by comparing
    the players' numbers of local plays.

    Modern Endgame Theory

    A few hard-to-find webpages and videos only say "gote / sente are
    calculated like this, same for follow-ups" but such is insufficient to
    enable understanding on a level of fluent application. For this
    purpose, the book explains every basic aspect very carefully so that
    all questions are answered and cannot create hurdles or block learning progress. The book provides enough examples and repetition. It is hard
    to reinvent everything on one's own, therefore the book already
    presents everything. Trying to only use earlier, insufficient, badly
    structured and partially wrong online resources for acquiring a firm understanding takes months for rediscovering much basic knowledge. The
    book saves the reader that much time. Modern endgame theory is not
    difficult but Endgame 2 - Values offers the first English presentation
    for learning it well enough to apply it regularly with confidence to
    every local endgame position.

    Instead of also counting territory on unaffected intersections, every
    example is evaluated in, and shows, its locale, that is, the relevant
    local region affected by the move sequences. Unlike in quite some
    other endgame study material, the concept avoids wasting time for
    adding and subtracting the same constant amount of territory outside
    the locale. The book explains how to start from the counts of settled followers, derive the values of intermediate positions and eventually
    those of the initial local endgame.

    After explaining the counts of a local gote or sente and move values,
    the book enters previously often neglected aspects of endgame theory.
    When studying local sentes or local endgames with long sequences
    carefully, one notices that Black's and White's moves do not always
    gain the same amount of points. The concepts of gain or net profit
    describe value changes for a particular player's move or sequence, respectively.

    The book describes every useful relation between the values and
    demonstrates applications. Simple and clear value diagrams support the
    reader's understanding. The value relations offer additional tools for evaluating local gotes, establish the same kind of calculation of the
    count of a local gote, ordinary ko or ko threat, and are essential for evaluating kos. The book clarifies determination of the count and move
    value of several regions considered together. We see calculations of
    every combination of follow-ups: local gote with gote or sente
    follow-ups; local sente with gote or sente follow-ups.

    The book covers ordinary kos and shortly introduces approach and stage
    kos. For modern and traditional endgame theory, we learn how to
    compare the different types of local endgames. The chapter on modern
    endgame theory concludes with an illustration of every kind of
    accidental mistake in evaluation in order of decreasing frequency.

    Every section starts with theory and concludes with examples.
    Theoretical explanations and example comments are as detailed as
    necessary. An explanation can be short or cover three pages. Theory
    can contain principles or formulas in bold font. Each formula is also
    described in words. The example comments proceed step by step, as do
    the calculations. If values depend on other values of followers, the
    iterative calculation is often done move by move. Endgame value
    calculations are new to many readers so every reader has the chance to
    follow the careful and detailed explanations. The many diagrams and
    informative captions assist the learning process.

    Microendgame

    Have you read the book Mathematical Go Endgames several times and
    still not understood chilling and infinitesimals to play the
    microendgame correctly? Instead of pure mathematics, we players need
    applicable theory. Therefore, Endgame 2 - Values evaluates corridors
    by counts and move values, uses easily understood terms (such as gold
    denoting a valuable end of a corridor), abandons infinitesimals to
    reinterpret correct play in some corridors as capturing races and
    abandons go theory encrypted in a mathematical proof to use principles
    for teaching reductions of corridors from an unconnected attacking
    string.

    Explanations, principles, methods, formulas and tables convey the
    theory. We use ordinary counts and move values instead of chilled
    values. Therefore we can easily compare the values to those occurring
    earlier during the endgame. Although the formulas and tables state the
    counts and move values, we calculate them in examples for every type
    of corridor so that we acquire a firm understanding and recall the
    theory more easily. There is a general move order for the standard
    types of shapes occurring during the microendgame. If we only had to
    believe it, learning it would be hard. Therefore, every relevant
    combination of different types of shapes is studied by principles and
    examples.

    Scoring

    Most chapters explain endgame theory under territory scoring (Japanese
    / Korean style). Since there are also countries and tournaments with
    area scoring (Chinese / AGA / Ing style), the related chapter explains
    its consequences and relation to territory scoring for each relevant
    aspect: how to avoid counting all the stones on the board; the
    detailed relations between score, winner and komi (more complete and
    general than in my earlier studies); calculation of count and move
    value; the relation between local territory count and local area
    count; the strategic differences.

    Appendix

    The appendix contains much more than a list of conventions and
    keywords. 15 carefully selected problems are a test with which the
    reader can check his understanding of the major theory. The other long
    section of the appendix rescues everybody having forgotten his school mathematics: everything needed for endgame calculations is explained.


    Quality, Relevance and Consistency of the Contents


    The book's theory of endgame evaluation has an extraordinarily high
    quality because the principles, methods and value calculations rely on mathematical theory. Therefore, much of the theory of endgame
    evaluation represents, or closely approximates, absolute truths. This
    is the best possible quality, often superior to advice from
    professional players. Higher precision is only achieved by also
    applying the theory of the planned later volumes (see further below),
    and the mathematical theorems and their proofs in a later volume or
    the mathematical literature. The reader of this book is not confronted
    with the mathematical background but benefits from it.

    The book is suitable for kyus, amateur dans and professional dans
    because everybody can do the value calculations and learn new, better
    theory. Although more professional players become aware of modern
    endgame theory, the book also contains new contents that they cannot
    have known before: move order in the microendgame described in a
    language easily applicable for players; unconnected reductions of
    corridors; details of scoring relations. The following is described
    clearly instead of previous either informal or mathematical expert descriptions: relations between counts, move value and gains;
    evaluation of ko exchanges.

    The theory of endgame evaluation is very relevant as it applies to
    every move and every local endgame of every position with these
    exceptions: later volumes explain details, difficult shapes and the
    global context; complex kos require more advanced theory.

    The great consistency and scope of application of modern endgame
    theory has already been described further above. For even greater
    consistency in the book and later volumes, the same variables (such as
    C for count or M for move value) are used everywhere.


    Wrong First Impressions


    Browsing through the book for just a few seconds can easily generate
    one of the following wrong first impressions:

    * "Since the book only has easy examples, it is for absolute
    beginners." This book (like O Meien's book) restricts itself to easy
    examples to make understanding and learning the theory as easy as
    possible. The theory shall not be buried under difficult examples.
    Instead, Volume 4 will have a great variety of shapes.

    * "Since the book calculates values, it is only for mathematically
    skilled persons." For example, the book contains the principle "The
    count C of a local gote is the average of the counts B and W of its
    followers: C = (B + W) / 2." and calculations like the following for a particular example of a local gote: "The count of the black follower
    is B = 14. The count of the white follower is W = -28. The count C of
    the initial position is the average of the counts of its followers: C
    = (B + W) / 2 = (14 + (-28)) / 2 = (14 - 28) / 2 = -14 / 2 = -7." The calculation is described by text, the formula and the actual values so everybody can learn in his preferred way. Repeated stating of the same
    text and formula for every example supports learning of the
    calculation in general for every local gote. If the reader needs
    additional explanation for calculations with brackets, negative
    numbers or 'the average of two numbers', he can consult the reference
    chapter introducing school mathematics. If you understand the cited
    calculation of representative difficulty, you can understand all
    calculations in the book.

    * Under-estimating the quality of the theory: The theory is very
    consistent and generally applicable to every example. It is often the
    best possible theory representing, or closely approximating, absolute
    truth.


    What the Book Is Not


    The book has theory and examples but does not train tactical reading
    or tesujis. It is not a problem book. It does not teach the contents
    of the planned further volumes. School mathematics is sufficient for understanding the book, which avoids all advanced mathematics, such as
    trees, thermographs, cooling, infinitesimals, combinatorial game
    theory, calculus.

    Layout and typography have not been optimised so far that Volume 2
    would have to be split into two books. Apart from mentioning the
    occasional typo, shouldn't the author be more critical in his own
    review? I do not think that the book contains too much contents or
    should introduce the reader to the basic concepts even more
    cautiously. I wish I could have learnt endgame value theory anywhere
    else even remotely as clearly as in this book or O Meien's book, so
    why might I criticise didactics?

    This What the Book is Not section points out the only noteworthy
    drawback of the textbook: every aspect of theory is illustrated by
    examples and their comments but not also by immediate training with
    problems. Of course, frequent interludes with problems would have been
    possible - if the one book was split into two or three books. The
    prospect would be a series of one or two dozen (instead of the planned
    six) volumes. I have resisted the temptation...!


    Comparison to Other Books


    * Volume 1: Kyus might ask whether to read Volume 1 or 2. They are complementary and can be read successively or consulted both. Volume 1
    studies the endgame from a value-less perspective while Volume 2 uses
    values. Volume 1 is easier but one cannot escape decisions between
    moves of similar values requiring their calculation.

    * Endgame books training tactical reading: They are complementary but
    training of tactical reading has greater application for the middle
    game because almost all endgame moves are simple, connected boundary
    plays.

    * Endgame tesuji books: They are complementary. Also read them so that
    you find the one, two or sometimes few endgame tesujis per game.

    * Books using traditional endgame theory: Typically, they only teach approximate calculation of move values but hardly anything else about
    endgame evaluation. Such books involve a great danger of keeping one's
    endgame evaluation at a low level. Counts of followers tend to be
    neglected. Local move sequences are often too long without good
    appreciation of intermediate plays elsewhere.

    * O Meien's book: You only understand this good book if you read
    Japanese or already know all the theory explained in this book. It
    teaches the very basics of modern endgame theory for local endgames
    and the most basic global decisions. Endgame 2 - Values teaches more,
    more details and also the microendgame, scoring and school mathematics
    but avoids global decisions before the microendgame because they will
    be the topic of Volume 5. O Meien's book is well worth reading but non-essential if you read Endgame 2 - Values. On the other hand,
    modern endgame theory has been neglected in the other literature so
    reading both books can further improve one's understanding.

    * Mathematical Go Endgames: This is as much a book of correct,
    advanced mathematics as of the microendgame. Understanding the very
    dense contents is very hard. Reading the book several times
    meticulously can improve your score by another point, provided you
    have studied some mathematics at university. First read the
    extraordinarily easier chapter Microendgame in Endgame 2 - Values.


    Conclusion


    Endgame 2 - Values is the urgently needed, comprehensive textbook on
    endgame evaluation. It is written to be the standard reference
    everybody above absolute beginner level should read. The book contains
    all the relevant, basic theory. It includes aspects and methods often
    neglected by professional players. Good structure, great clarity and
    detailed explanations raise understanding to the level of fluent
    application.


    Research


    This book, and drafts of further volumes, are the result of 2 years of full-time work, of which 50% (instead of my usual up to 5%) has been
    research in the theory of endgame evaluation. I have also proved, and
    will publish later, related mathematical theorems to establish most of
    the new theory as absolute truth. The research has been necessary to
    fill huge gaps in earlier theory and create a consistent, sufficiently complete, well applicable theory. While I have learnt 10% from the
    endgame researcher Bill Spight and 10% from other sources (of which
    almost 0% are from professional players), I have had to discover and
    prove 80% by myself.


    Further Volumes


    I have planned these further volumes but Volume 5 might be split if a
    volume for global problems should be added.

    * Volume 3: distinguish local sente and gote objectively; double
    sente; evaluate local endgames with long sequences

    * Volume 4: problems of local endgames with frequent shapes applying
    the theory of Volumes 2 + 3

    * Volume 5: correct move order of local endgames with follow-ups in
    the global positional context

    * Volume 6: mathematical theorems and proofs for the theory of Volumes
    2 - 5, examples for rare cases

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)