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)