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).