2021-12-26 last update, 2013-02-02 first day, Robert Jasiek

Go Theory Research

The page lists the research of some important go theory researchers.

Abbreviations
Robert Jasiek's Go Theory Research
Bill Spight's Go Theory Research

Abbreviations

[A] = alternative proof
[C] = invented general major concept
[D] = definition or overview
[G] = general knowledge stated as principle, procedure, method, definition, rule or ruleset; applies to arbitrary values and arbitrary positions of a class
[I] = invention
[T] = theorem and proof; therefore application is always correct
[W] = first or probably first to write down clearly verbal knowledge in English, German or possibly world literature
[b] = book
[m] = message
[p] = paper or webpage

Robert Jasiek's Go Theory Research

Preface
The Most Important Inventions for Players
The Most Important Inventions for Advance of Go Theory
The Most Difficult Inventions
Endgame
Theorems
Other Theory
Definitions
Examples
Tactical Reading and Move Decision
Strategy
Capturing Races
Joseki
Positional Judgement
Ko and Other Restrictions
Life + Death and Scoring
Rules
Shapes
Other Terms

Preface

My 1000 informal or semi-formal principles, of which many are important for go theory and more often correct than those by other writers, and minor definitions, research etc. are not mentioned here. After some preliminary studies, I began serious research in go theory in 1996.

The research is by Robert Jasiek unless other names are stated. Two or more names without attributes are listed in decreasing order of contribution. Names separated by a slash indicate equal contribution.

Outside the lists of most important inventions, bold font denotes the relatively more important research.

Many inventions reveal gaps in earlier
common informal knowledge and in teaching by professional players. The "Neutral stone difference" is an example of a simple concept that professional players apply but amateurs often do not apply because it has not been taught by anybody except me, although each new neutral stone too many equals one pass during the middle game.

The two top inventions for players ("Playing simple gotes without follow-ups in decreasing order" and "Timing during the early endgame of playing in a local gote in an environment") are inventions from the view of mathematical research and confirm common informal knowledge. Some other inventions ("Non-existence of local double sente", "Counter-example for always seeking tedomari" and "Counter-examples for always playing a simple gote with one follow-up in an environment of simple gotes without follow-ups in decreasing order of move values") refute common informal knowledge. We cannot trust common informal knowledge but we can trust mathematical theorems.

Difficulty and effort of inventions do not correlate with their importance. It was difficult to prove
"Timing during the early endgame of playing in a local gote in an environment" but took me only 20 minutes to prove "Playing simple gotes without follow-ups in decreasing order". Although the proof only needs school mathematics, several go players failed to prove it. I only list mine as "alternative proof" (instead of full "invention") because it expresses taking numbers in decreasing order, for which I could not find a proof but only much research by mathematicians on advanced alternating sums. Please let me know if you find some proof dated before 2021!

Although many simple but important inventions can be made, there are only a few serious researchers in go theory. A reason may be that simple but important theory does not pop up by itself. It requires years, or even many years, of study to see through the fog of less relevant knowledge.

The Most Important Inventions for Players

  1. Playing simple gotes without follow-ups in decreasing order [GA] [b] [like taking numbers in decreasing order]
  2. Timing during the early endgame of playing in a local gote in an environment [IGT] [b]
  3. Verify types of local endgames to determine their correct values. [IGT] [bm] [Robert Jasiek / Bill Spight]
  4. Equivalence of conditions (gote / sente count versus gote / follow-up move value versus sente / follow-up move value versus gote / sente move value) of local endgame with one simple follow-up [IGT] [bm] [proofs Robert Jasiek, conjectures Bill Spight]
  5. Neutral stone difference, neutral-or-dead stone difference [ICGD] [b]
  6. Earliest and latest moments of playing in a local endgame in sente or reverse sente depending on the enironment [IGT] [bm] [Bill Spight, Robert Jasiek]
  7. Several local endgames
    1. Creator starting in the larger local endgame with one follow-up [IGT] [bm] [Robert Jasiek, Bill Spight]
    2. Preventer starting in the larger local endgame with one follow-up [IGT] [bm] [Robert Jasiek, Bill Spight]
  8. Use the principle of extreme difference values to simplify reading for several iterative local endgames. [IG] [b]
  9. Approach plays affecting the score [IGT] [b]
  10. Direct connection, indirect connection [IWGD] [b]
  11. Influence stone difference [ICGD] [b]
  12. Re-definition of two-eye-formation [IGD] [pm]
  13. Definition of stability [ICGD] [b]
  14. Classification of regions [IWG] [b]
  15. Definition of current territory [ICGD] [b] [there was the predecessor Cho Chikun]
  16. Value of a fighting region [ICGD] [b]
  17. Relation between area count and territory count [IG] [b]
  18. Timing during the late endgame at low temperature of playing in a local gote with two simple follow-ups in an environment [IGT] [b]
  19. For a local sente during the early endgame at high temperature, play in the environment [IGT] [b]
  20. Ordinary evaluation of long sequences by the method of making a hypothesis [IG] [b]
  21. Evaluation and choice in a ko exchange [IWG] [b]
  22. Method of comparing two sequences combined with the method of comparing counts during the late endgame in a local endgame with one follow-up in an environment [IGT] [bm] [Robert Jasiek, Bill Spight]
  23. Method of comparing two sequences combined with the method of comparing counts during the late endgame in a local gote with two simple follow-ups in an environment [IGT] [b]
  24. Generalised connection (n-connected) [ICGD] [b]
  25. General definition of thickness [ICGD] [b] (informal and formal versions; simplified types; degrees and evaluation)
  26. General definition of influence [ICGD] [b] (informal and formal versions; degrees and evaluation)
  27. Non-existence of local double sente [IGT] [bm] [Francisco Criado, Robert Jasiek, Bill Spight]
  28. Evaluation of global double sente [IG] [b]
  29. Method of value evaluation of all josekis, except those with global (ko or semeai) fights [ICG] [b]
  30. New Semeai Formula [IG] [b]
  31. Local endgame with gote and sente options in an environment
    1. Timing during the early endgame at high temperature of playing in a local endgame with gote and sente options in an environment [IGT] [b]
    2. Timing during the early endgame at low temperature of the preventer playing in a local endgame with gote and sente options in an environment [IGT] [b]
  32. Ko and dame endgames under area scoring [IWGT] [pm]

The Most Important Inventions for Advance of Go Theory

  1. General definition of ko, regardless of position and ruleset [IGD] [p]
  2. Timing during the early endgame of playing in a local gote in an environment [IGT] [b]
  3. Local endgame with one follow-up in an environment
  4. Local gote with two simple follow-ups in an environment
  5. Several local endgames
  6. Local endgame with gote and sente options in an environment
  7. General definition of thickness [ICGD] [b] (informal and formal versions; degrees and evaluation)
  8. General definition of influence [ICGD] [b] (informal and formal versions; degrees and evaluation)
  9. Capturable-1, local-2, capturable-2 [IGD] [pm]
  10. Alive in Japanese 2003 Rules equals alive in World Amateur Go Championship Rules model [IT] [m] [proof Chris Dams, conjecture Jasiek]
  11. Method of value evaluation of all josekis, except those with global (ko or semeai) fights [ICG] [b]
  12. New Semeai Formula [IG] [b]
  13. Re-definition of strategy, hypothetical-strategy, force, prevent [IWGD] [pm] [there were the predecessors Bernd Gramlich and Robert Pauli and also researchers of mathematics or abstract games]
  14. Equivalence of conditions (gote / sente count versus gote / follow-up move value versus sente / follow-up move value versus gote / sente move value) of local endgame with one simple follow-up [IGT] [bm] [proofs Robert Jasiek, conjectures Bill Spight]
  15. Non-existence of local double sente [IGT] [bm] [Francisco Criado, Robert Jasiek, Bill Spight]
  16. Scoring
  17. Earliest and latest moments of playing in a local endgame in sente or reverse sente depending on the enironment [IGT] [bm] [Bill Spight, Robert Jasiek]
  18. Generalised connection (n-connected) [ICGD] [b]
  19. General classification and definition of basic-ko types, regardless of position and ruleset [IGD] [p]
  20. Generalised territory (n-territory) [ICGD] [b]
  21. Influence stone difference [ICGD] [b]

The Most Difficult Inventions

  1. Japanese 2003 Rules [IG] [p] [11 months of full-time work after 10 years of preliminary study]
  2. General definition of ko, regardless of position and ruleset [IGD] [p] [~3 months of full-time work after 13.5 years of preliminary study]
  3. Timing during the early endgame of playing in a local gote with two follow-ups and unequal move value in an environment [IGT] [b] [3 weeks of full-time work after 3.5 years of preliminary study]
  4. Timing during the early endgame of playing in a local gote with one follow-up and unequal move value in an environment [IGT] [b] [3 weeks of full-time work after 3.5 years of preliminary study]

Endgame

Theorems

Combinatorial Game Theory
Fundamentals
Evaluation of Local Endgame with One or Two Follow-ups
Evaluation of Local Endgame with Gote and Sente Options
Evaluation of Local Endgame with Long Sequences
Early Endgame of Local Gote in an Environment
Late Endgame of Local Endgame with One Follow-up in an Environment
Early Endgame of Local Endgame with One Follow-up in an Environment
Late Endgame of Local Gote with Two Follow-ups in an Environment
Late Endgame of Local Endgame with Gote and Sente Options in an Environment
Early Endgame of Local Endgame with Gote and Sente Options in an Environment
Several Local Endgames
Scoring

Other Theory

Evaluation
Strategy

Definitions

Terms
Value Conditions of Terms
Values of Local Endgames
Types of Local Endgames
Test Sequences

Examples


Tactical Reading and Move Decision

Strategy

General

Strategic Concepts

Capturing Races

Joseki

Positional Judgement

Ko and Other Restrictions

Life + Death and Scoring

Rules

Particular Rules

Rulesets

Commentaries

Theory

Shapes

Other Terms

Bill Spight's Go Theory Research

Preface
Endgame
Theorems
Other Theory
Ko
Rules

Preface

Bill Spight's teaching of go theory, especially endgame theory, and minor inventions are not listed. He may have done further research I am not aware of. His real name is William L. Spight.

The research is by Bill Spight unless other names are stated. Two or more names without attributes are listed in decreasing order of contribution. Names separated by a slash indicate equal contribution. Besides his ground-breaking structural insight, bold font denotes his most important contribution to the advance of go theory.

Endgame

Theorems

Other Theory

Ko

Rules