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Feb 24, 2023, 8:30:26 AM2/24/23

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Today my two new go books appear:

Basic Endgame Problems 1 - Gote

Basic Endgame Problems 2 - Sente

**********************************************************************

Information:

https://home.snafu.de/jasiek/BasicEndgameProblems.html

Sample pages:

https://home.snafu.de/jasiek/BasicEndgameProblems_1_Sample.pdf

https://home.snafu.de/jasiek/BasicEndgameProblems_2_Sample.pdf

Table of contents:

https://home.snafu.de/jasiek/BasicEndgameProblems_1_TOC.pdf

https://home.snafu.de/jasiek/BasicEndgameProblems_2_TOC.pdf

Description:

https://home.snafu.de/jasiek/BasicEndgameProblems_1_2.html

Covers:

https://home.snafu.de/jasiek/BasicEndgameProblems_1_Cover.png

https://home.snafu.de/jasiek/BasicEndgameProblems_2_Cover.png

All 22 books:

https://home.snafu.de/jasiek/books.html

https://home.snafu.de/jasiek/shop.html

**********************************************************************

Introduction

Each of the two books Basic Endgame Problems 1 - Gote and Basic

Endgame Problems 2 - Sente has 152 pages of A5 size with 150 problems

and their answers. Similar to the style of All About Life and Death

with its selection of basic life and death shapes and one answer on

usually one page, both volumes select basic endgame shapes and put one

answer per page if possible. Some answers need more space though.

Besides, a modest amount of applied theory is introduced on one page

per topic. The English books are written and published by Robert

Jasiek, appear in 2023, and the price is €20* per book or €10* per PDF

file.

Contents

Basic Endgame Problems 1 - Gote studies gote endgames while Basic

Endgame Problems 2 - Sente emphasises sente endgames or follow-ups.

Most problems show one local endgame but some problems represent

multiple choices among a few local endgames. Every diagram covers a

small part of the board. Volume 1 studies simple gote without

follow-up, corridors, one follow-up, several separate follow-ups,

follow-ups of both players, deep follow-ups and long sequences. Volume

2 presents simple sente, sente with gote follow-ups, gote with sente

follow-ups, sente with sente follow-ups, gote with gote and sente

follow-ups, sente with gote and sente follow-ups, hybrids between gote

and sente called 'ambiguous' local endgames, and long sequences.

Hence, we learn evaluation of every basic class of local endgame

shapes.

The introduction of either volume contains the theory of the

calculation of the values. The two central values are the 'move value'

and the 'count', which is the positional value of a local endgame.

While Volume 1 mostly needs gote values, Volume 2 also needs the

differently calculated sente values. A little additional theory

occasionally occurs throughout either book as follows. Each volume

introduces three shortcuts as methods for accelerated calculation. All

six are applied in Volume 2. Besides, Volume 1 suggests an

approximation when no harm is done; otherwise, all calculations are

exact. Arrows denote those paragraphs stating some general principles

or remarks. Either book concludes with a short index.

In Volume 1, 104 problems have detailed answers while 46 problems have

short answers. In Volume 2, 93 problems have detailed answers while 57

problems in the Multiple Choice chapter have short answers. A typical

short answer shows one diagram with one paragraph of text and

calculations.

A detailed answer has several diagrams showing initial or follow-up

positions, or just one or a few moves. The counts of settled follow-up

positions are determined. For the initial position and every important

intermediate follow-up position, the move value and count are

calculated, and the current type, gote or sente, of the local endgame

is verified by a value condition. For deeper understanding and as an

additional check, an interpretation relates the calculated values or

there can sometimes be extra remarks. If shortcuts apply to the

initial position and permit a visual representation, they are

explained in an extra section of the answer. A few problems have an

additional advanced analysis, which verifies or refutes whether long

sequences are worth playing.

One might wish additional topics, such as ko and open shapes, but they

deserve further volumes.

Fast Evaluation

The reader learns fast evaluation by the basic shapes, detailed

answers and introduced shortcuts. The problems start with the simplest

shapes and proceed with increasingly difficult but still basic shapes.

There are problems for all basic classes of shapes so we learn how to

evaluate each class. Every answer proceeds step by step in an order

suitable for making the necessary, avoiding superfluous and putting

aside optional calculations. The theory introduces several shortcuts,

which frequently apply and greatly accelerate determination of values.

I could invent some of the shortcuts because they work for modern

endgame theory due to its consistency.

Correct Evaluation

The literature of modern endgame theory only makes very few evaluation

mistakes; in particular, none are known for my five earlier such books

(Endgame 2 to 5, Endgame Problems 1). The evaluation in Basic Endgame

Problems 1 and 2 is also correct. Explicit calculations and meticulous

proofreading prevent accidental mistakes. Verifications of the types,

gote versus sente, in the initial and follow-up positions guarantee

determination of the right, gote or sente, values. Whether values must

be derived from follow-up positions after short or long sequences is

occasionally verified explicitly or otherwise indicated by remarks

related to my deeper verification during proofreading. The correct

evaluation in the books enables the reader to learn their execution,

while mistakes might prevent this or do harm.

Presentation

Printing, layout and editing are good. There are 5 diagrams per page

on average. Any territory is marked. Every detailed answer is conveyed

with clear structure. Consistent text attributes greatly ease reading.

The central calculations are described by text and basic mathematical

expressions in a clear and large font. Captions repeat the values.

Layout and formatting assist faster reading of the book. The reader

can easily skip a) verbose calculations in text if the numbers are

sufficient for him, b) the lowest level of calculations of the counts

of settled positions represented in small font, and c) optional

additional or advanced explanations. On the other hand, readers

preferring greater assistance can read everything. However, the most

basic explanations and some optional information are phased out,

especially in Volume 2: hints that each occupied intersection

contributes 2 points to a player's settled territory, reminders of

negative counts favouring White and paragraphs with interpretations.

Who Should Read the Books?

The books are written mainly for kyus. Although players weaker than 13

kyu might understand them, they should study other aspects of the game

first. Dan players should already be able to evaluate the local

endgames of the problems but many can use the practice and contents to

accelerate their calculations, reaffirm their knowledge or learn more

shortcuts. It is like practising life and death reading - if you need

more than a few seconds to determine the correct endgame values, also

practise the relatively easy problems!

Problem books using traditional endgame theory want to make us believe

that we would only need the initial move value. The best problem

books, including Basic Endgame Problems 1 and 2, using modern endgame

theory also calculate follow-up move values to verify the type gote

versus sente, counts of follow-up positions to derive the initial move

value correctly and the initial count to apply it for positional

judgement or whenever the initial position occurs as a follow-up

position in a more complicated problem.

While the book Endgame Problems 1 also uses letters as mathematical

symbols to distinguish different values, has a short chapter with

basic shapes and then runs ahead to advanced shapes, Basic Endgame

Problems 1 and 2 replace the former by text descriptions and restrict

themselves to basic shapes. Therefore, these two books are more basic

and can be understood more easily.

Although both books can be read independently because they introduce

all the needed theory, Volume 2 refers to Volume 1 a few times.

Besides, reading Volume 2 is easier if the reader is already familiar

with calculating gote values and applies them to gote endgames in the

initial position or some follow-ups.

Read these books to acquire a solid basic skill of fast and correct

endgame evaluation!

**********************************************************************

* = Endconsumer price. VAT does not apply.

Basic Endgame Problems 1 - Gote

Basic Endgame Problems 2 - Sente

**********************************************************************

Information:

https://home.snafu.de/jasiek/BasicEndgameProblems.html

Sample pages:

https://home.snafu.de/jasiek/BasicEndgameProblems_1_Sample.pdf

https://home.snafu.de/jasiek/BasicEndgameProblems_2_Sample.pdf

Table of contents:

https://home.snafu.de/jasiek/BasicEndgameProblems_1_TOC.pdf

https://home.snafu.de/jasiek/BasicEndgameProblems_2_TOC.pdf

Description:

https://home.snafu.de/jasiek/BasicEndgameProblems_1_2.html

Covers:

https://home.snafu.de/jasiek/BasicEndgameProblems_1_Cover.png

https://home.snafu.de/jasiek/BasicEndgameProblems_2_Cover.png

All 22 books:

https://home.snafu.de/jasiek/books.html

https://home.snafu.de/jasiek/shop.html

**********************************************************************

Introduction

Each of the two books Basic Endgame Problems 1 - Gote and Basic

Endgame Problems 2 - Sente has 152 pages of A5 size with 150 problems

and their answers. Similar to the style of All About Life and Death

with its selection of basic life and death shapes and one answer on

usually one page, both volumes select basic endgame shapes and put one

answer per page if possible. Some answers need more space though.

Besides, a modest amount of applied theory is introduced on one page

per topic. The English books are written and published by Robert

Jasiek, appear in 2023, and the price is €20* per book or €10* per PDF

file.

Contents

Basic Endgame Problems 1 - Gote studies gote endgames while Basic

Endgame Problems 2 - Sente emphasises sente endgames or follow-ups.

Most problems show one local endgame but some problems represent

multiple choices among a few local endgames. Every diagram covers a

small part of the board. Volume 1 studies simple gote without

follow-up, corridors, one follow-up, several separate follow-ups,

follow-ups of both players, deep follow-ups and long sequences. Volume

2 presents simple sente, sente with gote follow-ups, gote with sente

follow-ups, sente with sente follow-ups, gote with gote and sente

follow-ups, sente with gote and sente follow-ups, hybrids between gote

and sente called 'ambiguous' local endgames, and long sequences.

Hence, we learn evaluation of every basic class of local endgame

shapes.

The introduction of either volume contains the theory of the

calculation of the values. The two central values are the 'move value'

and the 'count', which is the positional value of a local endgame.

While Volume 1 mostly needs gote values, Volume 2 also needs the

differently calculated sente values. A little additional theory

occasionally occurs throughout either book as follows. Each volume

introduces three shortcuts as methods for accelerated calculation. All

six are applied in Volume 2. Besides, Volume 1 suggests an

approximation when no harm is done; otherwise, all calculations are

exact. Arrows denote those paragraphs stating some general principles

or remarks. Either book concludes with a short index.

In Volume 1, 104 problems have detailed answers while 46 problems have

short answers. In Volume 2, 93 problems have detailed answers while 57

problems in the Multiple Choice chapter have short answers. A typical

short answer shows one diagram with one paragraph of text and

calculations.

A detailed answer has several diagrams showing initial or follow-up

positions, or just one or a few moves. The counts of settled follow-up

positions are determined. For the initial position and every important

intermediate follow-up position, the move value and count are

calculated, and the current type, gote or sente, of the local endgame

is verified by a value condition. For deeper understanding and as an

additional check, an interpretation relates the calculated values or

there can sometimes be extra remarks. If shortcuts apply to the

initial position and permit a visual representation, they are

explained in an extra section of the answer. A few problems have an

additional advanced analysis, which verifies or refutes whether long

sequences are worth playing.

One might wish additional topics, such as ko and open shapes, but they

deserve further volumes.

Fast Evaluation

The reader learns fast evaluation by the basic shapes, detailed

answers and introduced shortcuts. The problems start with the simplest

shapes and proceed with increasingly difficult but still basic shapes.

There are problems for all basic classes of shapes so we learn how to

evaluate each class. Every answer proceeds step by step in an order

suitable for making the necessary, avoiding superfluous and putting

aside optional calculations. The theory introduces several shortcuts,

which frequently apply and greatly accelerate determination of values.

I could invent some of the shortcuts because they work for modern

endgame theory due to its consistency.

Correct Evaluation

The literature of modern endgame theory only makes very few evaluation

mistakes; in particular, none are known for my five earlier such books

(Endgame 2 to 5, Endgame Problems 1). The evaluation in Basic Endgame

Problems 1 and 2 is also correct. Explicit calculations and meticulous

proofreading prevent accidental mistakes. Verifications of the types,

gote versus sente, in the initial and follow-up positions guarantee

determination of the right, gote or sente, values. Whether values must

be derived from follow-up positions after short or long sequences is

occasionally verified explicitly or otherwise indicated by remarks

related to my deeper verification during proofreading. The correct

evaluation in the books enables the reader to learn their execution,

while mistakes might prevent this or do harm.

Presentation

Printing, layout and editing are good. There are 5 diagrams per page

on average. Any territory is marked. Every detailed answer is conveyed

with clear structure. Consistent text attributes greatly ease reading.

The central calculations are described by text and basic mathematical

expressions in a clear and large font. Captions repeat the values.

Layout and formatting assist faster reading of the book. The reader

can easily skip a) verbose calculations in text if the numbers are

sufficient for him, b) the lowest level of calculations of the counts

of settled positions represented in small font, and c) optional

additional or advanced explanations. On the other hand, readers

preferring greater assistance can read everything. However, the most

basic explanations and some optional information are phased out,

especially in Volume 2: hints that each occupied intersection

contributes 2 points to a player's settled territory, reminders of

negative counts favouring White and paragraphs with interpretations.

Who Should Read the Books?

The books are written mainly for kyus. Although players weaker than 13

kyu might understand them, they should study other aspects of the game

first. Dan players should already be able to evaluate the local

endgames of the problems but many can use the practice and contents to

accelerate their calculations, reaffirm their knowledge or learn more

shortcuts. It is like practising life and death reading - if you need

more than a few seconds to determine the correct endgame values, also

practise the relatively easy problems!

Problem books using traditional endgame theory want to make us believe

that we would only need the initial move value. The best problem

books, including Basic Endgame Problems 1 and 2, using modern endgame

theory also calculate follow-up move values to verify the type gote

versus sente, counts of follow-up positions to derive the initial move

value correctly and the initial count to apply it for positional

judgement or whenever the initial position occurs as a follow-up

position in a more complicated problem.

While the book Endgame Problems 1 also uses letters as mathematical

symbols to distinguish different values, has a short chapter with

basic shapes and then runs ahead to advanced shapes, Basic Endgame

Problems 1 and 2 replace the former by text descriptions and restrict

themselves to basic shapes. Therefore, these two books are more basic

and can be understood more easily.

Although both books can be read independently because they introduce

all the needed theory, Volume 2 refers to Volume 1 a few times.

Besides, reading Volume 2 is easier if the reader is already familiar

with calculating gote values and applies them to gote endgames in the

initial position or some follow-ups.

Read these books to acquire a solid basic skill of fast and correct

endgame evaluation!

**********************************************************************

* = Endconsumer price. VAT does not apply.

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