DISREGARDING KOMI
Bill has convinced me that currently we cannot be sure that komi equals the first move's value. Therefore let me forget about komi here but speak about other aspects of values of early moves on the 19x19.
CONCEPTS
Since the board is almost empty, there is only little positional context information. This makes it already hard to understand which kinds of values are being studied. Nevertheless, it is some or all of such values that need to be understood when trying to assess early move values. The following terms or concepts to one's mind:
1) the value of gote and the value of sente
2) miai value and deiri value
3) local per move value
4) local temperature, ambient temperature, global temperature
5) the local loss when playing elsewhere
6) the gain elsewhere when playing elsewhere there
What do these concepts mean?
GOTE AND SENTE
The value of gote assumes that a player starts and ends a local sequence and makes 1 local play more than the opponent while otherwise the opponent could start and end a local sequence and make 1 local play more than the player. In the simplest case, which is useful for early moves of the game, either sequence consists of exactly one play, which might be occupying an empty corner, making an approach move to a previously existing first corne stone or forming a corner enclosure to a previously existing first corne stone.
The value of sente assumes that a player starts and the opponent ends a local sequence and the player makes 0 local plays more than the opponent while otherwise the opponent could start and end a local sequence and make 1 local play more than the player. In the simplest case, which is useful for early moves of the game, the sente sequence consists of exactly two plays while the gote sequence consists of exactly one play.
The difference of plays is 2 in a gote situation but 1 in a sente situation. A sente achieves something with only half the number of excess moves. Therefore usually it is considered to be worth twice as much as a gote. Now this tells us something about relative values of gote versus sente. Does it tell us anything about absolute values of an early play or of early plays in the game? Bill claims that yes when relating sente to temperature (I have deleted his references to komi):
Bill Spight wrote:
On the 19x19 [...] the estimate of the value of sente as one half the temperature is quite good. The main reason is that the temperature drop between plays is normally small. Let us assume that [sente] is a proportion of the temperature, and that the temperature drop is small. I. e., [...]
s(t) = a*t
[...The value of sente, when the temperature is t, equals a times t....
s(t0) = t0 - s(t1)
The sente] when the temperature is t0 equals t0 minus the value of sente for the new temperature, t1.
a*t0 = t0 - a*t1
By substitution
a*t1 = (1-a)*t0
a/(1-a) = t0/t1
If the drop in temperature is small, then t0 approximately equals t1, and so a/(1-a) approximately equals 1, and so a approximately equals 1/2.
However, this also does not provide an absolute value for an early sente play yet because sente is defined to depend on temperature and we do not know the (local?) temperature yet.
There is actually another major problem with sente and gote: We do not easily know whether an early move in the game is sente or gote. It could also be ambiguous - neither clearly sente nor gote. Players can choose to answer a first stone in a corner or to answer an approach play. A player does not need to answer either locally though because afterwards josekis can develop. Not continuing a shimari locally is even more likely so when a player forms a shimari, then quite likely that is gote. My claim therefore is: Each (ordinary) early move in a corner is gote.
If indeed each early move in a corner is gote, then we know (or assume) that it is worth half as much as a sente play somewhere else. Again this tells us only something relative - nothing absolute yet.
MIAI VALUE AND DEIRI VALUE
For a gote to be worth only half as much as a sente, we need to be careful about which values we are speaking of. The miai value is the value per excess play. The deiri value is the difference of comparing the positional value after a sequence with Black playing first with the positional value after a sequence with White playing first. Miai value does the same but then divides by the sum of the numbers of played excess stones. If we assume that early plays in the game are gote, then the sum of the numbers of excess stones is 1 + 1 = 2. So if we get a deiri value D, then we calculate the miai value as M = D/2. Since we are interested in values of early moves, we should be interested in the per move value, which is the miai value. Let us forget about deiri values and use per move values aka miai values only.
Now we have yet more relative value information but still nothing absolute yet. The relative sizes we want are per move values of gote moves.
LOCAL PER MOVE VALUE
So "per move value" is a different phrase for "miai value". There is an additional aspect though: A play can have a local effect or a global effect. Rather a play has both effects but, when there are both players' stones on the board, there is a tendency that the effect (or influence) decreases with increasing distance up to immaterial, small values. So, in a simplifying approximation, the local value is the global value while ignoring the global (far distant) impact. It is like in a game where the players conquer the corners and transform the opening via a boring middle game into an endgame without ever giving the center any significant value; the center remains about neutral. With this assumption, the global value of an early move in a corner is about (just slightly greater than) the local value. So, in such a first approximation, we can assume an early move in the game to be played in a corner and to have an only local value. A value relevant within only one quarter of the board while the other three quarters behave like a neutral area with respect to the local play.
LOCAL, GLOBAL, AMBIENT TEMPERATURE
Temperature is a concept expressing value per move. So it is sort of yet another name for the same thing: the per move value or, using the other name, the miai value. Temperature is overloaded with formal meaning in game theory though. To avoid confusion here and avoid pretending usage of more meaning than we apply, we can stick to the name "per move value". Temperature is interesting for another reason though: there are three different kinds, the local, the global and the ambient temperature. The local temperature is the per move value only within a local region. The global temperature is the per move value of the best next move in the whole board position. The ambient temperature is the per move value of the best next move in that rest of the board that excludes a currently considered local region. So if we consider a particular, say the upper left, corner / quarter of the board, then that is our local region for the local move value. The remaining three quarters of the board are for the ambient temperature. The entire board is for the global temperature, which is, I think, the maximum of the local and the ambient temperatures.
Since, in our simplification, we are assuming local influence only, by symmetry all the four corners have the same value. Hence we can make the assumed simplification implication for the early moves in the game that
local temperature = ambient temperature = global temperature.
LOCAL LOSS WHEN PLAYING ELSEWHERE
How great is the local loss when playing elsewhere from our local corner? Expressed as an absolute, positive value, surely this must equal the local per move value because one does not get what otherwise one could get by means of making a local move: its value.
Note that I still speak of a miai value of a gote here. Of course, if the player does not make his local play, then instead the opponent could make a local gote play of his. Such would have the same absolute value. We would be considering 2 plays difference with twice the difference value, but, since we are not using deiri counting, we might as well forget about multiplying by 2 and dividing by 2 and continue to use only the per move value of only the player (i.e. not his opponent's other play).
GAIN ELSEWHERE WHEN PLAYING ELSEWHERE FROM THE LOCAL REGION
Since the corners have equal values, a play elsewhere has the same local per move value there as the local per move value in our particular (upper left) corner.
Now we know everything about relative sizes of values. Please correct all mistakes I might have made thus far!
ABSOLUTE VALUE
The most difficult aspect for me to understand is the order of magnitude of an absolute value of an early play in the game. Recall that I want to know the
local per move value. Must such a value be about 4, about 8 or about 16? These possible factors of 2 scare me. I believe that about 8 is the right order of magnitude. I think so because this is about the value I get in the following examples:
- Click Here To Show Diagram Code
[go]$$
$$ -----------------
$$ |C C . . . . . . .
$$ |C C . . . . . . .
$$ |C C . . . . . . .
$$ |. . X . . . . . .
$$ |. . . . . . . . .
$$ |. . . . . . . . .
$$ |. . . . . . . . .
$$ |. . . . . . . . .
$$ |. . . . . . . . .[/go]
The first play has gained about 6 points of territory and (I guess) about 2 points of influence.
- Click Here To Show Diagram Code
[go]$$W
$$ -----------------
$$ |. . 6 5 . . . . .
$$ |. . 4 3 . . . . .
$$ |. . 2 1 . . . . .
$$ |. 8 X . . . . . .
$$ |. 7 . . . . . . .
$$ |. . . . . . . . .
$$ |. . . . . . . . .
$$ |. . . . . . . . .
$$ |. . . . . . . . .[/go]
The 6 points are explained by assuming a most peaceful sente endgame reduction sequence like this.
- Click Here To Show Diagram Code
[go]$$
$$ -----------------
$$ |C C C C . . . . .
$$ |C C C C . . . . .
$$ |C C C . X . . . .
$$ |. . X . . . . . .
$$ |. . . . . . . . .
$$ |. . . . . . . . .
$$ |. . . . . . . . .
$$ |. . . . . . . . .
$$ |. . . . . . . . .[/go]
The second play has gained about 5 points of additional territory and (I guess) about 3 points of additional influence.
So, on average, each of the first two corner plays has gained about 5.5 points of territory and 2.5 points of (territorial value of) influence. Thus I assume that the per move value of an early move in the game is about 8 points.
Apart from minor variation of the exact size of a value like 8, have I chosen the right order of magnitude for the local per move value of an early move in the game or am I wrong by a factor 2 in either direction and would 4 or 16 be correct? Why is the order of magnitude right or wrong?
IMO, it must be right because a few moves later, with a slightly dropped local per move value, one can find an example of the value 6:
- Click Here To Show Diagram Code
[go]$$B
$$ ---------------------
$$ |. . . . . . . . . . .
$$ |. . . . . . . . . . .
$$ |. . . X X O . . . O .
$$ |. . X . O O . . . . .
$$ |. . . . . . . . . . .
$$ |C C X . . . . . . . .
$$ |C C . . . . . . . . .
$$ |C C . . . . . . . . .
$$ |. . 1 . . . . . . . .
$$ |. . . . . . . . . . .[/go]
Black 1 adds the 6 marked points of territory and shifts influence of a previously existing black stone downwards rather than creating any noteworthy additional influence. (White can force from the outside.) These 6 points are slightly less than 8 but neither slightly less than 4 nor slightly less than 16. Thus I uphold my claim that about 8 is the right order of magnitude for the estimated local per move value of an early move in the game like a first stone in a corner or an approach move to a first corner stone.
EDIT
[replaced all "deire" by correct spelling "deiri"]