I stopped posting here because a certain person did not know when to shut up. But coming up on deck to try to apply a touch on the tiller is merited whenever especially jagged rocks heave into view.
1. A myth is easy to debunk if you use the straw man tactic of inventing it yourself.
There are many books on positional judgement in the Oriental literature. None of them uses mainly territory counts for assessing the early and early middle game. The usual paradigm is: first, relative strength of groups (or in short - are there any weak groups?); second, shape and efficiency of stones; last, comparison of territories.
By these means a pro like Redmond can look at a position and often say instantly who is ahead, because weaknesses and inefficiencies leap out at them. Even amateurs can use these methods successfully, though obviously, an apparently weak group is not weak at all if you can read out a way for it to live, and, if you are a pro, inefficiencies can be more finely graduated. Territory counting is merely a back-up, and as such doesn't have to be super-accurate.
2.
Quote:
How about the other myth of perfect endgame (starting during the early middle game) of Edo players, when games were played with unlimited thinking times?
Unlikely to be a myth. O Meien has shown in great detail how it is done.
On page 126 of his endgame book he says that there is a formula for predicting certainty of victory. What he means by "certainty" is actually a term from Japanese psephology, but will be familiar to students of American elections where a result can be "called" even before the voting has finished. In many respects it is like AlphaGo using winrate rather than precise points. To understand O's theory you need to know how to obtain the "value of a move" by "absolute counting", but that is very easy - easier than de-iri counting, but you can use that instead if you want so long as you make a very simple conversion.
Without explaining the details but just to show how simple his method is, here is how he defines the critcal formula:
Advantage of first move = half the value of a move
Margin of error = half the advantage of first moveTo this he adds these riders:
* If it is the opponent’s turn to play, even if you add the advantage of first move and the margin of error to the opponent’s territory, if you are ahead you have “certainty.”
* If there is an outstanding big move for the opponent, assume he can play there then count. Add the advantage of first move to you territory and add the margin of error to the opponent’s territory.Typically he applies this formula at around move 150, but sometimes around move 100. Rather little reading is required, and certainly within the scope of many amateurs.
Just to show how straightforward the thinking is, here is a section giving his insight into the first position he deals with (this is prefaced by showing the reading required in six parts of the board - between 2 and 6 moves in each case).
First, as per the count on page 124, Black’s territory is 83⅔ points and White’s is 80 points, ok?
Next, it is Black to play, so we calculate the value of his “advantage of first move”, but as mentioned under Diagram 9 the biggest boundary play remaining on the board at this point in time is the block on the lower right, that is the 3-point reverse sente. The “value of the move” for the 3-point reverse sente is 3 points, and so the value of the advantage of first move in this position is 1½ points.
Next, the margin of error. There is a relationship with things like the last play (the final tedomari) and so it is not something we can calculate exactly. However, even if we slip up, there is a limit to this, and what I am saying is that keeping it within a value of half of the value of the advantage of first move is a figure that I have come up with on the basis of my experience so far.
Accordingly, as the advantage of first move in this game at this point in time is 1½ points, the margin of error is half of that again, which means it is ¾ point.
So we add 2¼ points, being the sum of advantage of first move and the margin of error, to the 83⅔ points previously calculated for Black’s territory. The produces a figure of just under 86 points, but if we compare that to the 80 points for White’s territory, we can see that Black does not have enough to give komi.
On the other hand, if we take White’s point of view, he is ahead even if the advantage of first move and margin of error are added to Black’s territory. This situation is what I am calling “certainty.” The fact that there is no doubt about the evaluation has already been proven by the further moves in Diagram 9.Later examples are more or less as straightforward as this, but add a little extra each time, e.g. showing how kos are handled, and in two examples he shows how Edo players and Yi Ch'ang-ho can safely predict early on that they have won by at least a half a point. Actually the method never changes; he is just adding sidelights.
Now the really interesting point is that O says he did not know about this method when he became a pro. He says: "In Japan, it seems that very few people, of which I am one, are using Absolute Counting, but I have heard that in Korea and China many people use it." He later adds that the method seems to have been "forgotten" in Japan, but implies - from an approving reference to Edo players being so accurate with counting - that it was once used. (O has the advantage, denied to most fellow pros in Japan, of speaking Chinese, but he does not reveal how he learned about it.)
So, until you read this book and all the others by pros on positional judgement, debunking anything seems a little out of order.
I will now retreat back below decks.