Studying Microendgame and Infinitesimals

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Bill Spight
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Re: Studying Microendgame and Infinitesimals

Post by Bill Spight »

RobertJasiek wrote:QUESTION 6:

I am trying to understand Mathematical Go Endgames, E.12 example 4.
Click Here To Show Diagram Code
[go]$$B
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The book states the chilled count 1/2v and shows one black dot so the unmarked chilled count is 1 1/2v. How to verify this?
The count is 1½. Counts are numbers.

I believe that the "v" is a typo, or the diagram is wrong. I get a chilled value of 1½*.

If so, then two copies should equal 3, since * + * = 0. Let's see.
Click Here To Show Diagram Code
[go]$$B Black first
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2½ + ½ = 3. Check. :)

The play could also go :b1: - :w2:, :b5: - :w6:, :b3: - :w4:. Note that :w2: at 4 would be a mistake. Then :b3: could play at 2 and get 4 pts.
Click Here To Show Diagram Code
[go]$$W White first
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½ + 2½ = 3. Check. :)
Suppose chilling gives {^|0}. Can this game be simplified and how?
At first glance this seem wrong, but {^|0} = {0|0} = *. It seems wrong because ^ > 0. However, {^|0} = {0||0|0|||0} and Black's play to ^ reverses through * to 0. It does so because {^|0} = *, so we might as well just show that.

Code: Select all

            G      +      *      =    0
           / \           / \
          ^   0         0   0
         / \
        0   *
           / \
          0   0
OC, G - * = G + *.

Black plays first.
1) Black plays from * to 0, then White plays from G to 0.
2) Black plays from G to ^, then White plays from ^ to *. * + * = 0.

White plays first.
1) White plays from G to 0, then Black plays from * to 0.
2) White plays from * to 0, then Black plays G -> ^ -> * -> 0.

QED. :)

Similarly for the colour-inverse case: can {0|v} be simplified and how?
{0|v} = -{^|0} = -* = *. :)
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Re: Studying Microendgame and Infinitesimals

Post by RobertJasiek »

Let me work out a few details of your proofs of the following two propositions:

Proposition 1: {^|0} = *.

Proof:

G := {^|0}.

To prove {^|0} = *, we play the difference game {^|0} - * = 0 <=> {^|0} + * = 0 and below show that, regardless of the starting player, this is always fulfilled.

Code: Select all

            G      +      *      =    0
           / \           / \
          ^   0         0   0
         / \
        0   *
           / \
          0   0
Black plays first.
1) Black plays from * to 0, then White plays from G to 0. The result is 0 + 0 = 0.
2a) Black plays from G to ^, then White plays from ^ to *. The result is * + * = 0.
2b) Black plays from G to ^, then White plays from * to 0, then Black plays from ^ to 0. The result is 0 + 0 = 0.

White plays first.
1) White plays from G to 0, then Black plays from * to 0. The result is 0 + 0 = 0.
2) White plays from * to 0, then Black plays G -> ^ -> * -> 0. The result is 0 + 0 = 0.

QED.


***


Proposition 2: {0|v} = *.

Proof: By proposition 1, {^|0} = * so {0|v} = -{^|0} = -* = *. QED.


***

Bill Spight wrote: {^|0} = {0|0} = *. It seems wrong because ^ > 0. However, {^|0} = {0||0|0|||0} and Black's play to ^ reverses through * to

0. It does so because {^|0} = *
(I prefer to call CGT reversal "traversal".)

For traversal, equality is sufficient, right?

In the game

Code: Select all

            G
           / \
          ^   0
         / \
        0   *
           / \
          0   0
we consider the sequence G -> ^ -> * -> 0. In this sequence, we traverse from G to 0 iff * <= G. Therefore, to simplify the game to

Code: Select all

            G'
           / \
          0   0
we must have * <= G. By proposition 1, * = G so * <= G is fulfilled. Therefore, we may do the simplification and have G = G' <=> {^|0} = *. We already know this from proposition 1.

Hence, traversal seems useful here but actually is only useful when we already have proposition 1.


***

Click Here To Show Diagram Code
[go]$$B
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As I have discussed earlier, this is {2 1/2^|1/2} = 1 1/2 + {1^|-1}.

1 1/2 + {1^|-1} chills to 1 1/2 + {^|0} = 1 1/2* (by proposition 1).

Is my analysis of the position right now?

More generally, is the following procedure right?

To calculate the count and any infinitesimals of a local endgame,
- calculate the black follower B and white follower W (if necessary, iteratively),
- annotate them as the game {B|W} (if necessary, iteratively),
- extract a number N from the game (write the sum of N and the game modified by subtracting N from each leaf) to ease identification of any infinitesimals,
- chill (which does not affect the extracted number but applies the tax to each leaf of the game according to a player's excess plays from the root along the sequence to the leaf),
- if possible, represent any infinitesimals of the chilled game,
- if possible, simplify the infinitesimals,
- the game's count is the ordinary number calculated and the game's infinitesimals are those calculated.


***


Similarly, the colour-inverse chills to -1 1/2* (by proposition 2).


***

Bill Spight wrote:
RobertJasiek wrote:
Click Here To Show Diagram Code
[go]$$B
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I get a chilled value of 1½*.

If so, then two copies should equal 3, since * + * = 0. Let's see.
Click Here To Show Diagram Code
[go]$$B Black first
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2½ + ½ = 3. Check. :)

The play could also go :b1: - :w2:, :b5: - :w6:, :b3: - :w4:. Note that :w2: at 4 would be a mistake. Then :b3: could play at 2 and get 4 pts.
Click Here To Show Diagram Code
[go]$$W White first
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$$ . . . X X X . . . . . . X X X . . .
$$ . X X X . X X . . . X X X . X X . .
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$$ . X . O 3 X X . . . X . O 5 X X . .
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½ + 2½ = 3. Check. :)
First, I need to understand the structure of your analysis. I think what you trying to do is using the method of multiples.

I am not familiar with the underlying theory. Why is the method of multiples well-defined, that is, why may we conclude from M copies of a game that the count and infinitesmals of the game are: the count and infinitesmals of M copies of the game divided by M?

(When) do we need the assumption "with no kos now or later"?


***


Second, you get the count 3 and no infinitesimals for M = 2 copies of the game. I understand that, for 2 copies, 3 = G + G = 1 1/2 + 1 1/2. So you confirm the count. However, where does the infinitesimal * come from? 3 = G + G = 1 1/2 + 1 1/2 but also 3 = G + G = 1 1/2* + 1 1/2*. With your analysis, you do not, I think, determine 1 1/2* (yet). Instead, so far, you can only determine that 1 1/2 and 1 1/2* belong to the set of candidate solutions. With your analysis, you still need to prove why 1 1/2 is not a solution but 1 1/2* is the only solution. How do you do this to complete your kind of analysis?


***

Bill Spight wrote: Counts are numbers.
We have a disagreement of terminology. Let's discuss it.

Traditionally (uhm, you introduced it, did you?), a count (in go theory) is a number. Infinitesimals are games.

However, we also work with infinitesimals like we work with ordinary (real, or in go counts, rational) numbers: we do arithmetics with infinitesimals, we compare infinitesimals or express incomparability, we compare infinitesimals with ordinary numbers.

There are purposes of application when we want to perceive infinitesimals as games and other purposes when we want to perceive infinitesimals as numbers.

Infinitesimals can occur when considering an unchilled or a chilled game. So they can be related to counts as well as chilled counts.

My pragmatic suggestion is: be tolerant with the meaning of count (and chilled count). Allow both meanings: 1) count meaning ordinary number and 2) count meaning to consist of its ordinary number and infinitesimal components.

What does Mathematical Go Endgames say? In tables for corridor positions, it says "area" when meaning the infinitesimal component of a count. But area is a misnomer; we use area for the count or score under area scoring.

In the preface, it describes "count" as the "traditional go player's notion of the count" (uhm, but the traditional go player did not have a clear notion in the sense of a term but was just counting numbers for territorial values of regions); uses "the value" as if it were something well understand, does not define it but characterises it by mentioning the count, "a considerable amount of additional information about the local situation" and to depend on only a local analysis of the relevant partial board position.

In chapter 2.1, it speaks of "values" with a meaning related to counts. In chapter 2.3, it speaks of "values" when meaning (possibly chilled) move values.

In chapter 2.4, it uses "values" to refer to [ordinary, which it calls "conventional"] numbers and infinitesimals. Then it speaks of "final scores" being infinitesimals or [ordinary] numbers.

Its most consistent use is the phrase "value(s)" (or, where applicable, "chilled value(s)" to describe terms consisting of an [ordinary] number and (possibly) infinitesimals.

However, "values" is too unspecific. The word can refer to counts, move values, incentives and unrelated other values. We have values consisting of [ordinary] numbers and infinitesimals expressing counts, values consisting of [ordinary] numbers and infinitesimals expressing move values, and values consisting of [ordinary] numbers and infinitesimals expressing incentives.

Although the book is ambiguous about its use of such terms, it agrees with me that "count" (and, if applicable, "chilled count") is a value that can consist of [ordinary] numbers and infinitesimals.

So why not use "count" with this freedom of meaning? Where disambiguation is needed, it can be given.

If you want to restrict counts to numbers, then what do you call the infinitesimal components of values associated with counts? Don't tell me "infinitesimal components of values associated with counts". I prefer to say "the count 3*" rather than "the count 3 associated with the infinitesimal component *".
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Re: Studying Microendgame and Infinitesimals

Post by Bill Spight »

RobertJasiek wrote:Let me work out a few details of your proofs of the following two propositions:

Proposition 1: {^|0} = *.

Proof:

G := {^|0}.

To prove {^|0} = *, we play the difference game {^|0} - * = 0 <=> {^|0} + * = 0 and below show that, regardless of the starting player, this is always fulfilled.

Code: Select all

            G      +      *      =    0
           / \           / \
          ^   0         0   0
         / \
        0   *
           / \
          0   0
Black plays first.
1) Black plays from * to 0, then White plays from G to 0. The result is 0 + 0 = 0.
2a) Black plays from G to ^, then White plays from ^ to *. The result is * + * = 0.
2b) Black plays from G to ^, then White plays from * to 0, then Black plays from ^ to 0. The result is 0 + 0 = 0.
2b) Is not only irrelevant, given 2a), it is wrong. It is irrelevant because when Black plays first we only have to show that White wins the game for some choice of play by White for each choice of play by Black. It is wrong because in 2b) Black wins the game. 2a) shows correct play by White.
Click Here To Show Diagram Code
[go]$$B
$$ . . . . . . . . .
$$ . . . X X X . . .
$$ . X X X . X X . .
$$ . X . . . . X . .
$$ . X . O . X X . .
$$ . X X O X X . . .
$$ . . . O . . . . .
$$ . . . . . . . . .[/go]
As I have discussed earlier, this is {2 1/2^|1/2} = 1 1/2 + {1^|-1}.

1 1/2 + {1^|-1} chills to 1 1/2 + {^|0} = 1 1/2* (by proposition 1).

Is my analysis of the position right now?
The chilled game is 1½ + *. :)
More generally, is the following procedure right?

To calculate the count and any infinitesimals of a local endgame,
- calculate the black follower B and white follower W (if necessary, iteratively),
- annotate them as the game {B|W} (if necessary, iteratively),
- extract a number N from the game (write the sum of N and the game modified by subtracting N from each leaf) to ease identification of any infinitesimals,
- chill (which does not affect the extracted number but applies the tax to each leaf of the game according to a player's excess plays from the root along the sequence to the leaf),
- if possible, represent any infinitesimals of the chilled game,
- if possible, simplify the infinitesimals,
- the game's count is the ordinary number calculated and the game's infinitesimals are those calculated.
You are not just extracting a number, you are finding the mean value of the game. The mean value is also called the count.
Bill Spight wrote:
RobertJasiek wrote:
Click Here To Show Diagram Code
[go]$$B
$$ . . . . . . . . .
$$ . . . X X X . . .
$$ . X X X . X X . .
$$ . X . . . . X . .
$$ . X . O . X X . .
$$ . X X O X X . . .
$$ . . . O . . . . .
$$ . . . . . . . . .[/go]
I get a chilled value of 1½*.

If so, then two copies should equal 3, since * + * = 0. Let's see.
Click Here To Show Diagram Code
[go]$$B Black first
$$ . . . . . . . . . . . . . . . . . .
$$ . . . X X X . . . . . . X X X . . .
$$ . X X X . X X . . . X X X . X X . .
$$ . X . 1 3 . X . . . X . 5 4 . X . .
$$ . X . O 2 X X . . . X . O 6 X X . .
$$ . X X O X X . . . . X X O X X . . .
$$ . . . O . . . . . . . . O . . . . .
$$ . . . . . . . . . . . . . . . . . .[/go]
2½ + ½ = 3. Check. :)

The play could also go :b1: - :w2:, :b5: - :w6:, :b3: - :w4:. Note that :w2: at 4 would be a mistake. Then :b3: could play at 2 and get 4 pts.
Click Here To Show Diagram Code
[go]$$W White first
$$ . . . . . . . . . . . . . . . . . .
$$ . . . X X X . . . . . . X X X . . .
$$ . X X X . X X . . . X X X . X X . .
$$ . X . 2 1 . X . . . X . 4 6 . X . .
$$ . X . O 3 X X . . . X . O 5 X X . .
$$ . X X O X X . . . . X X O X X . . .
$$ . . . O . . . . . . . . O . . . . .
$$ . . . . . . . . . . . . . . . . . .[/go]
½ + 2½ = 3. Check. :)
First, I need to understand the structure of your analysis. I think what you trying to do is using the method of multiples.
Not really. 1½* + 1½* = 3, so two of them should equal 3. I showed that. OTOH, 1½v + 1½v = 3vv < 3. I showed that two of them are not less than 3.
I am not familiar with the underlying theory. Why is the method of multiples well-defined, that is, why may we conclude from M copies of a game that the count and infinitesmals of the game are: the count and infinitesmals of M copies of the game divided by M?
The method of multiples only reveals the count, asymptotically.
(When) do we need the assumption "with no kos now or later"?
Always. The theory assumes no kos. However, there are some ko positions where we get the right answer for the mean value, anyway. Aside from Berlekamp's komaster analysis and my extension of thermography for multiple kos and superkos, the theory of kos is not well developed.
Second, you get the count 3 and no infinitesimals for M = 2 copies of the game. I understand that, for 2 copies, 3 = G + G = 1 1/2 + 1 1/2. So you confirm the count. However, where does the infinitesimal * come from?
The unchilled game is 1½ + {1 | -1}. You get the * by chilling.
3 = G + G = 1 1/2 + 1 1/2 but also 3 = G + G = 1 1/2* + 1 1/2*. With your analysis, you do not, I think, determine 1 1/2* (yet). Instead, so far, you can only determine that 1 1/2 and 1 1/2* belong to the set of candidate solutions. With your analysis, you still need to prove why 1 1/2 is not a solution but 1 1/2* is the only solution. How do you do this to complete your kind of analysis?
All I am doing is showing that two copies of the game equal 3, which means that the chilled game is NOT 1½v, but could be 1½*. 3vv < 3.
Bill Spight wrote: Counts are numbers.
We have a disagreement of terminology. Let's discuss it.
You say that the count of the game, 1½*, is 1½*. In that case, you do not need a separate term.
Traditionally (uhm, you introduced it, did you?), a count (in go theory) is a number.
I believe that the term, count, is due to Berlekamp. It is not the traditional term, which is territory in Japanese. But the traditional term is, like most informal language, ambiguous. Berlekamp uses count for the mean value of a game or, in the case of ko positions, the mast value, which my depend upon the ko threat situation.
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Visualize whirled peas.

Everything with love. Stay safe.
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Re: Studying Microendgame and Infinitesimals

Post by RobertJasiek »

Bill Spight wrote: 2b) Is not only irrelevant, given 2a), it is wrong. It is irrelevant because when Black plays first we only have to show that White wins the game for some choice of play by White for each choice of play by Black. It is wrong because in 2b) Black wins the game. 2a) shows correct play by White.
Ah, I forgot how CGT works for the result 0: the winner is the player who can make the last move on the tree ensemble. Therefore, I was having difficulty to prove on my own. Now I understand your proof and cited remarks.
You are not just extracting a number, you are finding the mean value of the game. The mean value is also called the count.
I sort of have been aware of this but now I need to understand again (or rather well for the first time) the following. How to find the mean value of a game? I.e., which number to extract so that it is the mean value? Is this "application of the count calculation for local gote, local sente, local reverse sente, basic ko etc."? I know how to do it practice but I have always failed to understand the definition of mean value so as to apply that definition to do with understanding what so far I only do with pretended understanding... How can we understand by interpretation a definition of mean, such as in the book chapter 3.5.4?
The unchilled game is 1½ + {1 | -1}. You get the * by chilling.

All I am doing is showing that two copies of the game equal 3, which means that the chilled game is NOT 1½v, but could be 1½*. 3vv < 3.
Ok.
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Re: Studying Microendgame and Infinitesimals

Post by Bill Spight »

RobertJasiek wrote:
Bill Spight wrote:
You are not just extracting a number, you are finding the mean value of the game. The mean value is also called the count.
I sort of have been aware of this but now I need to understand again (or rather well for the first time) the following. How to find the mean value of a game? I.e., which number to extract so that it is the mean value? Is this "application of the count calculation for local gote, local sente, local reverse sente, basic ko etc."? I know how to do it practice but I have always failed to understand the definition of mean value so as to apply that definition to do with understanding what so far I only do with pretended understanding... How can we understand by interpretation a definition of mean, such as in the book chapter 3.5.4?
Perhaps the simplest way to find the mean value of a game, or the mast value, in the case of ko positions, is thermography. (See On Numbers and Games, Winning Ways, or https://senseis.xmp.net/?Thermography .) Back in the 90s I derived mast values for a large number of ko positions on rec.games.go. As for interpretation of mean value, I think that the clearest one is in terms of the method of multiples. For instance, if the mean value of game, G, is 3⅝, then the count of 8 of them is 3⅝ x 8 = 29. In the case of gote, there will be some number, N, for which N copies will be worth exactly an integer. In the case of sente and some ambiguous games, there will be no such finite number; however, the difference between the results when Black plays first and the results when White plays first, divided by the number of copies, will approach 0 as the number of copies approaches infinity.

The method of multiples does not necessarily work for ko positions, which is why we talk of mast values instead.
The Adkins Principle:
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— Winona Adkins

Visualize whirled peas.

Everything with love. Stay safe.
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Re: Studying Microendgame and Infinitesimals

Post by RobertJasiek »

QUESTION 7

How to round fractions of local endgames with star, up, down?
Click Here To Show Diagram Code
[go]$$B Example 1: count 1 1/2*
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$$ O O O . . . X .
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[go]$$B Black follower B = 2 1/2
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$$ . . . X X X X .
$$ O O O 1 . . X .
$$ . X . . X X X .
$$ . X X X X . . .
$$ . . . . . . . .[/go]
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[go]$$W White follower W = 1/2
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$$ . . . X X X X .
$$ O O O 1 . . X .
$$ . X . . X X X .
$$ . X X X X . . .
$$ . . . . . . . .[/go]
The black follower has the count B = 2 1/2. The white follower has the count W = 1/2. Therefore, the combinatorial game in the initial position is {B|W} = {2 1/2|1/2} = 1 1/2 + {1|-1}. This chills to 1 1/2 + {0|0} = 1 1/2*.

1 1/2 belongs to this count of the local endgame, which is not an empty corridor but also carries a *.

For an empty corridor, we would round 1 1/2* like 1 1/2: if Black starts, round up to 2; if White starts, round down to 1.

This rounding also has a meaning here: if only this local endgame is on the board, the following sequences occur (for the sake of simplicity, I ignore the dame) with the results B' = 2 or W' = 1, as predicted by the aforementioned rounding:
Click Here To Show Diagram Code
[go]$$B Black starts, result B' = 2
$$ . . . . . . . .
$$ . . . X X X X .
$$ O O O 1 . . X .
$$ . X 2 . X X X .
$$ . X X X X . . .
$$ . . . . . . . .[/go]
Click Here To Show Diagram Code
[go]$$W White starts, result W' = 1
$$ . . . . . . . .
$$ . . . X X X X .
$$ O O O 1 2 . X .
$$ . X . . X X X .
$$ . X X X X . . .
$$ . . . . . . . .[/go]
However, if we only consider the first move, we get the intermediate positions with the count B = 2 1/2 or W = 1/2.

Recall the count 1 1/2* of the initial position. If we treat 1 1/2 and * separately, we can consider rounding of only the remainder * of the local combinatorial game. This is rounded up to 1 if Black starts or rounded down to -1 if White starts. Therefore, the starting Black achieves 1 1/2 + 1 = 2 1/2 or the starting White achieves 1 1/2 - 1 = 1/2. These are the counts of the intermediate positions.

Which rounding makes sense? Why? Are the relations between rounding and counts only accidental or which of the mentioned rounding techniques have a general scope of application?
Click Here To Show Diagram Code
[go]$$B Example 2: count -1 1/2^
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$$ . . O O O . . .
$$ . O O . O O . .
$$ . O . . . O O .
$$ . O . X . . O .
$$ . O O X O O O .
$$ . . . X . . . .
$$ . . . . . . . .[/go]
Click Here To Show Diagram Code
[go]$$B Black follower B = -1/2
$$ . . . . . . . .
$$ . . O O O . . .
$$ . O O . O O . .
$$ . O . 1 . O O .
$$ . O . X e . O .
$$ . O O X O O O .
$$ . . . X . . . .
$$ . . . . . . . .[/go]
e = -1/2. f = -1*. Therefore the black follower has the count B = -1/2 and the white follower has the count W = e + f + (-1) = -2 1/2*.
Click Here To Show Diagram Code
[go]$$W White follower W = -2 1/2*
$$ . . . . . . . .
$$ . . O O O . . .
$$ . O O . O O . .
$$ . O . 1 . O O .
$$ . O e X f . O .
$$ . O O X O O O .
$$ . . . X . . . .
$$ . . . . . . . .[/go]
The local endgame in the initial position of Example 2 is {B|W} = {-1/2|-2 1/2*} = -1 1/2 + {1|-1*} = -1 1/2 + {1 | -1 {0|0}}, which chills to -1 1/2 + {0 | 0 {0|0}} = -1 1/2 + {0 |{0|0}} = -1 1/2 + {0||0|0} = -1 1/2 + {0|*} = -1 1/2^. The calculation has already not been so easy and the UP is surprising in a room surrounded mostly by white stones. The real difficulty, however, is the question of correct rounding.

For an empty corridor, we would round -1 1/2^ like 1 1/2: if Black starts, round up to -1; if White starts, round down to -2.

This rounding also has a meaning here: if only this local endgame is on the board, the following sequences occur (for the sake of simplicity, I ignore the dames) with the results B' = -1 or W' = -2, as predicted by the aforementioned rounding:
Click Here To Show Diagram Code
[go]$$B Black starts, result B' = -1
$$ . . . . . . . .
$$ . . O O O . . .
$$ . O O . O O . .
$$ . O . 1 . O O .
$$ . O . X 2 . O .
$$ . O O X O O O .
$$ . . . X . . . .
$$ . . . . . . . .[/go]
Click Here To Show Diagram Code
[go]$$W White starts, result W' = -2
$$ . . . . . . . .
$$ . . O O O . . .
$$ . O O . O O . .
$$ . O . 1 . O O .
$$ . O 3 X 2 . O .
$$ . O O X O O O .
$$ . . . X . . . .
$$ . . . . . . . .[/go]
However, if we only consider the first move, we get the intermediate positions with the count B = -1/2 or W = -2 1/2*.

Recall the count -1 1/2^ of the initial position. If we treat -1 1/2 and ^ separately, we can consider rounding of only the remainder ^ of the local combinatorial game. This is rounded up to 1 if Black starts or rounded down to 0 if White starts. Therefore, the starting Black achieves -1 1/2 + 1 = -1/2 or the starting White achieves -1 1/2 + 0 = -1 1/2. For Black's start, this is the count B = -1/2 of the intermediate position. For White's start, the -1 1/2 is NOT the count W = -2 1/2* of the intermediate position.

Since the rounding behaviour with UP (and DOWN) differs from the behaviour with STAR, I have to ask my questions again for Example 2, but this time for UP and DOWN:

Which rounding makes sense? Why? Are the relations between rounding and counts only accidental or which of the mentioned rounding techniques have a general scope of application?

And you thought that rounding was easy... For infinitesimals, it is a matter of well-definition and correct relation to semantics.
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Re: Studying Microendgame and Infinitesimals

Post by Bill Spight »

In CGT {0|1} = ½. Whoever plays first loses ½ pt. Also, {0|1||1} = {½|1} = ¾. Whoever plays first loses ¼ pt. Therefore neither player wishes to play in one of these games, and indeed, neither player wishes to play in a number, because playing in a number entails a loss. Rather than play in a number the players can stop play and score the game.

All of that holds true in chilled go, if there is no ko. However, we do not actually play chilled go, although we could. But if you think that the ko rules under territory scoring are a mess, just consider the ko rules for chilled go! ;) But, even though we may find it convenient to think in terms of chilled go for non-ko positions, we are not actually playing chilled go. A chilled go value of ½ corresponds to {1|0} by territory scoring. It has a mean value of ½, but each player gains ½ pt. instead of losing ½ pt. A chilled value of ¾ corresponds to {2|1||0}. Each player gains ¾ pt. instead of losing ¼ pt. Note that both ½ and ¾ by chilled go are bounded by 0 and 1 by territory scoring. Thus, with correct play in a chilled go fraction that lies between N and N+1, the result by territory scoring will be N if White plays first and N+1 if Black plays first. That is what we mean by rounding a chilled go fraction. :)

Now let's consider ¾*. ¾* = {¾|¾}. Whoever plays first does not change the count. ¾^ = {¾||¾|¾}. Again, the score remains the same regardless of who plays first. What about chilled go? In chilled go, with correct play infinitesimals, like * and ^, are played before numbers. They do not change the score, but may affect who wins the game. Infinitesimals in chilled go have temperature 1 in territory scoring. If the player who plays first at temperature 1 also plays last, he gains 1 pt.; if the other player plays last, the count remains the same (except possibly regarding ko). There is no rounding.
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Re: Studying Microendgame and Infinitesimals

Post by Bill Spight »

How does rounding affect territory scoring? (As always, assuming no kos.) If, at temperature 1, the count is a fraction, then with correct play in the chilled go fractions, we can ignore any infinitesimals, as long as we play them first, OC.

For instance, if the chilled value is 1½^, 1½*, or 1½, if Black plays first the correct result will be 2, and if White plays first it will be 1. Similarly, if the count is -2½, if Black plays first the correct result will be -2, and if White plays first it will be -3, regardless of any chilled go infinitesimal.

Edit: To any reader to whom that is not clear, if Black plays first and last at temperature 1, she will gain 1 pt. But then White will play first in the "fraction", and will round the score down to the next integer. For instance, if the count is 1½, Black will make it 2½, and then White will "round it down" to 2. But suppose that Black plays first at temperature 1 but White plays last. Then the count will stay the same but then Black will round up to the next integer. If the count is 1½, Black to play will leave it unchanged at 1½, and then Black will round it up to 2. The result will be the same in either case.
Last edited by Bill Spight on Wed Oct 11, 2017 10:37 pm, edited 1 time in total.
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Re: Studying Microendgame and Infinitesimals

Post by RobertJasiek »

QUESTION 8:

Can TINY_x - TINY_x-1 be simplified?

Can TINY_x-1 - TINY_x be simplified?

Can TINY_x - TINY_y be simplified with x <> y?

Can MINY_x - MINY_x-1 be simplified?

Can MINY_x-1 - MINY_x be simplified?

Can MINY_x - MINY_y be simplified with x <> y?

Can 0^N|TINY_x - 0^N-1|TINY_x be simplified?

Can 0^N-1|TINY_x - 0^N|TINY_x be simplified?

Can MINY_x|0^N - MINY_x|0^N-1 be simplified?

Can MINY_x|0^N-1 - MINY_x|0^N be simplified?

I ask because some of these expressions can occur in the values of incentives and Mathematical Go Endgames does not address this topic, except for pointing out that it can become complicated.

If simplifications are not available, how do we compare two incentives having such differences? If know that 0 < TINY_y << TINY_x for y > x and 0 > MINY_y >> MINY_x for y > x.

Also we have TINY_x = -MINY_x.
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Re: Studying Microendgame and Infinitesimals

Post by Bill Spight »

Probably.

For instance,

Tiny_1 - Tiny_2 = {{Tiny_1 + {2|0}} || Tiny_1, {0|-1}}

If I haven't made a mistake. ;)

We get the left follower because Black only plays in Miny_2. We get the right followers because White can play in either Tiny_1 or Miny_2. Black's reverse sente in Tiny_1 is dominated. Also, if White plays in Tiny_1, Black plays in Miny_2 with sente.

I'm not sure if we want to call the right side of that equation a simplification of the left side. ;)
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Re: Studying Microendgame and Infinitesimals

Post by RobertJasiek »

What about approximations? Smaller / larger than some infinitesimal plus-minus some infinitesimal_epsilon?
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Re: Studying Microendgame and Infinitesimals

Post by Bill Spight »

IIRC, Tiny_1 - Tiny_2 ≅ Tiny_1.

Etc.

Anyway, the key approximation is uppitiness.
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Re: Studying Microendgame and Infinitesimals

Post by RobertJasiek »

QUESTIONS 9:
Click Here To Show Diagram Code
[go]$$B Position 1
$$| X X . . .
$$| O X . . .
$$| . X . . .
$$| O O . . .
$$| . . . . .
$$| . . . . .
$$| . . . . .[/go]
The local endgame in position 1 is the game {2|0} with the count C = (2+0)/2 = 1 and move value M = (2-0)/2 = 1.

Extracting the count, we can write the game as {2|0} = 1 + {1|-1}, which chills to 1 + {0|0} = 1 + * = 1*.

Therefore, we have the chilled count c = 1* and chilled move value m = 1*. Rounding of c in favour of the starting player predicts the outcome. So far so clear.
Click Here To Show Diagram Code
[go]$$B Position 2
$$| X X . . .
$$| . X . . .
$$| O X . . .
$$| . X . . .
$$| O O . . .
$$| . . . . .
$$| . . . . .[/go]
The local endgame in position 2 is the game {3|0} with the count C = (3+0)/2 = 1 1/2 and move value M = (3-0)/2 = 1 1/2.

Extracting the count, we can write the game as {3|0} = 1 1/2 + {1 1/2|-1 1/2}, which chills to 1 1/2 + {1/2|-1/2}. This does not contain *.

Does this mean that chilling does not add any infinitesimal to the count?

Rounding C in favour of the starting player predicts the outcomes 2 for Black's start or 1 for White's start. So with rounding, we do not predict the correct outcomes.

Using the count and move value, we can predict the outcomes: C + M = 1 1/2 + 1 1/2 = 3 if Black starts and C - M = 1 1/2 - 1 1/2 = 0 if White starts. (Dame ignored.)

Back to position 1, we can predict the outcomes: C + M = 1 + 1 = 2 if Black starts and C - M = 1 - 1 = 0 if White starts.

Why does chilling as an alternative for predicting the outcome work for position 1 but does not work for position 2? Or how to use chilling so that it also works for position 2?
Click Here To Show Diagram Code
[go]$$B Position 3
$$| X X . . .
$$| O X . . .
$$| O X . . .
$$| . X . . .
$$| O O . . .
$$| . . . . .
$$| . . . . .[/go]
The local endgame in position 3 is the game {4|0} with the count C = (4+0)/2 = 2 and move value M = (4-0)/2 = 2.

Extracting the count, we can write the game as {4|0} = 2 + {2|-2}, which chills to 2 + {1|-1}. The right summand is not *.

If we extract 3, we can write the game as {4|0} = 3 + {1|-3}, which chills to 3 + {0|-2}. Again, the right summand is not *. Extracting a number different from the count cannot produce *, either.

Does this mean that chilling does not add any infinitesimal to the count?

Rounding C in favour of the starting player predicts the outcomes 2 for Black's start or 2 for White's start. So with rounding, we do not predict the correct outcomes.

Using the count and move value, we can predict the outcomes: C + M = 2 + 2 = 4 if Black starts and C - M = 2 - 2 = 0 if White starts.

Why does chilling as an alternative for predicting the outcome work for position 1 but does not work for position 3? Or how to use chilling so that it also works for position 3?

***

I study positions 2 and 3 because they occur as white followers for positions with tiny:
Click Here To Show Diagram Code
[go]$$B Position 4
$$| X X . . .
$$| . X . . .
$$| O X . . .
$$| . X . . .
$$| . X . . .
$$| O O . . .
$$| . . . . .
$$| . . . . .[/go]
To calculate White's incentive in the local endgame in position 4, we need to know whether the chilled count of the local endgame in position 2 contains a *. Does it?

I think that the chilled count of the local endgame in position 4 is c = 3Tiny_1. Right?
Click Here To Show Diagram Code
[go]$$B Position 5
$$| X X . . .
$$| O X . . .
$$| O X . . .
$$| . X . . .
$$| . X . . .
$$| O O . . .
$$| . . . . .
$$| . . . . .[/go]
To calculate White's incentive in the local endgame in position 5, we need to know whether the chilled count of the local endgame in position 3 contains a *. Does it?

I think that the chilled count of the local endgame in position 5 is c = 4Tiny_2. Right?
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Re: Studying Microendgame and Infinitesimals

Post by Bill Spight »

RobertJasiek wrote:QUESTIONS 9:
Click Here To Show Diagram Code
[go]$$B Position 1
$$| X X . . .
$$| O X . . .
$$| . X . . .
$$| O O . . .
$$| . . . . .
$$| . . . . .
$$| . . . . .[/go]
The local endgame in position 1 is the game {2|0} with the count C = (2+0)/2 = 1 and move value M = (2-0)/2 = 1.
That is average move value, the same as the miai value.
Extracting the count, we can write the game as {2|0} = 1 + {1|-1}, which chills to 1 + {0|0} = 1 + * = 1*.
OK. :)
Therefore, we have the chilled count c = 1* and chilled move value m = 1*.
1* = 1 + * = {1|1}, which is a game with a count of 1. The average move value in that game is (1-1)/2 = 0.

The incentive for Black to move is the difference between the result of the Black move minus the original game, or

1 - 1* = *

The incentive for White to move is the difference between the original game minus the result after the White move, or

1* - 1 = *
Rounding of c in favour of the starting player predicts the outcome. So far so clear.
What rounding?
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Re: Studying Microendgame and Infinitesimals

Post by Bill Spight »

RobertJasiek wrote:
Click Here To Show Diagram Code
[go]$$B Position 2
$$| X X . . .
$$| . X . . .
$$| O X . . .
$$| . X . . .
$$| O O . . .
$$| . . . . .
$$| . . . . .[/go]
The local endgame in position 2 is the game {3|0} with the count C = (3+0)/2 = 1 1/2 and move value M = (3-0)/2 = 1 1/2.
The local endgame is {3 || 0 | 0}. Don't forget the dame. The mean value of {0|0} = 0, and the mean value of {3|0} = 1½. The average move value = 1½.
Extracting the count, we can write the game as {3|0} = 1 1/2 + {1 1/2|-1 1/2}, which chills to 1 1/2 + {1/2|-1/2}. This does not contain *.
{3||0|0} = {3|*}, which chills to {2|1}, or 1½ + {½|-½}.
Does this mean that chilling does not add any infinitesimal to the count?
The chilled game does not equal the count plus an infinitesimal.
Rounding C in favour of the starting player predicts the outcomes 2 for Black's start or 1 for White's start. So with rounding, we do not predict the correct outcomes.
2 and 1 are the correct outcomes in the chilled game. :)

Edit: To be clear, Berlekamp and Wolfe apply rounding to unchilled games with local temperature less than 1. The chilled game, {2|1}, has a temperature less than 1, so you could call this rounding, but they apply rounding to the unchilled game. and the temperature of {3|*} is greater than 1.
Using the count and move value, we can predict the outcomes: C + M = 1 1/2 + 1 1/2 = 3 if Black starts and C - M = 1 1/2 - 1 1/2 = 0 if White starts. (Dame ignored.)
We can predict the mean values of the outcomes. That means, as you say, that we ignore the dame, or *.
Back to position 1, we can predict the outcomes: C + M = 1 + 1 = 2 if Black starts and C - M = 1 - 1 = 0 if White starts.
Right.
Why does chilling as an alternative for predicting the outcome work for position 1 but does not work for position 2? Or how to use chilling so that it also works for position 2?
Chilling is not an alternative for predicting the outcome. Rounding does work for position 2. It predicts the outcome in the chilled game, {2|1}. (Edit: As noted above, Berlekamp and Wolfe do not bother with rounding chilled games.) There is no rounding for position 1. The miai value for the chilled game, 1*, is 0. Using that miai value predicts the mean result of the chilled game, which is 1, regardless of who plays first. You used the miai value for the unchilled game to get the result of the unchilled game. That's why you thought that chilling "worked" for position 1.
Last edited by Bill Spight on Mon Oct 16, 2017 3:47 am, edited 1 time in total.
The Adkins Principle:
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— Winona Adkins

Visualize whirled peas.

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