Value of endgame moves with area counting
Posted: Sat Apr 01, 2017 11:37 am
Hi,
I am wondering what would be the effect of using area counting while evaluating the size of endgame moves.
Here, closing the frontier at aa is worth 4 points double sente, while bb is 3 points sente/gote, and cc is 2 points double gote.
However, if we count stones + territory instead of territory + prisoners, then all three sequences are worth 4 points.
It comes from the fact that territory and area scoring are only equivalent as long as the two players play the same number of stones.
If the endgame moves have follow-ups, then the difference between their "territory" value and "area" value can be even bigger, because the same player may play several stones in a row locally while the opponent plays elsewhere.
What is the right explanation ?
a) The two methods are right. Any excess of points given by one of them in a local endgame sequence is necessarily cancelled by a shortage in another local endgame sequence.
b) The two methods don't give the same value to sente and gote.
c) Both methods are just approximations. The only exact value of a move is the best final score the player can get using global perfect play until the end of the game.
I am wondering what would be the effect of using area counting while evaluating the size of endgame moves.
Here, closing the frontier at aa is worth 4 points double sente, while bb is 3 points sente/gote, and cc is 2 points double gote.
However, if we count stones + territory instead of territory + prisoners, then all three sequences are worth 4 points.
It comes from the fact that territory and area scoring are only equivalent as long as the two players play the same number of stones.
If the endgame moves have follow-ups, then the difference between their "territory" value and "area" value can be even bigger, because the same player may play several stones in a row locally while the opponent plays elsewhere.
What is the right explanation ?
a) The two methods are right. Any excess of points given by one of them in a local endgame sequence is necessarily cancelled by a shortage in another local endgame sequence.
b) The two methods don't give the same value to sente and gote.
c) Both methods are just approximations. The only exact value of a move is the best final score the player can get using global perfect play until the end of the game.