Current Territory
Posted: Sat May 19, 2012 6:21 am
As long as one does not specify exactly what is being meant, "territory" is only an informal term. Also Saijo Masataka, then 8p, was aware of the ambiguity, so I explained him my earlier ideas. During scoring, matters are easier than during the middle game (except for difficult rulesets, for which Robert Pauli and I defined territory for the purpose of scoring in 2002-4). Here I discuss territory during the middle game.
There were these conceptual predecessors:
- Cho Chikun's "minimal territory" for global positional judgement (book Positional Judgement).
- The "[territory] count" in endgame evaluations (Black's local territory minus White's local territory).
"current territory" is the fundamental term of territory as used in my middle game concepts.
Compared to Cho Chikun's "minimal territory", which already uses the idea of peaceful replies by the defender, I have invented and added the idea of the attacker's sente sequence. This condition is essential for successive endgame-style reductions to make sense; the attacker, who reduces the opponent's territory regions until they are tightly surrounded, can switch from one direction to another direction next to a territory region, then can switch to the next territory region to be reduced. This is meaningfully possible only if each partial sequence is his technical sente.
My definition of current territory, invented in [1]:
"The opponent is assumed to make all the expected endgame reductions in sente, i.e., the player is assumed to answer everything defensively and the most peacefully. The intersections remaining after that imagined reduction are the _current territory_."
http://senseis.xmp.net/?CurrentTerritory
Applications of current territory:
1) [Global] positional judgement: The territory count of a quiet position is determined.
A 5 kyu becomes aware that positional judgement is very useful. (E.g., if one is ahead, one simplifies the game. If one is behind, one makes the game complicated.) A low dan
occasionally makes a positional judgement during a game. A high dan is always aware of the current positional judgement; incremental updates allow him to refresh judgements very quickly.
Knowing the territory count is an (if not the most) essential part of global positional judgement. Each player's current territory is determined to get the territory count.
2) Territory efficiency [2]: This is an important measure of local efficiency versus overconcentration. Divide the current territory by the number of stones required to surround and protect it.
3) Generalised territory, n-territory [2]:
http://senseis.xmp.net/?NTerritory
4) General influence definition [2]: It depends also on n-territory and thus on current territory.
5) General thickness definition [2]: It depends also on n-territory and thus on current territory.
6) Method "unsettled group average" [2]: It depends also on the count and thus on current territory. The territorial value of an unsettled group and of a move in it are determined.
7) Some methods of "local positional judgement" [2] rely on current territory.
8) Joseki evaluation method [3]: Stone difference, territory count and influence stone difference are determined, if necessary a transformation to stone difference 0 is performed, the value type is identified and so one knows if a corner sequence's result is equal or favourable for a player. Previously, informal professional consensus had to be sought to judge whether a sequence was a joseki. Now everybody can independently verify and decide this, provided he knows what current territory is and acquires a bit of counting practice.
Conclusion: Current territory is one of the fundamental concepts everybody must know and be able to determine. It has many important applications.
Place of invention:
[1] Joseki 1 Fundamentals
[2] Joseki 2 Strategy
[3] Joseki 3 Dictionary
There were these conceptual predecessors:
- Cho Chikun's "minimal territory" for global positional judgement (book Positional Judgement).
- The "[territory] count" in endgame evaluations (Black's local territory minus White's local territory).
"current territory" is the fundamental term of territory as used in my middle game concepts.
Compared to Cho Chikun's "minimal territory", which already uses the idea of peaceful replies by the defender, I have invented and added the idea of the attacker's sente sequence. This condition is essential for successive endgame-style reductions to make sense; the attacker, who reduces the opponent's territory regions until they are tightly surrounded, can switch from one direction to another direction next to a territory region, then can switch to the next territory region to be reduced. This is meaningfully possible only if each partial sequence is his technical sente.
My definition of current territory, invented in [1]:
"The opponent is assumed to make all the expected endgame reductions in sente, i.e., the player is assumed to answer everything defensively and the most peacefully. The intersections remaining after that imagined reduction are the _current territory_."
http://senseis.xmp.net/?CurrentTerritory
Applications of current territory:
1) [Global] positional judgement: The territory count of a quiet position is determined.
A 5 kyu becomes aware that positional judgement is very useful. (E.g., if one is ahead, one simplifies the game. If one is behind, one makes the game complicated.) A low dan
occasionally makes a positional judgement during a game. A high dan is always aware of the current positional judgement; incremental updates allow him to refresh judgements very quickly.
Knowing the territory count is an (if not the most) essential part of global positional judgement. Each player's current territory is determined to get the territory count.
2) Territory efficiency [2]: This is an important measure of local efficiency versus overconcentration. Divide the current territory by the number of stones required to surround and protect it.
3) Generalised territory, n-territory [2]:
http://senseis.xmp.net/?NTerritory
4) General influence definition [2]: It depends also on n-territory and thus on current territory.
5) General thickness definition [2]: It depends also on n-territory and thus on current territory.
6) Method "unsettled group average" [2]: It depends also on the count and thus on current territory. The territorial value of an unsettled group and of a move in it are determined.
7) Some methods of "local positional judgement" [2] rely on current territory.
8) Joseki evaluation method [3]: Stone difference, territory count and influence stone difference are determined, if necessary a transformation to stone difference 0 is performed, the value type is identified and so one knows if a corner sequence's result is equal or favourable for a player. Previously, informal professional consensus had to be sought to judge whether a sequence was a joseki. Now everybody can independently verify and decide this, provided he knows what current territory is and acquires a bit of counting practice.
Conclusion: Current territory is one of the fundamental concepts everybody must know and be able to determine. It has many important applications.
Place of invention:
[1] Joseki 1 Fundamentals
[2] Joseki 2 Strategy
[3] Joseki 3 Dictionary