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Mathematical Go: Chilling Gets the Last Point »

Book cover image of Mathematical Go: Chilling Gets the Last Point by Elwyn R. Berlekamp

Authors: Elwyn R. Berlekamp, David Wolfe
ISBN-13: 9781568810324, ISBN-10: 1568810326
Format: Hardcover
Publisher: CRC Press
Date Published: January 1994
Edition: (Non-applicable)

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Author Biography: Elwyn R. Berlekamp

Book Synopsis

The ancient game of Go is one of the less obvious candidates for mathematical analysis. With the development of new concepts in combinatorial game theory, the authors have been able to analyze Go games and find solutions to real endgame problems that have stumped professional Go players. Go players with an interest in mathematics and mathematicians who work in game theory will not want to miss this book because it describes substantial connections between the two subjects that have been, until now, largely unrecognized.

Booknews

Presents mathematical techniques for solving late-stage endgame problems. Uses combinational game theory, which Berlekamp (mathematics, UC Berkeley) helped develop, to solve Go-related problems. The theory presented assigns each active area on the board an abstract value and shows how to compare them to select the optimum move or add them up to determine the ideal outcome. Values can be familiar numbers and fractions, or other abstractions. Includes an overview of the mathematics of games, Go rules and history, and a glossary. Annotation c. Book News, Inc., Portland, OR (booknews.com)

Table of Contents

Foreword
Preface
List of Figures
1Introduction1
1.1Why study Go2
1.2Easy (?) endgame problem3
1.3Teaser7
1.4Useful programs7
2An Overview9
2.1Fractions9
2.2Chilling13
2.3The need for more than just numbers14
2.4Ups, downs and stars16
2.5Tinies and minies22
2.6Multiple invasions26
3Mathematics of Games31
3.1Common concerns31
3.2Sums of games34
3.3Difference games38
3.4Simplifying games40
3.5Combinatorial game theory45
3.6Warming52
4Go Positions57
4.1Conventions57
4.2A problem58
4.3Corridors65
4.4Sums of corridors68
4.5Rooms70
4.6Proofs79
4.7Group invading many corridors80
4.8Another problem85
4.99-dan stumping problem88
4.10Multiple sockets93
4.11Infinitesimals generalizing up-second102
5Further Research105
5.1Applying the theory earlier in the game105
5.2Approximate results105
5.3Kos106
5.4Life and death107
5.5The last play108
5.6Extensions of current results108
5.7Hardness results109
A Rules of Go - A Top-down Overview113
A.1Rulesets can (rarely) yield differing results114
A.2Who has used these different rulesets?114
A.3Top-down view of rule options116
A.4Interpretations of territories121
A.5Loopy play and hung outcomes121
A.6Protocol122
A.7References to official rules124
A.8Overview124
B Foundations of the Rules of Go127
B.1Abstract127
B.2Ancient Go129
B.3Local versions of the ancient rules137
B.4Modeling by mathematical rules145
B.5Traditional basic shapes152
C Problems169
D Solutions to Problems179
E Summary of Games189
Examples of Go positions with simple values189
Combinatorial game theory summary193
Summary of incentives194
Generalized corridor invasions196
Summary of rooms202
FGlossary207
Bibliography219
Index223

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