Generator

What a deeper position does to the shape

What a deeper position does to the shape
What a deeper position does to the shape. Thermographs side by side, two of them, with temperature running up each panel and value across it: {4 | 0}, straight-walled; {4 | {2 | 0}}, with a bend where an option's own fight cools out. A wall that runs straight has nothing changing hands below the meeting point; a bend is an option's own fight cooling out at a lower temperature than this position's, and it is where a decision passes from one player to the other. The mark where the walls meet is the mean, at a height of the temperature.

Thermographs side by side, two of them, with temperature running up each panel and value across it: {4 | 0}, straight-walled; {4 | {2 | 0}}, with a bend where an option's own fight cools out. A wall that runs straight has nothing changing hands below the meeting point; a bend is an option's own fight cooling out at a lower temperature than this position's, and it is where a decision passes from one player to the other. The mark where the walls meet is the mean, at a height of the temperature.

11 essays call thermograph-pair. The drawing above is what it returns with no arguments at all; every call below passes it something, because a placement that passes nothing draws whichever member of the family the generator happens to default to rather than the one its essay argues about.

Where it is called

Changing this generator changes every one of these figures.

Cooling {5 | 1}, one degree at a time. The same position under a rising tax on moving. Each bar is what Left gets moving first and what Right gets moving first, once every move costs the tax. The bars close as the tax rises, and at the temperature they meet — and from there on the position is worth its mean value and neither player wants to touch it. Temperature

Cooling

Charge a tax on every move and a fight becomes a number. The height of tax at which that happens is the temperature — so cooling is not a technique for finding the temperature, it is what the temperature is.

{5 | {4 | 0}} beside one other fight. A local position and a single switch, played out together at each of several ambient temperatures. The middle columns are what optimal play does: whether it opens the local fight, and whether it answers when the opponent opens it. The answer stops being forced at a temperature the local position alone does not name. Temperature

Sente is a fact about the rest of the board

A move that must be answered is called sente, and the word is used as though it described the local position. It does not. The same fight is answered while the rest of the board is quiet and ignored once it is busy, and the crossover — measured by solving the whole board at every temperature — sits at the follow-up's own temperature.

The thermograph of {6 | {5 | {4 | 0}}}. Temperature runs up the page and value across it. Each wall is where a player is willing to move once a tax of that much is charged per move; above the temperature at which they meet, neither wants to move and the position is worth its mean value. The height of the meeting point is what is at stake. Temperature

A thermograph is built from its options'

The diagram is not measured, it is computed — each wall is an extremum over the options' opposite walls, shifted by the tax. That construction is why a hot follow-up lowers the temperature instead of raising it, and why two fights with the same swing can differ by a factor of two in what is at stake.

Is {{5 | 3} | {2 | −4}} double sente?. One local fight with a follow-up on each side, played out inside a sum with a switch whose temperature rises. The two middle columns are what optimal play does when each player opens the fight. Whether the opponent has to answer is settled by the ambient temperature and not by the shape, so the same position is double sente, sente for one player, and gote for both, at three different ambients. Temperature

Double sente is not a property of the position

A fight with a threat on each side is called double sente, as though the phrase named a shape. Swept against a rising ambient temperature, one such fight — { {5 | 3} | {2 | −4}} — is double sente up to an ambient of 1, sente for one player only from 3/2 to 3, and gote for both from 7/2, and the two band edges are the temperatures of the two follow-ups.

the temperature that bounds the loss. Temperature runs up the page and value across it. Each wall is where a player is willing to move once a tax of that much is charged per move; above the temperature at which they meet, neither wants to move and the position is worth its mean value. The height of the meeting point is what is at stake. What it costs

A rule that is never right and cannot be far wrong

Playing the hottest component is not optimal — over 440 measured lines it costs something on 17 of them. What makes it worth having is that the cost is bounded by the temperature, provably, and that the same test run with the ordering reversed breaks the bound on 54.

Comparing two positions means playing a third. Pairs of positions with the relation between them, and the game whose solution decided it. There is no way to compare two games by looking at them: the question “is G at least H?” is answered by playing G − H and asking who wins, which is a search, and its cost is counted here beside each answer. Values

What a move is worth to the player making it

The gain from a move is the option minus the position it was played from — and that is a game rather than a number, so two moves can be incomparable instead of one of them being best. Temperature is what happens when the largest of those games is asked for a single number.

What a deeper position does to the shape. Thermographs side by side, two of them, with temperature running up each panel and value across it: {{6 | 2} | {1 | −3}}, with a bend where an option's own fight cools out; {4 | −1}, straight-walled. A wall that runs straight has nothing changing hands below the meeting point; a bend is an option's own fight cooling out at a lower temperature than this position's, and it is where a decision passes from one player to the other. The two marks on each base line are the stops — what each player gets by moving first with no tax charged. Values

The switch a player is imagining

Every account of a hot position ends up as "worth about m, and worth t to move in", which is the switch {m+t | m−t}. For a plain fight that summary is the position exactly. For a fight with anything behind it the leftover is not a rounding error — on one position here it is a whole second fight of temperature two.

The whole Domineering catalogue, chilled. Every Domineering board this site evaluates, with its value, its temperature, and what cooling by exactly one does to it. Thirteen of the fifteen become cold — a number, or a number plus a star — and the two that do not are the two whose temperature was above the tax. Temperature

The operator chosen for one game

Chilling is cooling by exactly one, and the one is not derived from anything. It is chosen because Domineering mostly runs at that temperature — and measured against this site's whole Domineering catalogue it turns thirteen of fifteen boards into numbers or numbers plus a star, and warms thirteen of the fifteen back exactly. They are not the same thirteen: eleven boards do both, two freeze too far to be recovered, and two stay hot and come back on the nose.

Adding two thermographs. Every pair drawn from the 15 values born by day two that are not numbers — 120 sums — with the two walls added pointwise and compared against the true diagram of the sum. The added walls are always an outer bound and the means always add; the whole diagram is right for 92 of the 120, and the 28 it is wrong for are exactly the pairs in which both components are hot. Temperature

When two thermographs can be added

The temperature of a sum is not the sum of the temperatures, and the natural repair is to add the whole diagrams instead. Over every pair of hot values born by day two the added walls always bound the true ones and the mast always comes out right — and the whole diagram is right exactly when at most one of the two components is hot, which is precisely the case a reader has no use for.

The switch formulas, off the hypothesis they were stated for. Values born by day three with exactly one option a side, split by whether both options are numbers. On the twenty-one that satisfy the textbook hypothesis the midpoint and half-gap formulas are exact; on the 146 that do not, the same formulas read off the two stops instead hold about three quarters of the time. Values

A fight with no midpoint

The mean of {a | b} is the midpoint and the temperature is half the gap — on the twenty-one values of day three where a and b are numbers. One hundred and forty-six others have the same shape and not the hypothesis, and the repair that suggests itself, reading the two stops instead of the two options, holds on about three quarters of them and no more.

The stops stop working. Adding a switch to each of 120 day-three values, and asking whether the two stops of the sum are the sums of the two stops. They are on 330 of 720. Sums and comparison

What a fight does to a fight

A number added to a position shifts both its stops by itself; an infinitesimal moves neither. A hot game does neither: over 720 sums the two stops add on 330 and are wrong on the rest. What survives is the mean, which adds on every one of the 720 — and the failure has a bound, since no stop is ever out by more than twice the smaller of the two temperatures, a bound 222 of the sums attain exactly.

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