To answer in detail to your questions will need dozens of pages and I have no time enough to make such job (its on my to do list but not in a near future).
Anyway its quite clear in mind so please if you have some doubt on the process take an example and I will be able to bring you some more information.
RobertJasiek wrote:
The convention is: Black moves leftwards in trees.
OK it will be easy for me to change that according to the usual convention
RobertJasiek wrote:
You claim a method for corridor-like trees. What kinds of sequences and local endgame types can exist in them?
One important point concerning the type of tree I consider is the following : at each node of the tree I consider that the player to play as only one good move. If it exists another move which I cannot characerize as weak then this tree is out of the scope of my method.
RobertJasiek wrote:
Is your method invariant under the order of assumptions of sequences worth playing successively and types?
Take an example because the question is really very large indeed.
RobertJasiek wrote:
You characterise an AB move as having the move value 1/3 and the move value 7/9. How do you prefer one value to the other?
Yes, in the process, the AB value (as well as the AC value) could be 1/3 or 7/9 but later in the process, when I found that AC is sente, then it remains only the value 1/3 for AB. For AC it is a sente move (value 1/3) that can be played as soon as temperature drops to 7/9.
RobertJasiek wrote:
In the example, you consider the pruned tree.
Yes you can see two pruning situations:
1) I eliminate sure weak moves
2) when a simple ko with value 1/3 is reached I prune systematically the subtree of ko, taking the standard count (for a larger ko, I mean a value greater than 1/3 the pruning is not allowed).