The analysis in this chapter considers that the farther is the player from the optimum, the worse is the player OF value, and always the farthest player is the leaping player. However, the surface may have steep valleys, and a close player in DV space may be high on a steep wall and may need to leap many times across the valley, from wall to wall, until it is very close to the optimum in DV space before the other players begin end-game convergence leaping.
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