This paper proposes a new method for searching two-valued (binary) game trees in games like chess or Go. Lambda-search uses
null-moves together with different orders of threat-sequences (so-called lambda-trees), focusing the search on threats and
threat-aversions, but still guaranteeing to find the minimax value (provided that the game-rules allow passing or zugzwang
is not a motive). Using negligible working memory in itself, the method seems able to offer a large relative reduction in
search space over standard alpha-beta comparable to the relative reduction in search space of alpha-beta over minimax, among
other things depending upon how non-uniform the search tree is. Lambda-search is compared to other resembling approaches,
such as null-move pruning and proof-number search, and it is explained how the concept and context of different orders of
lambda-trees may ease and inspire the implementation of abstract game-specific knowledge. This is illustrated on open-space
Go block tactics, distinguishing between different orders of ladders, and offering some possible grounding work regarding
an abstract formalization of the concept of relevancy-zones (zones outside of which added stones of any colour cannot change
the status of the given problem).
Keywords binary tree search - threat-sequences - null-moves - proof-number - search - abstract game-knowledge - Go block tactics