Fllecha wrote:
Time to make some reflections. I looked and studied Ed Lee posts, and I admire his preparation. I would never considered the two points as vital points. For example, when I was said that the center point of an elephant jump is a vital point it's easy to understand it, but the two point indicated (still now after study) are impossible for me to figure out. It's probably my go immaturity, but that advices are really hard.
The proverb does say to play in the middle of an elephant's jump. As with everything else, though, it takes time to know just how to take advantage of the weakness. In any case, you still have to look at the surrounding positions before deciding whether or not to cut an elephant's jump. A stone is only as strong as the group supporting it.
Quote:
But now my main reflection. I just played an horrible game with black using san ren sei. But I lost playing exactly the opposite of what I studied yesterday about "attacking from weak to strong": I attacked from strong to weak (like we do in chess) and opponent built a big moyo punishing me for my foolish play. Now what?
Bad habits take time and practice to overcome. Just think of all those chess beginners that simply start capturing pieces with the queen before the opening is completed. Of course this is bad advice for any chess player, but I have seen beginners do just that. Being the most powerful piece on the board, the queen is often used as a kind of "hammer" against the opponent. In reality, the queen should be saved until the board is less crowded, when she will be able to move with more freedom.
Attacking from strong to weak works in chess because the pieces move. The weaker position can be used to hinder the movement of the opponent's pieces and help bring about checkmate sooner. (Correct me if you find this to be incorrect; I have not played chess regularly since I was in high school.)
In Go, the pieces themselves do not move, the groups do. The weak group will "move" (actually "grow", because groups of stones change in size and shape rather than move from place to place) as an attack is carried out on the opponent's group. The opponent's group will be forced to grow in the direction of a stronger friendly group, therefore changing the priority of the group under attack from growth to survival.
If you would like to know how to use 3-ren-sei, may I suggest Michael Redmond's book
Patterns of the Sanrensei? As well, below is a game in which Masaki Takemiya uses a sanrensei opening.
Quote:
I ask EdLee/Mattews to help me on this: I decided that I would play 100 games and if I can't find improvements I will definitively quit with go. I don't want to quit but it's frustrating be a beginner forever.
How did it feel when you first took up chess? I know from experience chess can be a very difficult game to master, even with the help of detailed manuals explaining every move in a position.
In Go, losing 100 games is a
minimum.
Quote:
I am a good chess player and a good backgammon player. I think I have some feeling about board games but while it was very easy for me to play good backgammon and good chess player (it took me less than a year to became in both game a weak advanced/strong intermediate) I find some problems in go, but I WANT to be at least an intermediate.
What are for me the main issues: (I assume that EdLee is good at chess)
1) In chess is QUITE easy to give a beginner the correct direction of play after they know the basic. I teach young kids (10-14 years) chess and I simply say "Focus and play to attack the center, the rest will follow naturally". Belive it or not, if you follow this advice and you became better in tactics (exercices on chesstempo on REAL GAME position and not boring problems built at the table) you will easily get out beginner status in at best 1 year, but most of the time in 6 months if you play online blitz. My kid's result are overwelming in the beginner section.
IN GO: I NEVER saw a go book with a simple and clear set of patterns to help understanding fuseki. Most of go books (Opening theory made easy or the direction of play) are undoubitably good books but you can't teach go (imo obv) that way. You take a position, you say what is best there and gg. But you turn on playing go and you will never find a similar position, the complexity of the game is too big. I study, but it's REALLY HARD to apply what learned in practice.
Why nobody set up a fuseki repertoire for black with pre-made plans against the most typical white responses?
Yang Yilun's
The Fundamental Principles of Go is as close as Go theory gets to a Western-style theory of the game. You may prefer to buy this book if you want to study fuseki principles. In fact, I would recommend to you Yang Yilun's books, since he writes them with an American audience in mind.
The English translations of Japanese books are informative and good references, but they use a taxonomical approach when categorizing themes and some readers may find this hard to follow.
There are the kind of fuseki books that you mention, but these are in Japanese, Chinese, or Korean and they are BIG books.
In Go, there are no "clear-cut patterns" that apply to all fuseki. There are expositions for the Shusaku 1-3-5 pattern, the high and low Chinese opening patterns, the 2-ren-sei and 3-ren-sei, the
tasukiboshi (diagonal star point) pattern, and komoku patterns, to name a few. Go is a very fluid game, so it is not possible to get knowledge from a book and apply it with good results the first time around. You have to see how the fuseki works before drawing any conclusions.
Much of what you see in fuseki books is drawn from pro games. If you want advice directed at amateurs, look for books by Yuan Zhou or Otake Hideo's
Secrets of Strategy, in which he reviews a few amateur games and points out mistakes. Yilun Yang and Yuan Zhou's books can be found on slateandshell.com . If you live outside North America, contact Slate & Shell by e-mail to find out who sells their books in your region.
Pros and amateurs play very differently. What you can do is find out what moves your opponents - who are probably all amateurs - make and determine how to best respond to them. Even the strongest players make mistakes. The question is, will you recognize the mistake when it occurs?
Quote:
2) When I play I noticed that I can't understand when to play for territory and when to fight. Ok I know that there isn't a short answer obv but I really cant understand how to improve. That is: I watch a lot of strong player games and most of them go like this: they put 4 stones in the 4 corners and then begins a fight around a corner, ignoring the rest of the board. Then one players tenuki and starts a fight on another corner. More or less the same for the remaining 2 corners and then center play. The board is filled and score counting...
IF I PLAY THIS: I begin a fight in the corner, my opponent builds a big moyo I lose.
How to improve my game on that topic?
Either avoid the fight by playing tenuki or choose how to play in response to the last play by the opponent, with the result being that your group becomes stronger. In some cases tenuki is better because the groups involved in the fight grow, grow, and grow until they cover a good part of the board. This means that now you have a big group to manage. Not something you want to do when you intend to keep the game simple.
The top Korean pro Lee Sedol is (in)famous for his habit of playing tenuki frequently. He plays this way because he does not like to see his opponent gain any benefit from his plays. Even if the mutual benefit line of play yields better results, he will choose the "inferior" line of play simply because he benefits from it and his opponent does not. The reality is of course more complicated than that, but what I just said explains the reasoning behind Lee Sedol's playing style.
When pros stop playing in one corner and begin playing in another, they are trying to make their positions in both areas coordinate on a strategic (whole-board) basis. The outcome is usually either solid territory in the corner or an outward-facing wall that can be used in coordination with other friendly positions on the board to produce territory through fighting with the opponent's groups. Often you will make territory without knowing it.
Quote:
So the question are:
A) How to seriously improve? No magic sticks of course, but how to exit from beginner status? Is it (longterm) sufficent to play 100 games, study the review and try to apply it? Is this the normal pattern to became at least intermediate player?
I can assure you that with regular practice and study, your rating will improve substantially and in a timely manner. This means replaying pro games, together with exercises in different categories. You can use an SGF editor to replay game records if you do not want to replay using physical board & stones.
Quote:
B) If after 100 games I still have great problems (like the ones I made in the following game) is time to quit go? Can you estimate a dead line for "understanding" go? (In chess: if after a year, playing at least 10 games a day you still have 1500-1600 rating is time to quit for example, you will rarely be a good intermediate)
The inventor Thomas Alva Edison once said, "Many of life's failures are people who did not realize how close they were to success when they gave up." Another quote by the same man says, "I have not failed. I've just found 10,000 ways that won't work."
My guess is that if after 12 months of playing 10 games a day a chess player has not gone above 1600 ELO, he has not done enough studying. Pointers are helpful during play, but the chess player also needs to observe good playing principles in action. This is why I would suggest that the aspiring chess player get a collection of, say, Morphy, Steinitz, Casablanca, Alekhine, or Tal and replay each game from start to finish
before reading the commentary. This way the games are stored in his memory and he can draw on them as a source of ideas to apply during play. In addition, the aspiring chess player has to do those endgame puzzles and study openings, as boring as they may be. Puzzles are good practice to apply pieces of what is seen in a game of Chess and the aspiring Chess player should do them regularly. Of course he is unlikely to reach the level of Magnus Carlson, Vladimir Kramnik, or even Hikaru Nakamura, but at least he will be able to progress to higher levels of chess skill.
There is no deadline in Go (and probably none in Chess either). The important thing for the Go player is to grow and evolve. The day you quit Go, you stop growing and evolving. In other words, you die as a Go player.
If you must know of a deadline, I would say that if after a year of regular playing (that is, 5 or 7 games a day) you have not made it to 5k, you have not been studying enough.
Quote:
C) Doing tsumego may help, but I think it's an intermediate stuff. I do at least 10 tsumego a day but I didn't recall a time when it was useful, I have bigger problems on the fuseki. I decided to quit them. It's like when chess teacher say TO BEGINNERS "Study the final". I usually say "You FIRST have to ARRIVE in the final. Study opening."
A game of Go evolves from strategic plays in the opening to a multitude of tactical exchanges all over the board. This is why tsumego are important; they allow you to practice analysis of tactical situations. As well, if you have strong opening but your middle game and endgame skills are weak, whatever advantage you gained in the opening will be eroded as the game progresses, especially against an opponent strong in all 3 phases of the game. Conversely, if your opening is weak but your middle game and endgame are strong, you will fall behind if your opponent is strong in all three phases of the game.
Again, it is important to do
easy problems and lots of them. Practice makes perfect. If you encounter a difficult problem, feel free to look at the answer and also look at the failure diagrams. After a month has passed, come back to that same problem and see if you can solve it within 2 minutes. You should be able to have an easier time guessing than before.
Now, if you absolutely hate tsumego and want to burn a tsumego book whenever you see one, I recommend that you replay pro games. Start with 1 or 2 a day. After a month you should be able to replay 3 or 4 a day without feeling mental fatigue. After 3 months 5 or 7 a day is possible. After 6 months you will be able to replay 8 or 10 games a day. A year will pass and you might be able to memorize over half the moves just from watching a game replayed on an SGF editor. Through the replaying of pro games you will be able to absorb plenty of Go knowledge that you can apply in your own games.
Quote:
Thanks for kind answer, I am a little frustrated for my last two bad games, and I need some support maybe.
GAME 14

as played in the game seems good, but after getting a strong position with this move, follow up with

at D10 or C10 to begin attacking the lower left White group. Grow out of your C10 or D10 stone and play next at C6 to exploit the weakness of the White group as this one is not completely formed yet. Otherwise,

should be at N4 to prevent White from consolidating the left side of the board and to begin attacking the White group on the lower right as it is weak and not well-formed.

at N3 would follow and you reply with

at O3. The outcome is likely that White will get the corner, but Black will get a wall that coordinates well with the Black stones on Q10 and Q16.
When you attack an enemy group, avoid making contact at first. Contact moves are actually for defence, not for attack. Approach moves (
kakari in Japanese) are for attack because the approaching side denies the group under attack the space needed to grow and become secure. Hence the opponent will either try to save his group by jumping it out into the center or try to sacrifice it and gain territorial advantage or initiative by doing so.

should be at L16 to prevent

, but L17 is a good point to play since it is conducive to a 2-point jump on the 3rd line if the need for it arises.

is a good response, but as you have just formed a strong Black position with this move so that your next move should be at K15, for example.

at R8 is too submissive and when playing with 3-ren-sei it is important to keep the opponent's stones separated. (This applies even more to handicap games.) This move at P5 is better. This would allow you to respond effectively to the

invasion; begin by playing

at Q3 and fence White into the corner so you can separate and attack the M4 and O3 White stones.

in the actual game is bad strategically and not really needed since the Black position in the top right is already well-built.

makes for small gain and is best saved for the endgame, when 1 or 2 points make a big difference. This move at D11 or C11 would be better to begin damaging White's moyo.

should be at E11 or E12 to begin reducing White's moyo. The 2nd Golden rule of Go says, "Enter enemy territory gradually". This means that one should attempt to reduce little by little a moyo, rather than attempt to smash it with one blow. It's like breaking cold metal to shape it. You can try breaking the metal with a hammer, but the hammer might break, not the metal. Now, if you use sandblasting to "break" the metal, it will be broken off a speck at a time, but the metal is broken anyway. So, break the moyo a little piece at a time.
For your convenience, below is a link to the Ten Golden Rules list at Sensei's Library:
http://senseis.xmp.net/?TheTenGoldenRulesListThis is an old series of online articles on the 10 Golden Rules:
http://web.archive.org/web/200504032047 ... index.htmlAnd the 10 Golden Rules of Go apply off the board as well:
http://www.slideshare.net/matieuxx/the- ... y-29437147It's going to be frustrating in Go to be winning one game and losing six, but don't give up! Chess and Go are two games that require analysis to play well, but things in Go work differently.