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 Post subject: A game after I reached sdk
Post #1 Posted: Mon Mar 14, 2011 6:15 pm 
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So after improving about 4 stones in the last 2 months I think I finally plateaued around 8k so I guess it's a good time to get another game review. The main thing I learned after breaking into sdk was how to uses influence (Or rather I'm not afraid anymore of trading territory for influence during fuseki and have winning percentages with this tactic) This game is sort of an example of that.

My main problem right now is that while my reading's gotten better it's also gotten slower :sad: and I was in byo yomi by like move 3.5



Thanks to everyone who'll take the time to look at this

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 Post subject: Re: A game after I reached sdk
Post #2 Posted: Mon Mar 14, 2011 6:48 pm 
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9: Personally, I'd be inclined to play high. White seems to have on interesting invasion, because invading just encourages a black shimari.

23: The result up to here is fantastic, but now I think J15 is better. There is no need to give white the H15 forcing move, instead you can make the L17 stone perfectly placed and give white bad shape.

27: Seems okay. Personally I think I'd play K13 or similar to make a moyo by attacking, but maybe there is no need to be so aggressive. It would be sad if white got strong, though.

28 (and the same with R5 earlier): Bad for white, he doesn't want to give black strong groups here!

32: Seems bad, white cannot expect to get away with invading whilst he already has a weak group. I would be inclined to play Q17 and attack strongly - the L17 stones are well placed to split white's two groups and profit by attacking them.

39: Bad. You should play O17 first if you want to tkae the outside, because it is a free forcing move - if white ignores and plays (for instance) S16, S15, S17, black plays P18 to protect the cut whilst profiting. You can also play P18 here, and it seems fine and probably stronger - but black gets gote.

41: O17 is still better as a forcing move, the S17 stone is small.

44: Rather optimistic. I think I would play something like K13 and see what white wants - if he saves P12 (which he can't even do in one move, really), the J15 group will die. If he saves J15, black gets a free move, and can attack the P12 stone very strongly.

45: Good in comparison to R12, and probably fine if you split white.

47: I think L12 is better now. It is where white wants to play, and white's shape is very constrained becasue things like N10 have cutting points. It also hurts J15 a lot. Your move was too slack - when white makes two nearby weak groups, it should be obvious that splitting them is the way to go!

49: Big, but it is so sad to let white connect his stones. Obviously they aren't actually connected, but at this point it seems like you have given up on that idea.

55: Pretty bad shape, for one point of territory. O16 seems better, taking away a white liberty and connecting in a way that cannot possibly be cut.

56: Now white can cut again with O16, which is quite bad for black. You need another move, I think.

57: This seems to be making a moyo or something, but in a very boring and rubbish way. You are spending lots of stones to make 10 points in the O8 area, when you just gave up the whole P13 area without even attacking! I think it is better to play something like R3 and P3 and challenge white to keep his territory - you don't want to build a tiny moyo from your strength, but destroy white's area instead.

59: This is a move too late, it would have been great without the vital point at P3 being filled!

63: The same again, basically. I'm not sure what's best, but E7 doesn't really build on anything.

73: Again, building - this is the fourth or fifth stone which is aimed solely at that 10 points, which is maybe 15 points now. That's only a few points per stone, and very boring, and in the process white has solidified a lot of territory.


I'll stop here. There is more to review, but your poor fighting earlier seems like the most interesting thing to improve for next time.

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 Post subject: Re: A game after I reached sdk
Post #3 Posted: Mon Mar 14, 2011 7:38 pm 
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 Post subject: Re: A game after I reached sdk
Post #4 Posted: Mon Mar 14, 2011 9:02 pm 
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I want to finish the review later. What an interesting first 80 moves :D

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 Post subject: Re: A game after I reached sdk
Post #5 Posted: Mon Mar 14, 2011 10:25 pm 
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At move 126
Shaddy wrote:
You may omit p7: white's capture does not make an eye

It does if white captures at Q7. ( Which just goes to show how tricky this eye-stealing and eye-making business is :) )

Where I see room for improvement is the lack of a backup plan on the right side. You went after him 100%. But when he got out, you didn't have much right side territory because he penetrated all the way to the right edge. A better plan would have been to secure territory on the right while he runs. If you kill him anyway, it is just gravy. If he gets away, then you have gotten 20 points while he has gotten nothing more than exercise.
More games are won by making points while attacking than are won by killing.

The reasoning behind this is illustrated by the eye mentioned above. Preventing your opponent from making eyes can be a very tricky business, and it is wise not to bet your game on it. Rather, take your territory, and let him wonder if he can bet on having eyes. You take the certainties; let him take the risks.

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 Post subject: Re: A game after I reached sdk
Post #6 Posted: Tue Mar 15, 2011 7:22 am 
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Joaz Banbeck wrote:
At move 126
Shaddy wrote:
You may omit p7: white's capture does not make an eye

It does if white captures at Q7. ( Which just goes to show how tricky this eye-stealing and eye-making business is :) )


... wow, I fail.

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