John Fairbairn wrote:
T1. Top experts in a profession such as go do not seek to "learn" or "understand" go theory, but rather to acquire it. As in various other fields, the experts are then able to exercise superior skill without explaining how they do it.
In professions such as go? This is important here: go is activity, where, in principle, reasoning and explanation are available to those wishing to think in those terms. This is so, because go is a complete information game (in its definition, not necessarily in its playing). "Top experts" in go are a) top players, b) top researchers or c) top computer programs. For (c), explanations are dry in our eyes, but they are available (at least to the interested programmer). For (b), explanations are essentially mandatory. For (a), all top players use explanations by reading and endgame calculation and decision making due to these aspects. For other aspects of go theory, quite a few appear to rely on a mixture of explicit go theory and subconscious thinking, which they cannot explain (well enough) to themselves and others. This does not prevent part of the top players to write books that also contain explanations for aspects of go theory.
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Furthermore, they apparently soon learn not to even attempt to explain it because that appears to interfere with the automaticity of their responses.
There is no such automaticity, or they would not consume any noteworthy thinking time.
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2. No-one, as far as I know, has yet demonstrated extreme skill in go, or anything close to it, by having learned theory from books.
1) Are you sure that none of the top players has read at least some theory of books, such as tesuji types, life and death techniques implied by LD problem books etc.? ;)
2) If you said "learnt most of his go theory knowledge from books", then, of course, you would be right, because by far the most go theory needed for amateur and pro dan players is not available in books yet.
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Until someone does, it is fatuous to argue that learning theory is a superior method to doing grunt work if you want to become a real expert.
1) For kyu players, your argument does not hold, because go theory books for them are available, and quite a few players have become significantly stronger also by reading, learning from and applying them.
2) As I have said many times, go theory books are not the opposite of other means for becoming stronger, but playing, self-review, others' reviewing, learning reading + problem solving, studying games and taking lessons are / can be also important for improving.
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3. There is an underlying assumption by RJ that everyone studying go wants to become superstrong.
Not exactly. My underlying assumption rather is that many want to become an amateur dan, possibly amateur high dan, possibly stronger, but anyway want to understand what dans do even of they do not reach dan playing level themselves.
Those aiming at 5 kyu maximum need only relatively little go theory. Everybody else, IMO, can as well learn much of an amateur high dan's go theory quickly, instead of delaying most of such go theory. I think so, because most go theory for amateur high dan is as easy or difficult as go theory for SDKs. The real difference is a) greater completeness of an amateur high dan's knowledge and b) his knowledge of a lot of more details of go theory. A kyu player does not need all the details yet, but can decide when to learn how many of them. However, apart from sheer details, a kyu player should rather learn an amateur high dan's kind of knowledge than partly bad knowledge the kyu player needs to unlearn later. This is so, because an amateur high dan's knowledge and a kyu player's knowledge both consist of simple and complicated knowledge pieces. The amateur high dan's simple knowledge pieces can simplify some of the kyu's unnecessarily complicated knowledge pieces, and the kyu should better abandon those of his simple knowledge pieces that are wrong because of being too simplifying. Instead of sticking to bad, simple knowledge, it is better for the kyu to use already the good, simple knowledge of an amateur high dan. Only WRT possibly too detailed knowledge, the kyu should decide how much of it he already can and wants to learn versus postpone for later.
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Some (most adults?) simply want to learn to appreciate the game better as fans, and for that they need ways of verbalising theory not to get stronger but to talk to or understand other fans.
The same theory can be used by them, except that they would want to skip more of the detailed knowledge.
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"Avoid premature endgame."
4. This is not go theory, nor is it accurate.
Whether it is "go theory" surely depends on how one defines what is "go theory":) It is not scientific go theory, but it is applicable-principles-based go theory.
Of course, this particular principle is not accurate. Would you use this as an excuse for a DDK not to become stronger up to a few ranks, because you would advise him not to apply anything that is only 99+% correct in practice? It is incorrect only when one misjudges greatly whether a move is only-endgame and whether that is premature, i.e., the game has not reached the endgame stage yet. (Note that a middle game move's secondary meaning of also being good endgame is not prohibited by the principle.)
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Even within its own little scope the advice should be "avoid premature boundary plays"
"Avoid premature boundary plays" has a meaning different from "Avoid premature endgame", because the former principle also advises to avoid aji keshi in boundary play that are not pure endgames. The latter principle has the advantage that it can be applied also if one does not want to complicate matters by aji keshi considerations. It is worth discussing whether the former principle is a good generalisation of the latter principle. IMO, this is unclear so far, simply because it has not been studied enough.
"Avoid premature endgame" does not have an only "little scope". The principle is applicable throughout the game and relevant outside the endgame phase(s). Application versus non-application of the principle improves the score by dozens of points. I call such a "great scope".
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avoid premature anything - premature forcing plays, premature side extensions, premature reductions, premature probes, etc
It is also worth discussing whether a yet broader generalisation can be your suggested "Avoid premature anything". OTOH, a principle with such a broad generalisation needs to be broken down again into its parts. Otherwise we end up with principles as powerful as "Win or else tie the game".
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This is just plain common sense.
If it were, I would not have needed many years to acquire this particular piece of go theory, and countless of kyu players would not be violating "Avoid premature endgame" too frequently.
It is common sense only when one has already absorbed and accepted the principle. Before, it is without sense, as can be seen from the many violations of the principle out of unintentional ignorance of its existence and contents.
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You might just as well pretend "avoid bad plays" is go theory.
There is nothing to pretend about. It is go theory, and it is good go theory. (Of course, it is insufficient go theory, because "bad" demands explanation in detail.)
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The fact that some people are too dozy, lazy or stupid to apply common sense
All players start with the absence of "Avoid premature endgame" in their games, when they are still weak DDKs. All, because every weak DDK makes such mistakes. This shows that the principle is NOT common sense, but its contents must be learnt, before it can be applied regularly.
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does not mean that they need a dose of go "theory".
Wrong, see above.
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They probably just need a dose of caffeine or a kick up the backside.
Wrong, because common sense does not tell weak DDKs to apply the contents of the principle, regardless of how much caffeine of kicks they get.
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There are several serious flaws in RJ's reasoning
In conclusion, where is there any flaw in my reasoning? All you have identified is a possible (worth discussing) embedding of "Avoid premature endgame" in a broader principle, i.e., a possible advance of go theory, which KEEPS the principle as a special case of another, broader principle.