Motorpsico wrote:
Hi tekesta! Thank you for the reply. In the game I wanted to avoid the fight and the type of game he wanted to play, but I couldn't. As it is seen in the game, everytime I took a corner he attached and went for the fight, giving me little chance to ignore it.
The loss incurred by your opponent capturing

should be small in the opening phase of the game. Even if he manages to capture

get a ponnuki in that corner, during the same time you can increase your whole-board influence by playing at strategic places around the star points. Now, if you must do a hane, better to play at R17 than at P17. At least with an R17 play you can get the corner and let your opponent get outward influence.

should be at K4. The move does seem territory-oriented, but given that you are currently weak at fighting it's better for you to build thickness (strong positions that can withstand invasion) and have a base from which to launch attacks against your opponent's positions. Or you can try something like Takemiya Masaki's "Cosmic Go", but it takes very good fighting skill to make such a style work for you; Takemiya-
san did not use his cosmic style extensively until after he got his 9-dan diploma in 1981. Have a look at the following Takemiya game.
(;EV[Meijin,23,Japan,Asahi]RO[22,league]PB[Takemiya Masaki]BR[9 dan]PW[Kobayashi Koichi]WR[9 dan]KM[5.5]DT[1998-05-07]PC[Japan]RE[B+3.5]US[Jan.van.der.Steen@cwi.nl]SZ[19];B[pd];W[dd];B[pp];W[dp];B[pj];W[nc];B[oe];W[nq];B[oo];W[dj];B[fq];W[qq];B[pq];W[qp];B[qn];W[rn];B[rm];W[ro];B[eo];W[cn];B[jq];W[qc];B[pc];W[qd];B[qf];W[qe];B[pf];W[pb];B[ob];W[qb];B[qm];W[pr];B[or];W[qr];B[oc];W[jd];B[re];W[rd];B[rf];W[nb];B[oa];W[sb];B[oq];W[jj];B[jg];W[gd];B[jl];W[hj];B[hl];W[lj];B[lg];W[eq];B[fp];W[fr];B[gr];W[fj];B[dm];W[cm];B[dl];W[cl];B[do];W[co];B[cd];W[cc];B[dc];W[bc];B[id];W[ic];B[hc];W[hd];B[ie];W[ib];B[fd];W[de];B[fc];W[ge];B[db];W[gc];B[bd];W[be];B[bb];W[ce];B[cb];W[ad];B[gb];W[hb];B[fb];W[er];B[fe];W[je];B[eg];W[dh];B[kk];W[kj];B[mk];W[hr];B[hq];W[gs];B[gq];W[lk];B[ll];W[jk];B[kl];W[ir];B[jr];W[md];B[le];W[ld];B[mj];W[os];B[ns];W[ps];B[nr];W[mi];B[ni];W[gl];B[gm];W[hk];B[il];W[mh];B[me];W[gf];B[ff];W[nh];B[oh];W[oi];B[nj];W[sm];B[sl];W[sn];B[rl];W[kf];B[kg];W[ng];B[mg];W[fg];B[og];W[nf];B[ne];W[ef];B[qo];W[sp];B[fl];W[ih];B[gg];W[fh];B[ig];W[hg];B[na];W[lb];B[la];W[mb];B[ma];W[ka];B[jh];W[ji];B[hh];W[gh];B[ii];W[if];B[jf];W[he];B[iq];W[ab];B[ed];W[hs];B[dk];W[ck];B[hi];W[dn];B[en];W[ke];B[kb];W[ja];B[fk];W[gj];B[nd];W[kc];B[pe];W[ga];B[fa];W[ba];B[ca];W[ek];B[el];W[ej];B[pa];W[qa];B[gk];W[ha];B[ep];W[dq];B[ee];W[df];B[gi];W[se];B[sf];W[sd];B[fi];W[ei];B[js];W[ac];B[lh];W[li];B[aa];W[fs];B[ba])
Making territory immediately is never good. Look at the below (big) image and tell me who stands to get more territory in the end.

Quote:
About skills, I have already read the Learn to play go series (from I to IV), and some books about the opening. Right now I'm with Tesuji of James Davis, hoping to improve my tactital skills. In regard to pro games, I have went through some pro game in my go board, but of course I understand very little of what's going on. But as you said, at my level the main thing is to incorpore the patterns. What would you think is the best way to review pro games for someone of my level? And what type of pro game (from which player, year, etc.)?
Even at my level I would not understand a pro game the way a professional player would. The best way is just to replay each one from start to finish. Just the first 100 moves will teach you a lot about opening and middle game. The rest is endgame. If you want to get the whole package, replay the whole game record from start to finish. After replaying pro games for a long time you will be able to play guessing games such as guess-the-next-move.
GoGameWorld has some advice regarding the study of pro games:
http://www.gogameworld.com/2013/03/30/h ... aKnwJNVKlMAs for choice of pro, it depends on your preference. If you like the playing style of historical masters, there are the players such as Ito Showa and Yasui Chitoku, who was known for playing a "pure" style of Go. As well there are the Hon'inbos Dosaku, Genjo, Shusaku, and Shuei. Shuei especially since his style of play is regarded as modern for its time and many present-day pros respect it. Shuei's games post-1897 tend to be the most studied; after 1897 Shuei never took Black again! Dosaku was very good at tactics and Shusaku was a master at using thickness, so you may want to replay their games. Currently I am replaying 12 games by Doteki, another historical Japanese master. Below is one of his games.
(;SZ[19]C[White: Kuwahara Dosetsu (Mejin Inseki) Black: Ogawa Doteki Played in 1682. 223 moves. Black wins by 4 points. ]B[qd];W[cp];B[dc];W[pq];B[kc];W[od];B[pc];W[po];B[jq];W[fq];B[oq];W[op];B[nq];W[pr];B[np];W[qk];B[on];W[pn];B[pf];W[ce];B[ed];W[ch];B[df];W[cf];B[ke];W[dg];B[ff];W[fh];B[nf];W[og];B[of];W[qh];B[ep];W[eq];B[dp];W[dq];B[co];W[bp];B[cl];W[cn];B[cj];W[fk];B[el];W[fl];B[dn];W[bo];B[fm];W[gm];B[fn];W[ie];B[hd];W[id];B[ic];W[hc];B[ib];W[gd];B[he];W[ge];B[hf];W[gf];B[gc];W[hg];B[hb];W[if];B[hc];W[lp];B[lq];W[kf];B[lf];W[lg];B[kg];W[kh];B[jf];W[jg];B[kf];W[do];B[gn];W[dm];B[em];W[hm];B[hn];W[jp];B[im];W[kq];B[kr];W[kp];B[mr];W[iq];B[jr];W[mp];B[oo];W[pp];B[mo];W[mq];B[lr];W[or];B[nr];W[ip];B[il];W[hk];B[jn];W[kn];B[ik];W[hj];B[om];W[io];B[in];W[kl];B[ml];W[ll];B[ij];W[fj];B[di];W[dk];B[dl];W[dj];B[cm];W[mm];B[pm];W[qm];B[pk];W[pj];B[ql];W[rl];B[pl];W[rj];B[oj];W[ck];B[eo];W[bc];B[pi];W[qj];B[gg];W[gh];B[fg];W[ir];B[mk];W[ih];B[qg];W[rh];B[rg];W[sg];B[sf];W[sh];B[rf];W[cb];B[cc];W[bb];B[lh];W[ph];B[ki];W[jh];B[db];W[eg];B[ef];W[de];B[ee];W[bk];B[oh];W[pg];B[ng];W[li];B[mh];W[kj];B[mi];W[ji];B[bl];W[al];B[am];W[ak];B[da];W[cd];B[jd];W[gp];B[is];W[hs];B[js];W[hq];B[ii];W[hi];B[je];W[ig];B[lj];W[qi];B[oi];W[bn];B[ki];W[jj];B[bm];W[lk];B[li];W[fo];B[co];W[nl];B[nm];W[do];B[lm];W[mn];B[co];W[mj];B[nj];W[do];B[hl];W[gl];B[co];W[lo];B[no];W[km];B[do];W[ns];B[ms];W[os];B[ca];W[ba];B[ek];W[ej];B[an];W[ao];B[ho];W[fp];B[jk];W[kk];B[jo]C[223 moves. Black wins by 4 points.])
Hon'inbo Dosaku was another master. So strong was Dosaku that, except for his student Doteki, almost all the strong Japanese Go players at the time had to play against Dosaku with handicap to have a chance to beat him. Below is one of his games.
(;SZ[19]C["Dosaku's Masterpiece" 2 stones: Yasui Shunchi White: Honinbo Dosaku Date: 19th Nov., 1683 277 moves. Black wins by 1 point. Commentary adapted from commentaries by Ohira Shuzo and Go Seigen. ]AB[pd][dp]W[cd];B[ec];W[nc];B[qg]C[Black 4. The ogeima used to be the standard response to the kogeima kakari against hoshi. ];W[ic](;B[qp]C[6 is in the wrong direction. ];W[oq];B[lq];W[dc](;B[cm]C[10 is an old-style move. ];W[qc];B[pc];W[qd](;B[qe]C[14 is a suspect move. ];W[re];B[qf];W[pb];B[ob];W[qb];B[oc]C[This result is bad for Black. White can expose his weak points with A or B. ];W[qm];B[po];W[qj]C[23 is effectively sente. ];B[nd]C[Black cannot allow White to follow up at 24. ];W[ed](;B[cj]C[26 is too small-scale and low. ](;W[lp]C[27 is an aggressive move. ](;B[kp];W[mq](;B[lo]C[30 is slightly dubious. ];W[mp];B[kq](;W[on];B[pq];W[ko](;B[jo]C[Black has to sacrifice the \t stone. ];W[kn];B[jn](;W[ip]C[39 is an excellent countermeasure to Black's sequence, and is the main reason why \t would have been better left unplayed. ];B[km];W[ln];B[jp](;W[fq]C[43 is an attempt to settle White quickly. ];B[eq];W[fp];B[hq];W[iq];B[hp];W[do];B[co];W[dn];B[cn];W[er];B[dr];W[gr];B[hr];W[cq](;B[es]C[58 is a good answer to White's invasion. ](;W[dq]C[59, starting a ko, is inevitable. ];B[fr];W[ep];B[cp];W[er](;B[lm]C[64 is a valid ko threat but is also aji-keshi. ];W[mn];B[eq];W[pr]C[Black has no more valid threats, so he has to ignore 67. ];B[er];W[qr]C[He has to connect the ko, but White gains from the exchange. ](;B[rf]C[70 has been almost universally condemned as a poor move. (Some people think Black may have been aiming at A on the right side, but 70 seems to have no effect on this possibility.) ];W[nb];B[mc];W[mb](;B[lc];W[lb](;B[oa]C[After 76, White is happy to abandon the corner in sente. ];W[kc];B[rd];W[ho];B[go];W[gn];B[hn];W[io](;B[ir]C[Black 84 is submissive but necessary. ];W[fo](;B[gp]C[Black 86 is forced. ];W[dj](;B[ci]C[88 is a solid move. ];W[dl];B[cl];W[hm];B[in];W[cg];B[gm];W[fn];B[gl];W[gk]C[97 is a nice tesuji for saving the white group. ](;B[hk]C[Black has to give way at 98. ];W[gj];B[fl];W[el];B[ej](;W[ei]C[03 is another tesuji. ];B[di];W[fk];B[hl];W[eh]C[White saves his group and builds up his top moyo. ];B[dg]C[08 is a strong move. ];W[dh];B[ch](;W[eg]C[11 is necessary. ];B[bg];W[df]C[Black is left with a large yose at A. ];B[hj]C[14 is a thick move aiming at the forcing hane of A. ](;W[md]C[15 is probably the best White can do. ];B[if];W[ne];B[oe];W[of]C[White's double hane is a good answer to the \t erasing move. ];B[ql](;W[pl]C[White has no defence against 20. ];B[qk];W[pk];B[rm](;W[qn];B[rj](;W[ri]C[27 is a tesuji. ];B[qi];W[pj];B[rk]C[There is some aji left in the \t stone. ];W[rn]C[Black destroys White's side territory in sente. ];B[bf]C[This is the biggest move left, (about 15 points) and is sufficient to win the game. ](;W[od]C[Capturing at 33 is White's privilege. ];B[gi];W[ek];B[nd];W[hh];B[ih];W[od];B[pe];W[hg];B[ig](;W[hf];B[hi](;W[qh];B[rh];W[pi];B[si];W[sm]C[49 is reverse sente. ];B[sl];W[rl];B[dm];W[em];B[rm];W[sn];B[ad]C[Black could have played 56 almost any time he liked. ];W[bc];B[he];W[ie];B[je];W[id];B[gf];W[ge];B[gg];W[hd];B[dk];W[fi];B[gh]C[The result to 68 is gote but it ruins White's territory and leaves behind the possibility of capturing three stones. ];W[sj](;B[qi];W[rc];B[se];W[ri](;B[sh]C[Black 74 is forced. ];W[qi];B[mj];W[rl];B[en](;W[fm]C[It's better for White to connect here and sacrifice two stones than to capture. ];B[rm];W[ml];B[mm];W[nm];B[ll];W[rl];B[mg]C[86 is another good move. At this stage both players probably knew Black would win by 1 point. ];W[mk];B[lk];W[nj](;B[nk];W[nl];B[ni];W[mi]C[93 is a tesuji. ](;B[lj]C[Black has to connect at 94. ];W[nh];B[oj];W[mh];B[lh];W[lg];B[li];W[kf];B[jf];W[kh];B[kg]C[04 is a tesuji. ](;W[lf];B[rm];W[sd];B[sc];W[rl];B[eo];W[gq];B[gs];W[fj]C[11 and 13 are only worth 3 points in reverse sente, but this is now big, and it also leaves A and B as ko threats. ];B[sb]C[14 eliminates the dangerous ko that could develop if White played there. ];W[jg];B[ki];W[lr]C[White 17 stops Black playing there in sente. ];B[kr];W[be];B[ae];W[ac];B[rm];W[cr]C[White is threatening to live here with White A, Black B, White C. ];B[br];W[rl];B[ff](;W[cf]C[White's answer at 27 is essential. ];B[fe];W[fd];B[rm];W[hs];B[is];W[rl];B[nd];W[me];B[rm];W[bh];B[bi];W[rl];B[he];W[hf];B[mr];W[nr];B[ls];W[sk];B[ke];W[le];B[og];W[ng];B[pf];W[ok];B[nf];W[oh];B[nj];W[dj](;B[ah]C[Black has no option but to play 56 here. ];W[ck];B[bk];W[af];B[ag];W[dk];B[hg];W[he];B[ee];W[de];B[jh];W[kg];B[na];W[ma];B[jd];W[jc];B[kd];W[ld];B[ns];W[os];B[ms];W[od]C[277 moves. Black wins by 1 point. ])(;B[ck];W[bd]C[ Connecting would give White two captives instead of one. ]))(;W[fe];B[ce];W[bd];B[de]C[ The sequence to 4 would cut off White's lower left group. ]))(;W[jg];B[mf]C[ If White captures, Black plays 2, threatening both A and B. ]))(;B[oj]C[ If Black captures here... ];W[lj];B[nj];W[nh];B[li];W[mh];B[kj];W[lh]C[ ...White pushes in at 8. ]))(;B[mi]C[ This move is safer, but Black might lose if he plays too securely. ]))(;W[eo];B[fm]C[ Black has plenty of ko threats now; 2 is the first. ];W[fj];B[rm]C[ Black can now play A as his next ko threat. ]))(;B[sk]C[ If Black 1 here, the black group is safe because of the double ko, but Black needs the centre territory to win. ]))(;B[sh]C[ If Black plays here, White has some aji in the corner. ];W[rc];B[se];W[sb]C[ White 4 creates the possibility of a ko later on. ]))(;W[li]C[ This move would be trivial. ]))(;W[hi];B[ii]C[ If White plays 1 here, it strengthens Black and A is now gote. ]))(;W[rh]C[ White has the option of playing 1 here. ];B[qh];W[sl];B[rg];W[rl];B[sh]C[ White gains profit in sente, but he should not play this straight away. ])(;W[qh];B[rh];W[pi];B[si]C[ White should take account of Black's thickness in the centre and leave himself the option of playing this way. ]))(;W[pj];B[ri]C[ If White played 1, Black 2 would leave no aji for White here. ]))(;W[rj]C[ White 1 is no good. ];B[qn];W[pm];B[ro]C[ Black lives easily with the moves to 4. ]))(;W[rl]C[ This hane looks good, but would be disastrous. ];B[rm];W[rn];B[pm];W[sm];B[qn];W[rm];B[pn];W[ol];B[pl];W[ok];B[ro];W[rq]C[ The sequence to 13 is forced. ](;B[om];W[nm];B[nl](;W[pj];B[op](;W[nn];B[nq];W[or];B[mr](;W[nr];B[np];W[mo];B[lr];W[ml];B[nk];W[mm];B[nj];W[lk];B[rk];W[qk];B[rj];W[ri];B[qi];W[pi];B[ph];W[oi];B[rh]C[ The sequence is long but ends in a favourable ko for Black. ])(;W[np];B[nr];W[oo];B[mo];W[pp];B[gi];W[ek];B[op];W[no];B[mm]C[ Since Black has the two liberties marked X, he can play 10 instead of A, and will win the ko easily. ]))(;W[mo]C[ Suppose White plays here instead? ];B[qq];W[oo];B[or];W[nq];B[sp]C[ 6 threatens to live by cutting at the 2-2 point. ];W[rr];B[rk];W[qk];B[sn]C[ Black gets a favourable ko with 10. ])(;W[nq]C[ White's last possibility is this move here. ];B[no];W[nn];B[mo]C[ Black answers with 2 and 4. ];W[ml];B[nk];W[mm];B[nj];W[oo]C[ The sequence to 9 is forced. ];B[rk];W[rj];B[qk];W[sk];B[so];W[sj];B[oj];W[pk];B[pi]C[ Black then captures White with the moves to 18. ]))(;W[nn]C[ White might try connecting here, but this doesn't work. ];B[pj];W[pk];B[qk];W[rk];B[rj];W[qi];B[ri];W[ph];B[oi]C[ Black 10 is a double threat. ];W[nk];B[oh];W[pg];B[og];W[pf];B[nf]C[ White loses six stones and Black is alive. ]))(;B[pj]C[ This move is a mistake. ];W[pk];B[qk];W[rk]C[ Note that the \t exchange fills two black liberties. The significance of this will be seen later. ];B[rj];W[qi];B[ri](;W[rh];B[om];W[nm];B[nl];W[qh];B[op];W[nn];B[nq];W[or];B[mr];W[np];B[nr];W[oo];B[mo];W[pp];B[gi];W[ek];B[op];W[no];B[rp]C[ 27 is necessary to prevent White playing A and setting up an oi-otoshi, but this possibility only exists because the \t exchange has reduced Black's liberties. ];W[pp];B[dk];W[fi];B[op];W[lr]C[ White will win this ko; after 32 he has four ko threats here. ])(;W[pi]C[ White cannot play here. ];B[sk];W[rh];B[sj]C[ 2 and 4 are a well-known tesuji combination. ];W[sh];B[so];W[si];B[sn];W[sl];B[rj]C[ White is captured in ishi-no-shita. ]))))(;W[oj];B[le]C[ This is an alternative, but the thickness Black builds with 2 is probably sufficient to win the game. ]))(;W[cf]C[ If White plays 1 or A he will be too thin in the centre. ];B[fi];W[fj];B[dk];W[ek]C[ Black will now have no problems demolishing the moyo. ]))(;W[fk]C[ If White simply blocks at 1 here, he ends in gote. ];B[hl];W[ei];B[dh]C[ Black gets sente to push in to the white moyo. ]))(;B[el];W[fl]C[ Black's clamp at 1 looks good, but White foils him by wedging at 2. ];B[fm];W[em];B[fk];W[hl];B[fl];W[fj];B[ek];W[ej]C[ Further resistance by Black is futile. ]))(;B[dk](;W[ci]C[ If Black hanes, White can play 2 here to build up his moyo in the top left. ])(;W[ek]C[ Alternatively, he could play here to rescue his weak group. ])))(;B[gm]C[ This move looks tempting but would be dangerous. ];W[gp];B[hm](;W[fm];B[fl];W[jr];B[gq];W[gs];B[fs];W[cr];B[hs];W[dm];B[em];W[dl];B[ek];W[cl];B[bl];W[bm];B[am];W[bk];B[bn];W[ck];B[bj];W[aj];B[ai];W[ak];B[ci];W[bp]C[ Black dies on the side. If he persists in trying to live... ];B[al];W[ao];B[bo];W[bq];B[ap];W[aq];B[ar];W[cs];B[ds];W[jq]C[ ...Black dies at the bottom as well. ])(;W[dm]C[ This alternative is no better. ];B[el];W[dl];B[ek];W[bq];B[bp];W[gq];B[jr];W[cr];B[gs];W[cl];B[bl];W[bk];B[bm];W[ck];B[bi];W[ap];B[ao];W[bn]C[ Since White can play A in sente, he will win this semeai. ])))(;B[gp]C[ Black cannot connect here. ];W[in];B[hm];W[im](;B[jm];W[ir]C[ 6 threatens to capture the black stones with A, so Black has to let the \t group out, splitting up Black's position. ])(;B[ir]C[ If Black tries to connect now... ];W[jm];B[jq];W[hl]C[ ...White can build central thickness this way. ])))(;B[kc];W[kb]C[ If Black plays 1 here, White again has the choice of living in the corner or connecting underneath. ]))(;B[lb]C[ This move is no good. ];W[lc];B[md];W[kb];B[ld];W[la]C[ White can now either live in the corner or connect underneath. ]))(;B[fd](;W[ee];B[hd];W[id];B[he];W[ie];B[hg]C[ This sequence would be more normal. ])(;W[fc];B[gk]C[ If White cuts, Black will regard this as a forcing exchange and swallow up the white group in the lower left on a large scale. ])))(;B[pm];W[pn];B[qn];W[rn];B[qo];W[ql];B[mn]C[ Black's threat destroys the aji of this sequence. ];W[mo];B[lm];W[lo];B[nn]))(;W[fr];B[cr]C[ If White connects at 1, Black answers at 2. ];W[dq];B[bq];W[ep];B[cp];W[fn]C[ The same sequence as before ensues, but White now has no half eye on the lower edge. ]))(;B[dq]C[ 1 here would be a bad mistake. ];W[cp];B[cr];W[br];B[bs];W[ar];B[es];W[fr];B[bo];W[bq];B[cs];W[ep];B[bp];W[fs]C[ Black ends up fighting an unfavourable three step ko. ])(;B[cr]C[ This move is also inferior, but White must be careful. ](;W[cp]C[ If White plays here, he will be captured. ];B[bp];W[bq];B[br];W[aq];B[dq];W[bo];B[ar];W[ap];B[an])(;W[dq]C[ White must reply here. ];B[bq];W[ep];B[cp](;W[fn]C[ White now has a half eye at A, so his group is nearly settled. ];B[go])(;W[ho]C[ White can also make shape at 1 here. ]))))(;W[dq]C[ This move looks attractive, but would be inadvisable. ];B[eq];W[er];B[ep];W[cr];B[fr];W[cp];B[es];W[dr];B[co];W[bo];B[bp];W[cq](;B[cn];W[bq];B[gq]C[ Black's outside position is too good to allow. ])(;B[bn]C[ This atari would be a tragic blunder. ];W[do];B[ao];W[fq];B[gr];W[hq]C[ Black cannot now avoid losing one of the marked groups. ])))(;W[km];B[jm]C[ This only helps Black strengthen his wall. This is probably what Black was hoping for when he played \t. ]))(;B[ln];W[jo]C[ Pulling the \t stone out would only provoke 2, limiting Black's prospects on the left. ]))(;W[nn];B[pm]C[ Playing 1 here and letting Black escape is uninteresting. ]))(;B[kq]C[ The simple connection is probably better. ];W[on];B[oo];W[no];B[pq];W[nn];B[eq]C[ Black gets a large moyo. ]))(;B[mq];W[oo]C[ If Black plays nobi, White will dodge lightly at 2. ])(;B[mp]C[ Black must not play this hane. ];W[mq](;B[kq];W[mo];B[np];W[op];B[no];W[oo];B[nn];W[on];B[nq];W[nm]C[ White rips the black position apart. ])(;B[mo];W[kq];B[lr];W[mr];B[kr];W[jq];B[kp];W[lo];B[jp];W[mn];B[iq];W[no]C[ This exchange clearly favours White. ])))(;W[np];B[on];W[mo];B[pq];W[kp]C[ This sequence would be more normal. ]))(;B[di]C[ Modern players would play 1 here, aiming at a follow-up at A, and achieving better balance with \t. ]))(;B[pe]C[ 1 here would be better. ];W[qe];B[qf];W[pb];B[ob];W[qb];B[oc];W[ne];B[nf](;W[me];B[mf];W[lf];B[og]C[ Black gets better shape than he got in the actual game. ])(;W[mf];B[ng]C[ If White hanes, pulling back at 2 is sufficient. ])))(;B[cj]C[ These days the extension here is preferred. ]))(;B[pq]C[ 1 here is better. ];W[qo];B[pl]C[ This pincer now works well with Black's formation at the top. However, the joseki following this move were not known in the 17th century. ]))
This is a 4-stone handicap game in which Dosaku took White. Notice how White takes advantage of Black's compulsion to defend territory. With a handicap, territory is to be gained through fighting, not built directly.
(;SZ[19]C[4 stones: Peichin Hamahika White: Honinbo Dosaku Date: 17th April, 1682 White wins by 14 points.]AB[pd][dp][pp][dd]W[qn];B[mq];W[cn];B[gq];W[lq];B[lp];W[hq];B[hr];W[dq];B[ep];W[gr];B[fr];W[gp];B[gs];W[fq];B[eq];W[gr];B[fp];W[gq];B[dr];W[kq];B[nq];W[cf];B[gc];W[qf];B[mc];W[lc];B[ld];W[hc];B[hb];W[gb];B[fb];W[gd];B[fc];W[ib];B[ga];W[kd];B[lb];W[kc];B[md];W[qc];B[qd];W[pc];B[od];W[nb];B[mb];W[rd];B[re];W[rc];B[qe];W[nc];B[nd];W[of];B[oc];W[ob];B[na];W[pa];B[qg];W[rf];B[rg];W[sf];B[lf];W[pg];B[ic];W[cd];B[cc];W[dc];B[ce];W[bd];B[de];W[be];B[db];W[df];B[fe];W[hd];B[id];W[ie];B[jb];W[gf];B[ff];W[fg];B[gg];W[ef];B[fd];W[jd];B[ia];W[fh];B[hf];W[gh];B[hg];W[en];B[go];W[ir];B[fn];W[fm];B[gm];W[fl];B[gl];W[gk];B[hk];W[gj];B[bo];W[bn];B[hs];W[is];B[fs];W[ip];B[qk];W[qp];B[qq];W[po];B[op];W[qi];B[ri];W[rh];B[rj];W[qh];B[rm];W[qm];B[ql];W[ol];B[ok];W[nk];B[rn];W[ro];B[om];W[pl];B[pm];W[nm];B[on];W[rq];B[qr];W[oo];B[nn];W[no];B[mm];W[nl];B[mo];W[rr];B[rs];W[sp];B[sl];W[np];B[or];W[mp];B[lo];W[mr];B[nr];W[pq];B[oq];W[sr];B[sn];W[so];B[lr];W[kr];B[ms];W[hn];B[gn];W[ll];B[lm];W[kl];B[jn];W[ho];B[im];W[in];B[jm];W[kg];B[ik];W[lg];B[kf];W[ig];B[je];W[jf];B[ke];W[mf];B[le];W[bp];B[bq];W[bc];B[pk];W[nj];B[cb];W[cp];B[cq];W[co];B[kj];W[lj];B[jo];W[io];B[if];W[jg];B[jj];W[hh];B[he];W[li];B[bb];W[aq];B[ar];W[ap];B[br];W[se];B[ac];W[hm];B[hl];W[jl];B[il];W[ii];B[pi];W[oi];B[pj];W[ph];B[ad];W[bf];B[ml];W[mk];B[ji];W[eo];B[fo];W[jh];B[jp];W[jq];B[sh];W[qj];B[rk];W[ks];B[ls];W[kp];B[ko];W[km];B[kn];W[ee];B[ed];W[ae];B[ab];W[ki];B[do];W[dn];B[hj];W[hi];B[ne];W[nf]C[White wins by 14 points.])
Not many in the Western countries know about Dosaku or Doteki. However, Shusaku is a more widely known figure, especially among those that have watched the anime
Hikaru no Go. Below is one of his games.
;SZ[19]C[White: Gennan Inseki 8-dan Black: Kuwahara Shusaku 4-dan 4th, 5th August 1846. 287 moves. Black wins by 2 points.]B[qd];W[dc];B[pq];W[oc];B[cp];W[qo];B[pe];W[qi];B[np];W[qq];B[qr];W[pp];B[oq];W[rq];B[ce];W[ep];B[eo];W[fo];B[do];W[gp];B[jq];W[cq];B[dq];W[dp];B[eq];W[fp];B[cr];W[co];B[bq];W[en];B[dn];W[dm];B[cn];W[cm];B[bo];W[bn];B[co];W[ci];B[fd];W[de];B[dd];W[ed];B[cd];W[ec];B[ee];W[df];B[cc];W[gc];B[bg];W[dh];B[nd];W[mc];B[fe];W[cb];B[bb];W[hc];B[he];W[md];B[gh];W[em];B[jc];W[id];B[kd];W[ie];B[le];W[me];B[fc];W[fb];B[gb];W[eb];B[hb];W[ge];B[gf];W[ib];B[ic];W[ga];B[hd];W[ha];B[if];W[ba];B[ab];W[qb];B[qg];W[lf];B[kf];W[rc];B[qc];W[rb];B[qk];W[ph];B[nf];W[mf];B[nh];W[oj];B[ne];W[mi];B[mh];W[nc];B[pj];W[pi];B[pn];W[pg];B[lh];W[pf];B[qn];W[ng];B[ro];W[pk];B[rj];W[qj];B[rl];W[kg];B[ri];W[ql];B[rk];W[rg];B[jo];W[mm];B[nn];W[jh];B[gd];W[jm];B[ii];W[ji];B[ik];W[lo];B[kn];W[jp];B[kp];W[ip];B[ko];W[kq];B[lq];W[kr];B[jr];W[jf];B[je];W[ig];B[jg];W[km];B[hq];W[jf];B[hf];W[io];B[gj];W[lr];B[mq];W[hi];B[ej];W[hj];B[dk];W[ck];B[hk];W[gi];B[fi];W[hh];B[fk];W[gl];B[gk];W[bh];B[cf];W[cg];B[eg];W[dg];B[ag];W[gr];B[hr];W[gq];B[rh];W[qf];B[ln];W[kk];B[ij];W[ke];B[cl];W[bk];B[kf];W[ah];B[be];W[ke];B[hb];W[gb];B[kf];W[hs];B[ir];W[ke];B[rf];W[sg];B[kf];W[ad];B[bd];W[ke];B[qh];W[re];B[kf];W[pr];B[or];W[ke];B[sh];W[sf];B[kf];W[mr];B[nr];W[ke];B[nl];W[mn];B[mo];W[lm];B[ol];W[kb];B[kf];W[ps];B[os];W[ke];B[mk];W[mj];B[kf];W[jn];B[lp];W[ke];B[bm];W[bl];B[kf];W[hp];B[ms];W[ke];B[an];W[eh];B[fh];W[fl];B[kf];W[ae];B[ac];W[ke];B[im];W[hm];B[kf];W[is];B[ls];W[ke];B[hl];W[hn];B[kf];W[iq];B[ks];W[ke];B[jb];W[ja];B[kf];W[jg];B[lk];W[nk];B[ok];W[nj];B[ml];W[lj];B[pl];W[er];B[dr];W[es];B[di];W[dl];B[hg];W[ih];B[ef];W[nm];B[om];W[ld];B[ke];W[kc];B[jd];W[jj];B[jk];W[jl];B[il];W[in];B[ek];W[al];B[ll];W[kl];B[cj];W[bj];B[ds];W[fq];B[am];W[pj];B[dj]C[287 moves. Black wins by 2 points.])
This is a game known as the "Ear-reddening Game" played by the same players.
(;GM[1]BS[0]WS[0]BL[1800.0]WL[1800.0]SZ[19]DT[1846-07-21]BR[4d]WR[8d]PB[Kuwahara Shusaku]PC[Japan]PW[Inoue Gen'an Inseki]RE[B+3]FF[3];B[qd];W[dc];B[pq];W[oc];B[cp];W[cf];B[ep];W[qo];B[pe]
;W[np];B[po];W[pp];B[op];W[qp];B[oq];W[oo];B[pn];W[qq];B[nq]
;W[on];B[pm];W[om];B[pl];W[mp];B[mq];W[ol];B[pk];W[lq];B[lr]
;W[kr];B[lp];W[kq];B[qr];W[rr];B[rs];W[mr];B[nr];W[pr];B[ps]
;W[qs];B[no];W[mo];B[qr];W[rm];B[rl];W[qs];B[lo];W[mn];B[qr]
;W[qm];B[or];W[ql];B[qj];W[rj];B[ri];W[rk];B[ln];W[mm];B[qi]
;W[rq];B[jn];W[ls];B[ns];W[gq];B[go];W[ck];B[kc];W[ic];B[pc]
;W[nj];B[ke];W[og];B[oh];W[pb];B[qb];W[ng];B[mi];W[mj];B[nd]
;W[ph];B[qg];W[pg];B[hq];W[hr];B[ir];W[iq];B[hp];W[jr];B[fc]
;W[lc];B[ld];W[mc];B[lb];W[mb];B[md];W[qf];B[pf];W[qh];B[rg]
;W[rh];B[sh];W[rf];B[sg];W[pj];B[pi];W[oi];B[oj];W[ni];B[qk]
;W[ok];B[qe];W[kb];B[jb];W[ka];B[jc];W[ob];B[ja];W[la];B[db]
;W[cc];B[fe];W[cn];B[gr];W[is];B[fq];W[io];B[ji];W[eb];B[fb]
;W[eg];B[dj];W[dk];B[ej];W[cj];B[dh];W[ij];B[hm];W[gj];B[eh]
;W[fl];B[fg];W[er];B[dm];W[fn];B[dn];W[gn];B[jj];W[jk];B[kk]
;W[ii];B[ik];W[jl];B[kl];W[il];B[jh];W[co];B[do];W[ih];B[hn]
;W[hl];B[bl];W[dg];B[gh];W[ch];B[ig];W[ec];B[cr];W[fd];B[gd]
;W[ed];B[gc];W[bk];B[cm];W[gs];B[gp];W[li];B[kg];W[in];B[lj]
;W[lg];B[gm];W[jf];B[jg];W[im];B[fm];W[kf];B[lf];W[mf];B[le]
;W[gf];B[hf];W[ff];B[gg];W[lk];B[kj];W[km];B[lm];W[ll];B[jm]
;W[ge];B[he];W[ef];B[ea];W[cb];B[fr];W[fs];B[dr];W[qa];B[ra]
;W[pa];B[rb];W[da];B[gi];W[fj];B[fi];W[fa];B[ga];W[gl];B[ek]
;W[em];B[ho];W[el];B[en];W[jo];B[kn];W[ci];B[lh];W[mh];B[mg]
;W[di];B[ei];W[lg];B[qn];W[rn];B[re];W[sl];B[mg];W[bm];B[am]
;W[lg];B[eq];W[es];B[mg];W[ha];B[gb];W[lg];B[ds];W[hs];B[mg]
;W[sj];B[si];W[lg];B[sr];W[sq];B[mg];W[hd];B[hb];W[lg];B[ro]
;W[so];B[mg];W[ss];B[qs];W[lg];B[sn];W[rp];B[mg];W[cl];B[bn]
;W[lg];B[ml];W[mk];B[mg];W[pj];B[sf];W[lg];B[nn];W[nl];B[mg]
;W[ib];B[ia];W[lg];B[nc];W[nb];B[mg];W[jd];B[kd];W[lg];B[ma]
;W[na];B[mg];W[qc];B[rc];W[lg];B[js];W[ks];B[mg];W[hc];B[id]
;W[lg];B[fk];W[hj];B[mg];W[hh];B[hg];W[lg];B[gk];W[hk];B[mg]
;W[ak];B[lg];W[al];B[bm];W[nf];B[od];W[ki];B[ms];W[kp];B[ip]
;W[jp];B[lr];W[oj];B[mr];W[ea];B[sr])
This site has printable games in SGF format:
http://romaniango.org/partide/Huang Longshi, Fan Xiping, and Shi Xiangxia are among the biggest Chinese names in the game. In fact, the late Go Seigen studied games by these masters before he went to Japan, so they are definitely worth replaying and studying. In their games there is a lot of fighting since both Black and White try to keep their groups connected; under the old Chinese rules 2 points were taken away from the final score for every living group on the board, so the fewer living groups the better.
Here is a Huang Longshi game, with commentary:
http://www.gocommentary.com/free-videos ... nyuan.htmlAlso, Sun Ruoshi has published some books on old Chinese Go. This one has 40 games (with no commentary) by different historical Chinese masters:
http://www.amazon.com/Games-Wonder-Jun- ... 497460832/ In the past the time limits were longer, so players had more time to find the right move. If you want to follow games by, say, Gu Li, Lee Sedol, and Iyama Yuta, or just stay up to date with the latest in opening styles and joseki, it's better to replay their and other modern pros' games and, if you want, read some of their commented games. Kiseido's Go World Online has a few games from the 2014 10-game match between Gu Li and Lee Sedol.
http://www.kiseido.com/printss/ten.htm With the introduction of komi scoring in the 1950s and time limits lasting a few hours instead of several days or weeks, professionals have changed their playing style over the years, even though the tactical side of Go has changed very little over the generations. An L19 member named Logan has published a few game collections in PDF format. I once asked for a collection of Lee Chang-ho's games and this is what I got:
viewtopic.php?f=17&t=10643Replaying pro games is not a magical way to get to shodan, but it provides a lot of benefit for beginners and advanced players alike.
So I would not say the problem with your game was psychological, but technical. Smile and pat yourself on the back

You just have to improve your technique and this will require time and perseverance. An oak tree takes a long time to grow, but the wood is hard!