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 Post subject: My tale of woes
Post #1 Posted: Fri Jan 14, 2011 6:24 pm 
Dies in gote

Posts: 61
Location: Vancouver, BC
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Rank: KGS 8 kyu
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KGS: bbwlover
This is a game I played yesterday. The guy was a bit stronger than me, but apart from my mistakes, I knew for much of the game, that I was in control, winning fight after fight. I'm also open to the possibility that he may have let me win those fights. Either way, do to some fatal errors I ended up losing. I'd appreciate some info. I'm white.



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 Post subject: Re: My tale of woes
Post #2 Posted: Fri Jan 14, 2011 10:15 pm 
Oza
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60: My preference would be to continue the pushing fight; staying ahead is important. If you extend twice more, you have enough liberties to hane, at which point he would be in trouble.
62: Okay, even assuming that adding a stone was absolutely sente, I really think you have to extend again now. As you see in the next few moves, it makes a huge difference.
64: Yucky situation.
68: Think about how sente works. The J8 stones are only valuable if cutting J5 and G7 apart allows you to attack one or both of them. If J5 and G7 are both healthy, then J8 is just three weak, heavy stones trapped between two enemy groups. So if you're adding a stone at J9, you must think that J9 is a huge threat. If when B plays K3 you submissively defend, (and thus allow B to make a safe group in sente, and then return to play H9 and make that group safe too), you are basically saying "my threat was worthless." If you think your threat is worthless, then J9 is just adding one stone to a weak, heavy group that separates two safe groups.
110: Great sequence. However, I don't think your strategy should generally be "make a weak group and then capture 11 stones." That's great when it works, but I'm just saying it's not a strategy that delivers consistent results.
152: E10 illustrates the 1-2-3 principle. E10 is good if you can keep B separated. But if you will eventually need to sac either E10 or F9, E10 is no good. So instead of starting with the cut, think about the move you would be forced to play to save E10, and play that first; if he defends you get a few points in sente, if he doesn't defend you can start the cut.
160: F5 was an 8-pt gote, if you had taken it then B would have continued the ladder... I think C9 is bigger than F5 here, especially since you get to play F11 in sente first. So don't feel so bad!
164: Again, think about sente. Hopefully you saw that this move was begging your opponent to play T10, gaining a point and cutting your liberties in sente (and giving him a great reducing sequence for when he's ready to play S12), but you decided to play S10 in the hopes of forcing B to connect at S12. Right? But he doesn't connect. And then when you finally get sente again, do you capture at S12? No, of course not; there are bigger points on the board. But in that case, S10 wasn't much of a threat in the first place.
170: This is a middling ko threat, but I don't see what you gain by playing it without a ko. (In the end, of course, this move contributed to your resignation...)
196: Nice sequence.
206: Even if you can't drag your mind beyond the local situation, A13 is bigger.
208: What is the thought behind this move? I think it's 1 1/2 point... I'm probably missing something nasty. Time for a move on the right side of the board. (Perhaps the upper right corner...)
238: Good job with the ko.
244: This is greedy... he's connected, so eyes don't really matter anymore. You still have cutting points, and your corner is worth way more if can keep it connected to your center group. Q5 is good.
248: This is a small move... 7 pts in gote. Q5, on the other hand, is apparently worth a large corner.
266: :(
296: :( :( :(

There is a lesson here. 95% of good yose is counting the liberties of groups as all the dame get filled in, and figuring out sequences where you can squeeze 2 or 3 points out of your opponent in sente, or force him to play inside his own territory, or something like that, by exploiting liberty-poor groups. That's true of small groups and large groups.

So let me offer three parting thoughts:

(i) Keep track of how many liberties your groups have. If you think to yourself "how many liberties does this group have" and the only answer you can give is "a bunch", count them during your opponent's next turn. (It may take less time than you think, unfortunately...)
(ii) Think about whether your moves are sente. Specifically, think about what you would do if your opponent tenuki'ed. Would you respond locally immediately? Do you have a powerful threat that will crush him? Or would you be forced to respond to his tenuki, and follow him around the board until he gets a chance to respond to your play after grabbing tons of points elsewhere?
(iii) Try to keep track of whether your captures serve a strategic purpose (cutting/killing groups), of if they're just for points; and if they're just for points, whether they're sente or gote. The first are huge, the second are big. Gote captures, on the other hand, are easy to get excited about but frequently not as big as some bashful sente move that's hiding in the corner.

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 Post subject: Re: My tale of woes
Post #3 Posted: Sat Jan 15, 2011 1:00 am 
Dies in gote

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Okay, there are 3 things you can focus on for learning:
1. Play 3rd or 4th line as long as there are big areas. Neither 2nd line nor 5th line will bring you much. If you play higher then 4th you should be sure that you need it.
2. 2 Groups who are dead, don't need to be connected.
3. This game is about territory. The player with more territory wins. If you see while making a move that you didn't think about making territory at all, then it was a bad move, if it wins your game or loses it. Always think territory first.

I think especially the 3rd idea is so important. For example what jts says about the pushing around move 60 is absolutely right. But it doesn't consider territory. So there are a lot of places where you can play to make more territory even if you end up behind in this pushing. In other words these groups themself are not so important. The territory they can make is what is important. And these groups make no territory because they are so high. Beeing ahead in the fight of the groups on the left side is much more important, because they make territory.



I hope I could help you get stronger. :salute:


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 Post subject: Re: My tale of woes
Post #4 Posted: Sat Jan 15, 2011 12:27 pm 
Oza
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I would change sholvar's -2- to: "Think about why connecting two groups would matter". When two dead groups connect they often become alive... perhaps because they have enough liberties to force a semeai, or because they have 3 half eyes between them, or what have you.

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 Post subject: Re: My tale of woes
Post #5 Posted: Sat Jan 15, 2011 2:44 pm 
Dies in gote

Posts: 61
Location: Vancouver, BC
Liked others: 1
Was liked: 12
Rank: KGS 8 kyu
GD Posts: 258
KGS: bbwlover
Thanks guys. Very useful. You guys are right however. 99% of the time, I have a tendancy to draw a fight into the middle of the board. I don't know why, but I just feel more comfortable with that.

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 Post subject: Re: My tale of woes
Post #6 Posted: Sat Jan 15, 2011 3:18 pm 
Oza
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If you like getting into fights, go for it! Fight for the corners and sides first, though. However, if you frequently find yourself forced to fight somewhere where you don't want to be fighting, you may be making too many weak groups. If you have weak groups, your opponent can force you to fight. If you have strong groups, you can force your opponent to fight.

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