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Does the brilliance of Splatted's go amaze you?
Yes! 22%  22%  [ 2 ]
Of Course! 78%  78%  [ 7 ]
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 Post subject: Splatted's Commented Games
Post #1 Posted: Mon Jul 08, 2013 2:50 pm 
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I decided to take a leaf out of everyone else's books and do a game review study journal. Feedback would be greatly appreciated.



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Post #2 Posted: Mon Jul 08, 2013 3:13 pm 
Oza
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Only one option? :sad: I wanted to select both. :)

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Post #3 Posted: Mon Jul 08, 2013 3:22 pm 
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But what would I learn from that?


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Post #4 Posted: Mon Jul 08, 2013 8:48 pm 
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Just a few ideas. Idk if they're on the right track :D


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Post #5 Posted: Tue Jul 09, 2013 4:48 am 
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Thanks Unusedname that was really helpful. My initial reaction is that your pretty much right, but either way you've given me some interesting things to mull over. :salute:

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Post #6 Posted: Tue Jul 09, 2013 10:51 am 
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Regarding 14 being bad shape, generally one doesn't want to play the diagonal move unless one intends to hane over the extension and fight.


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Post #7 Posted: Tue Jul 09, 2013 11:10 am 
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Thanks skydyr, I didn't know that.

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 Post subject: Re: Splatted's Commented Games
Post #8 Posted: Sun Jul 28, 2013 8:08 am 
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It's about time I did another one of these. I've decided I want to learn to remember my games, so this time I made a new SGF and recreated it from memory instead of just downloading from KGS. I stopped when I started to get fuzzy about how things went, but the eventual result was that I lost by resignation after my left side group died.



The only place where I really disliked my result is the bottom left, but I'm not really sure where I went wrong. F6 still feels like a good idea, but I cant really find any good way to follow up on it so perhaps that was the mistake and D10 or something would have been better?


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Post #9 Posted: Sun Jul 28, 2013 4:33 pm 
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Splatted wrote:
It's about time I did another one of these. I've decided I want to learn to remember my games, so this time I made a new SGF and recreated it from memory instead of just downloading from KGS...

Don't! Not in order to post for comment anyway. The KGS file contains the timing info, which your 'from memory' file does not. It is very important to look at how you spend your time. There is a huge difference between choosing the wrong move after thinking about two candidates and playing a bad move without ever considering anything else. So do your memory work, but don't post that file.

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Post #10 Posted: Sun Jul 28, 2013 6:33 pm 
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Splatted wrote:
F6 still feels like a good idea, but I cant really find any good way to follow up on it so perhaps that was the mistake and D10 or something would have been better?


I'm not sure that F6 was a good idea. Just on basic opening principles, you want to fight over the 3rd and 4th line, and the corner, where you can surround territory in two directions. The 6-6 point is relatively high and would need to be part of a special strategy. Is the strategy to build up the left side? But you've already finished off your upper left position with 3rd line stones (4th line to develop, 3rd line to complete). So to add some height to your position you decide to tenuki the LL to add a stone to the UL... W30&32 seem like a very aji keshi idea to me, but W ends up with three more stones than you locally (W's corner, B29 tenuki, W takes gote), so why wouldn't the LL favor W? The question is whether E14 and L5 compensate for the size of the corner, and whether stones like F6 and C7 are working efficiently.

D10 seems better than F6, but the basic idea of using C14 as the anchor for a large side doesn't seem quite right. W26 doesn't provide much corner protection, so jumping in seems like one idea. But if you aren't satisfied with the idea of making a small, stable group on the lower left side, maybe C6 is the wrong idea - why not approach from the opposite direction and make a sturdy little group on the lower side?


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 Post subject: Re: Splatted's Commented Games
Post #11 Posted: Mon Jul 29, 2013 6:04 pm 
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ez4u wrote:
Splatted wrote:
It's about time I did another one of these. I've decided I want to learn to remember my games, so this time I made a new SGF and recreated it from memory instead of just downloading from KGS...

Don't! Not in order to post for comment anyway. The KGS file contains the timing info, which your 'from memory' file does not. It is very important to look at how you spend your time. There is a huge difference between choosing the wrong move after thinking about two candidates and playing a bad move without ever considering anything else. So do your memory work, but don't post that file.


I didn't realise that, I'll make sure to post the actual files from now on.

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Post #12 Posted: Mon Jul 29, 2013 6:36 pm 
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jts wrote:
Splatted wrote:
F6 still feels like a good idea, but I cant really find any good way to follow up on it so perhaps that was the mistake and D10 or something would have been better?


I'm not sure that F6 was a good idea. Just on basic opening principles, you want to fight over the 3rd and 4th line, and the corner, where you can surround territory in two directions. The 6-6 point is relatively high and would need to be part of a special strategy. Is the strategy to build up the left side? But you've already finished off your upper left position with 3rd line stones (4th line to develop, 3rd line to complete). So to add some height to your position you decide to tenuki the LL to add a stone to the UL... W30&32 seem like a very aji keshi idea to me, but W ends up with three more stones than you locally (W's corner, B29 tenuki, W takes gote), so why wouldn't the LL favor W? The question is whether E14 and L5 compensate for the size of the corner, and whether stones like F6 and C7 are working efficiently.


Thanks for the comments, I think I see what was wrong with it now (actually it seems embarassingly obvious). The only thing I can really do with F6 is build a wall, but that's no use when I'm so low on the over side so I felt like I had no follow up. I was using "bad result" to mean relative to what I invested there, but I realise now that the bad result was a result of me expecting too much and proceeding to build a wall as if I hadn't tenukied. Greedy play forced me in to bad shape and left me with a heavy group.

jts wrote:

D10 seems better than F6, but the basic idea of using C14 as the anchor for a large side doesn't seem quite right. W26 doesn't provide much corner protection, so jumping in seems like one idea. But if you aren't satisfied with the idea of making a small, stable group on the lower left side, maybe C6 is the wrong idea - why not approach from the opposite direction and make a sturdy little group on the lower side?


I approached from the left instead of the bottom is that I've started to become much more aware of how jealous play causes problems for both me and my opponents and so I was trying to be zen and let him build his moyo. The corner invasion seemed like it gave him too much of exactly what he wanted, but that's definitely in line with my current experiment so I'll try and play it next time something like this comes up. (It was actually trying to counter his influence that lead me to play F6, so it seems I was playing just as jealously as ever :roll: )

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 Post subject: Re: Splatted's Commented Games
Post #13 Posted: Sat Mar 15, 2014 4:12 pm 
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I'm also posting this in game analysis so maybe it's best if people reply there instead of here. viewtopic.php?f=4&t=10016



P.s. It seems the letters I used as markers in Drago don't show up on Eidogo. I've gone through and changed them to other symbols but I've only changed the wording where there's more than one so if a comment says "at A" it means "at the circled point".


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