RBerenguel wrote:Oota, could you redirect the ootakamoku.com naked domain to www.? It's app-engines/google sites error page by now
Done.
RBerenguel wrote:Oota, could you redirect the ootakamoku.com naked domain to www.? It's app-engines/google sites error page by now
Yeah, that hit me in the face, too, todaywineandgolover wrote:"Wrong answer, that was so bad!"
Well, yeah … I remember punishment well from my childhood, and it was more physical than many here will imagine.Ootakamoku wrote:Well, emotions do improve the ability to retain a memory afaik.
http://en.wikipedia.org/wiki/Emotion_and_memory
And good work it already is, I really love your site, and I’m sure it will do me good.But ya, need to keep working on the exact wording and other details. Still far from what I want it to be at the end.
Bonobo wrote:But really, what I’d need most, both with “mistakes” and “correct” moves, would be an explanation, and if it would only show the negative consequences of the mistake or the “profit” in case of a correct move. But I guess this would be quite difficult.
Not surprising, is it?Ootakamoku wrote:Bonobo wrote:But really, what I’d need most, both with “mistakes” and “correct” moves, would be an explanation, and if it would only show the negative consequences of the mistake or the “profit” in case of a correct move. But I guess this would be quite difficult.
I hear many kyu players wishing for the explanation.
Yes, I thought (and thought I wrote) so.In truth many times there is no trivial explanation possible.
(underlined by me)The way I approach a wrong move is I first try to read what local disadvantages my move has compared to correct move. If I find none I look for global reasons, trying to estimate how fuseki would progress with my choice compared to correct move.
OK, that’s quite the same way I do it, it’s just that I lack the experience for answering the above questions.If I found a reason or something that I think might be a reason I try to memorize it. If I find none I just try to memorize the approximate position and come up with a generic rule such as "answer approach on hoshi with keima" and memorize that.
You could try and "crowdsource" continuations from strong players.Ootakamoku wrote:Bonobo wrote:But really, what I’d need most, both with “mistakes” and “correct” moves, would be an explanation, and if it would only show the negative consequences of the mistake or the “profit” in case of a correct move. But I guess this would be quite difficult.
I hear many kyu players wishing for the explanation. In truth many times there is no trivial explanation possible. The way I approach a wrong move is I first try to read what local disadvantages my move has compared to correct move. If I find none I look for global reasons, trying to estimate how fuseki would progress with my choice compared to correct move. If I found a reason or something that I think might be a reason I try to memorize it. If I find none I just try to memorize the approximate position and come up with a generic rule such as "answer approach on hoshi with keima" and memorize that.
Bonobo wrote:I think it would really be good, somehow, to see some continuations of the “bad” and “good” moves, though I believe this could be very difficult to do, because both could respond somewhere else, and the “punishment” of bad moves and profits of good moves will often be seen much later only.
hyperpape wrote: You could try and "crowdsource" continuations from strong players.
A lot of times, the most interesting projects are those that let a technical or algorithmic tool enable collaboration.
mitsun wrote:For consideration in your collection, the position should really occur many times in a large database. Otherwise, how do you know that there is only one correct move, or that you have a good statistical sample of correct moves?
mitsun wrote:For consideration in your collection, the position should really occur many times in a large database. Otherwise, how do you know that there is only one correct move, or that you have a good statistical sample of correct moves?
mitsun wrote:The cleanest problems would be positions in which only one next move ever occurs in professional play. If this does not provide enough difficult problems, then expand the list of correct answers to include any move selected by a professional in any game. A good problem should still have a fairly limited number of correct answers.
mitsun wrote:As Bill has tried to point out, broadening the set of correct answers this way will improve the ability of your system to distinguish strength differences at all amateur levels. If your system then loses the ability to distinguish a 1-dan professional from a 9-dan professional, that is probably a loss you can live with.
Ootakamoku wrote:mitsun wrote:The cleanest problems would be positions in which only one next move ever occurs in professional play. If this does not provide enough difficult problems, then expand the list of correct answers to include any move selected by a professional in any game. A good problem should still have a fairly limited number of correct answers.
From a tsumego perspective yes, I agree. Standard requirement for good tsumego is that it only has one correct answer. However when studying fuseki, I would hesitate to use that criteria. You basically want to see what is possible from pros point of view. And I find much more important to have a distinct difference between moves that can be played and moves that cant be played. What of a situation which have occurred 150 times in pro games. Move A has been played 135 times, move B 14 times, move C 1 time. Now should move C be considered viable or not. Maybe it was a brainfart or a missclick or just some crazy experimentation that turned out to be really badly never to be tried again. B should almost definitely be still included as an answer, but why is it A played 10 times more often? So I much rather take those 150 possible answers as 30 for A, 30 for B, 30 for C, 30 for D, 30 for E. Then its clear that there are 5 possible choices, all reasonable, and nothing outside those 5 should be considered much.