John Fairbairn wrote:
Dieter:
I may not be first but I'd still like to suggest an experiment that shouldn't interfere with any other path you take. You're a numbers guy. How about being a words guy for a while?
Thanks for that suggestion too, John. I'll reply to your summary first: in my view, I already am a words guy. Whenever you speak about numbers guys, I don't feel addressed, although you seem to imply I am one. Yes, I use KataGo and yes I take its evaluation of point differences as a criterium. But that's just a small part of the way I approach Go and its study. I've been very involved in concepts and heuristics. We wouldn't have had all those debates about influence, thickness, English vs Japanese terms over the years if words would have little value to me. And would a numbers guy come up with something like "slonection"?

But let me go into the details of your - highly appreciated - advice:
John Fairbairn wrote:
(...)
In other words, my hypothesis is that if we can learn something about old Chinese go, we can learn something deep about AI play.
I've seen this theme in your comments. It's an interesting thought, though not one that I can buy into just yet.
John Fairbairn wrote:
The 100 games in Brush, Ink, Go have yielded 506 instances of comments on major concepts.
A whopping 104 relate to INFLUENCE. I am treating that as a nexus on its own. There is an awful lot to say about it, but that belongs in the book. For now, though, I think an experienced player can get by by remembering that it does NOT mean thickness (though it can cover thickness), and whenever it occurs, you should keep the word 'power' in the back of your mind.
Well here we are again

.
Since those debates, I have basically removed the term thickness from my repertoire of nexuses and replaced it with local strength, if I want to "play away from thickness" for example, or global strength, if I want to evaluate who is ahead and not just count territories. Those are useful concepts to me. Influence, to me, is a much more basic concept, that simply talks about the fact that stones in a certain arrangment (a wall, a pommuki) affect the open space nearby. Influence by itself is not "thick" or "locally strong enough" to be invulnerable to stones that "encroach" (on?) it. So a wall may use an extension, and a ponnuki on the side likewise, in order to start forming a framework of sorts. Essentially, while influence can be used to attack, it can also be attacked.
A good example can be seen in the game I just published here: the lower black corner is thick, so I should play away from it. White's not-really-a-ponnuki against it has influence but still I decide to attack it, by checking it towards my thick corner.
John Fairbairn wrote:
The second nexus is rather large because it spans a range of what I will call ASSERTIVENESS. At one extreme is encompasses forcing moves (11 occurrences), and at the other there is 'restraint' which combines self-restraint with restraining the opponent, rather in the way that a honte does (2 occurrences). But in the middle are two concepts that each have over 30 occurrences. These are what I call CROWDING IN and PRESSURISING. Crowding in you might best understand as kettling, blocking off avenues of escape so that eventually the opponent's stones tend to crowd together. But at this stage he will have a fair amount of scope for varying or delaying his responses. Pressurising is when you are, as it were, in the opponent's face. He has to answer more or less at once but does have some scope for how he responds, unlike with a forcing move. For the purposes of the experiment, I think we can go with just thinking of all these terms as a group of assertive plays.
Applying pressure is indeed a wording I have started using when thinking about attacking. "Attack" has this notion of killing, despite all the good advice we got that we shouldn't think about killing, rather "attack to make profit". It's more subtle and "applying pressure" conveys this subtlety. The profit can be influence or potential territorym but it can also come from "crowding in" as you say, which relates to the idea of overconcentrating the opponent, or surrounding them.
John Fairbairn wrote:
But, more controversially, perhaps, I would add the 'initiative' to this nexus. I think it is important to learn that sente (as we use it) is different from the much higher and more important concept of the initiative, which you have if you choose where the next play will resume, whether or not it is your turn to move. In that sense, having the initiative (in the true or Chinese sense) can even be like playing tenuki. But, one way or another, you are in control of where play resumes and so, in my mind, this - falls under the heading of ASSERTIVENESS. - 'Initiative' has a whopping 48 occurrences - you don't see sente mentioned that often strategically in modern commentaries!
For me "having sente" is having the right to play elsewhere, "taking sente" is claiming to have such right and "keeping sente" is playing in a way that the opponent can't "take sente" next but needs to answer.
John Fairbairn wrote:
This nexus is the one that most often makes me say, whenever I play over an old Chinese game, "Oh, just like AI."
That's interesting. I don't know about old Chinese games but continuing on the previous, I see AI play elsewhere (taking sente) more often than conventional/amateur wisdom, not because groups are stronger than we think but because they are
lighter than we think. AI are much more versatile in their decisions to sacrifice groups, because they foresee how this will happen in a way that the opponent needs to invest a lot to capture even large groups, and the sum of the forcing moves they got out of it, plus the benefit of having taken sente, outweighs the sacrifice.
John Fairbairn wrote:
The next nexus is DEALING WITH TERRITORY. One big item in this is 'encroachment' (57 occurrences) which I have talked about elsewhere. But the biggest element is what I call 'walling off', which deals with territory by explicitly making boundaries, and not just in the endgame - not even mostly in the endgame! I would be happy to argue that this is an area of that is sadly and almost entirely lacking in western play. Another item in this nexus I call SHARING. This is often used of the corners and the sides, i.e the area most likely to yield actual territory early in the games, and it refers to the action of divvying up the corner or side so that each player gets more or less his fair share. This has 24 occurrences but in one sense is more common than that, in that old Chinese joseki books show lots of cases of corner and side josekis that boil, down to sharing territory (as opposed to the old Japanese chestnut 'prog=fit versus thickness'). I also add to this nexus 'trades' and 'sacrifices'.
I am in the process of adopting encroachment as a better concept/wording than reduction, just like I'm still lacking words to dissociate an invasion that just intends to live small and take away potential territory, from an invasion that intends to weaken the structure around it.
The other idea about "sharing" can be novel to me and deserves more thought.
John Fairbairn wrote:
A fourth nexus is SAFETY. The number of references to settling a group (an evaluative term rather than a technique) is 34 (again compare that to modern commentaries), but we can also add to this nexus 'bases' (16 occurrences) and eye spaces (9).
There's a good example of this in the same game review. Move 137 - the one I didn't play.
John Fairbairn wrote:
A fifth nexus I call VANTAGE POINTS. It includes pure vantage points or big points such as Tennozan moves, of course, but also 'call & response' moves (11 occurrences) and what I call 'pitch-ins' (20 occurrences). These are lone moves into enemy areas (especially empty areas), and include invasions, splitting attacks (wariuchi) and even probes.
Too vague for me to respond to right now.
John Fairbairn wrote:
There are other possible nexuses but that will do for an experiment. The way I envisage using them is simply to list the elements of each nexus on a piece of paper (or on index cards) and to refer to the list as memory joggers when you play or review. The idea is to get all the elements thoroughly into your mindset so that they are available permanently and simultaneously. You can of course adjust the lists to suit your own interests. Part of the results of the experiment would be an assessment of to what degree this takes place and to what degree it helps you (not just your technical skill but you general alertness).
OK - I can do this with the concepts (nexuses) offered. The benefit I see is finding more and better candidates. In general I think my playing lacks depth rather than width, i.e. "seeing sequences" more than "seeing candidates", but it doesn't hurt to check that assumption by accepting your offer.
John Fairbairn wrote:
Another result I would like to see relates to the reasoning behind treating the elements as nexuses. It would be useful to know the extent of the benefit you get from any nexus. In other words, which are the most important nexuses.
I can do that by including them in the reviews, hence get a count. Just pleasing the number guy in you

Them =
1. "Influence" (and "local strength")
2. "applying pressure" and "crowding in" (= surround to overconcentrate)
3. being "assertive" in taking sente (by treating groups more lightly than I would usually do)
4. "encroach" (and the two flavors of invading, which I'll call "invade to live" and "invade to weaken" for now)
(I won't use the "sharing" nexus just yet, before I get a grasp of what is meant, or how it could be useful)
5. "safety" (not too sure about this one just yet, as it seems to go against the "assertiveness" idea)
(I won't use "vantage points" just yet, for similar reasons as "sharing)
That's 5 for you.
John Fairbairn wrote:
There are some minor results that would be of interest. E.g. do you agree with me that this leads you to thinking more like an AI bot?
I don't have that expectation and I don't think it's a fair one. Understanding why AI chooses a move, perhaps, but it's still our human interpretation of those choices, not replicating its thinking.
John Fairbairn wrote:
In any event, I don't see that this interferes with any other method of study, and I'd expect even a month would give some indication of whether it can help.
Sold!