Suji and effective moves are two different concepts that relate to the strategy and tactics.
Suji in Go refers to the concept of using the most efficient and effective moves to achieve one's objectives on the board. Suji moves involve creating strong formations, exploiting weaknesses in the opponent's position, and positioning stones for future use. Suji moves are aimed at creating opportunities for further development, building a solid foundation for future plays, and gaining an advantage on the board.
Effective moves, on the other hand, are moves that achieve the player's objectives on the board. An effective move in Go may be to capture an opponent's stones, secure territory, or prevent the opponent from gaining an advantage. Effective moves are those that help a player to achieve their goals, whether it is to create a strong position, reduce the opponent's territory, or win the game.
In summary, Suji and Effective are related concepts in Go, but they refer to different aspects of the game. Suji focuses on the strategy and tactics used to create opportunities and build a strong foundation for future plays, while Effective moves are those that directly achieve the player's objectives on the board. Both Suji and Effective are important concepts in the game of Go, and skilled players need to use both to be successful.
(Not my words, but I think I can relate to them.)
Which are the worst mistakes?
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Gomoto
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Re: Which are the worst mistakes?
"Killer of Go: Technique and Preventative Measures by Sakata Eio is a classic book on the game of Go, written by a professional Go player from Japan. The book is focused on identifying common mistakes made by amateur players and providing insights into how professional players approach the game to avoid making these errors.
The book is organized into several chapters, each of which covers a specific topic, such as opening strategies, life and death problems, and endgame techniques. Throughout the book, Sakata Eio provides clear explanations of the concepts involved, along with examples from actual games to illustrate his points.
One of the key themes of the book is the importance of thinking ahead and considering the potential consequences of each move. Sakata emphasizes that amateur players often make mistakes by playing reactively, without a clear plan or strategy. By contrast, professional players are always thinking several moves ahead, anticipating their opponent's responses and adapting their strategy accordingly."
The book is organized into several chapters, each of which covers a specific topic, such as opening strategies, life and death problems, and endgame techniques. Throughout the book, Sakata Eio provides clear explanations of the concepts involved, along with examples from actual games to illustrate his points.
One of the key themes of the book is the importance of thinking ahead and considering the potential consequences of each move. Sakata emphasizes that amateur players often make mistakes by playing reactively, without a clear plan or strategy. By contrast, professional players are always thinking several moves ahead, anticipating their opponent's responses and adapting their strategy accordingly."
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RobertJasiek
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Re: Which are the worst mistakes?
Whose?Gomoto wrote:Suji and effective moves [...]
(Not my words, but I think I can relate to them.)
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Gomoto
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Re: Which are the worst mistakes?
ChatGPT does know a lot (all) books in many languages. It can summarize, translate, quote and review 
"Endgame" von Robert Jasiek ist ein umfassendes Buch über das Endspiel im Brettspiel Go, das sich an fortgeschrittene Spieler richtet. Das Buch bietet detaillierte Analysen von Endspielstellungen und -strategien, die auf praktischen Erfahrungen und wissenschaftlicher Forschung basieren. Jasiek stellt dabei auch eigene Theorien und Methoden vor, um das Endspiel effektiver zu spielen.
Das Buch ist in vier Teile unterteilt. Im ersten Teil gibt Jasiek eine Einführung in die Grundlagen des Endspiels, einschließlich wichtiger Konzepte und Techniken. Im zweiten Teil behandelt er spezielle Endspielstellungen, einschließlich der Gleichheitsstellung, der Komi-Berechnung und der Tenuki-Strategie.
Im dritten Teil geht Jasiek auf taktische Überlegungen, mathematische Konzepte und strategische Prinzipien im Endspiel ein. Im vierten und letzten Teil gibt er praktische Tipps und Ratschläge, wie man sich auf das Endspiel vorbereitet und welche mentalen Fähigkeiten man benötigt, um erfolgreich zu sein.
Insgesamt ist "Endgame" ein hochwertiges und umfassendes Werk über das Endspiel im Go und ein wertvolles Ressource für fortgeschrittene Spieler, die ihre Fähigkeiten verbessern möchten.
In "Endgame" von Robert Jasiek geht es auch um mathematische Konzepte im Zusammenhang mit dem Endspiel im Brettspiel Go. Eines dieser Konzepte ist die Bewertung von Endspielstellungen durch Zahlenwerte, die als "Yose-Werte" bezeichnet werden.
Der Yose-Wert gibt an, wie viele zusätzliche Punkte ein Spieler im Endspiel durch das Platzieren von Steinen auf dem Brett gewinnen kann. Diese Punkte werden normalerweise in Bezug auf das Komi, den Vorteil, den der Weiß-Spieler aufgrund des ersten Zuges hat, berechnet. Die genaue Bewertung des Yose-Wertes kann komplex sein und hängt von einer Vielzahl von Faktoren ab, einschließlich der Größe der Territorien und der Anzahl der Freiheiten auf dem Brett.
Ein weiteres mathematisches Konzept, das in "Endgame" behandelt wird, ist das Gebietsäquivalenzprinzip. Dieses besagt, dass es oft möglich ist, einen Tausch von Gebieten zwischen den Spielern zu vereinbaren, bei dem jeder Spieler einen gleichwertigen Nutzen erhält. Dies kann dazu beitragen, Konflikte im Endspiel zu lösen und zu einem ausgeglichenen Ergebnis zu führen.
Durch die Anwendung dieser und anderer mathematischer Konzepte im Endspiel können Go-Spieler ihre Fähigkeiten verbessern und ein besseres Verständnis für die komplexen strategischen Überlegungen gewinnen, die bei diesem faszinierenden Spiel eine Rolle spielen.
"Endgame" von Robert Jasiek ist ein umfassendes Buch über das Endspiel im Brettspiel Go, das sich an fortgeschrittene Spieler richtet. Das Buch bietet detaillierte Analysen von Endspielstellungen und -strategien, die auf praktischen Erfahrungen und wissenschaftlicher Forschung basieren. Jasiek stellt dabei auch eigene Theorien und Methoden vor, um das Endspiel effektiver zu spielen.
Das Buch ist in vier Teile unterteilt. Im ersten Teil gibt Jasiek eine Einführung in die Grundlagen des Endspiels, einschließlich wichtiger Konzepte und Techniken. Im zweiten Teil behandelt er spezielle Endspielstellungen, einschließlich der Gleichheitsstellung, der Komi-Berechnung und der Tenuki-Strategie.
Im dritten Teil geht Jasiek auf taktische Überlegungen, mathematische Konzepte und strategische Prinzipien im Endspiel ein. Im vierten und letzten Teil gibt er praktische Tipps und Ratschläge, wie man sich auf das Endspiel vorbereitet und welche mentalen Fähigkeiten man benötigt, um erfolgreich zu sein.
Insgesamt ist "Endgame" ein hochwertiges und umfassendes Werk über das Endspiel im Go und ein wertvolles Ressource für fortgeschrittene Spieler, die ihre Fähigkeiten verbessern möchten.
In "Endgame" von Robert Jasiek geht es auch um mathematische Konzepte im Zusammenhang mit dem Endspiel im Brettspiel Go. Eines dieser Konzepte ist die Bewertung von Endspielstellungen durch Zahlenwerte, die als "Yose-Werte" bezeichnet werden.
Der Yose-Wert gibt an, wie viele zusätzliche Punkte ein Spieler im Endspiel durch das Platzieren von Steinen auf dem Brett gewinnen kann. Diese Punkte werden normalerweise in Bezug auf das Komi, den Vorteil, den der Weiß-Spieler aufgrund des ersten Zuges hat, berechnet. Die genaue Bewertung des Yose-Wertes kann komplex sein und hängt von einer Vielzahl von Faktoren ab, einschließlich der Größe der Territorien und der Anzahl der Freiheiten auf dem Brett.
Ein weiteres mathematisches Konzept, das in "Endgame" behandelt wird, ist das Gebietsäquivalenzprinzip. Dieses besagt, dass es oft möglich ist, einen Tausch von Gebieten zwischen den Spielern zu vereinbaren, bei dem jeder Spieler einen gleichwertigen Nutzen erhält. Dies kann dazu beitragen, Konflikte im Endspiel zu lösen und zu einem ausgeglichenen Ergebnis zu führen.
Durch die Anwendung dieser und anderer mathematischer Konzepte im Endspiel können Go-Spieler ihre Fähigkeiten verbessern und ein besseres Verständnis für die komplexen strategischen Überlegungen gewinnen, die bei diesem faszinierenden Spiel eine Rolle spielen.
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Gomoto
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Re: Which are the worst mistakes?
And to put the thread back on track:
1. There are many mistakes that beginner and intermediate players make in Go, but some of the most common and serious ones include:
2. Focusing too much on capturing stones instead of building territory: Many beginners fall into the trap of trying to capture their opponent's stones at all costs, without realizing that building territory on the board is actually the key to winning the game.
3. Playing moves that are too small or passive: Another common mistake is playing moves that are too small or passive, which allow the opponent to seize the initiative and control the game. Beginners often struggle with finding the right balance between building their own territory and attacking their opponent's positions.
4. Ignoring the importance of shape: Shape is a fundamental concept in Go, and ignoring it can lead to serious mistakes. Players who fail to pay attention to the shape of their stones and their opponent's stones may find themselves in weak positions or vulnerable to attack.
5. Neglecting the endgame: The endgame is a critical phase of the game that many players neglect or don't fully understand. Failing to play the right moves in the endgame can cost a player valuable points and even lead to a loss.
6. Overconfidence or lack of focus: Finally, many players make mistakes due to overconfidence or a lack of focus. It's important to stay calm and focused throughout the game, and to avoid getting distracted or complacent, even when the outcome seems certain.
1. There are many mistakes that beginner and intermediate players make in Go, but some of the most common and serious ones include:
2. Focusing too much on capturing stones instead of building territory: Many beginners fall into the trap of trying to capture their opponent's stones at all costs, without realizing that building territory on the board is actually the key to winning the game.
3. Playing moves that are too small or passive: Another common mistake is playing moves that are too small or passive, which allow the opponent to seize the initiative and control the game. Beginners often struggle with finding the right balance between building their own territory and attacking their opponent's positions.
4. Ignoring the importance of shape: Shape is a fundamental concept in Go, and ignoring it can lead to serious mistakes. Players who fail to pay attention to the shape of their stones and their opponent's stones may find themselves in weak positions or vulnerable to attack.
5. Neglecting the endgame: The endgame is a critical phase of the game that many players neglect or don't fully understand. Failing to play the right moves in the endgame can cost a player valuable points and even lead to a loss.
6. Overconfidence or lack of focus: Finally, many players make mistakes due to overconfidence or a lack of focus. It's important to stay calm and focused throughout the game, and to avoid getting distracted or complacent, even when the outcome seems certain.
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RobertJasiek
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Re: Which are the worst mistakes?
chatGPT conveys information collected elsewhere as truth, writes reasonable language, mixes contents without understanding, might deceive a layman on a topic and in particular has merged 8 books into 1 fictional book.
- Knotwilg
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Re: Which are the worst mistakes?
I looked into my most recent game, where I OGS 1d won by 3,5 against a 2d, even game with komi.
I analyzed it using AI Sensei and listed all the "blunders" (>10 points), "mistakes" (4-10) and "inaccuracies" (1-4) by both. Let's call all of them "errors".
Then I categorized those whether they are mistakes in decision or in execution. The distinction is not straightforward.
Clear decision error = playing into a situation while one should play elsewhere
Clear execution error = playing a local move while it should have been another one
Grey zone = when the same "situation" is affected by remote areas, such as defending a big group in the wrong place, or playing a bad ko threat.
Given that disclaimer, here are some figures
1. on 200 moves (I didn't analyze the very late endgame) we made 74 errors, which means 126 good moves (63%)
2. of those errors, 61 were "inaccuracies", 12 "mistakes" and 1 "blunder"
3. We made 52 "bad decisions" and 22 "wrong executions"
4. Execution errors are a bit larger on average, mostly due to the extremes
5. I made more errors, i.e. bad decisions, but he made the bigger errors, i.e. really bad executions
6. the (early) endgame started around move 140; with the very late endgame included, about half of the errors are in the endgame
Some interpretations
1. the two major errors of his were about defending a group; the first moving into the center, which was my inflience rather than making eyeshape on the side; the second connecting from an atari into a heavy clumsy farmer's hat, rather than accepting a ko and treat it more lightly
2. most of my bad decisions were related to 2 groups that I didn't defend properly; 1 of them I spent too much effort in the center, while the bigger way to defend was on the side (so grey zone); the other was a defensive move that not only made visible endgame points but moreover avoided a "force to capture" later
The latter has led me to a new proverb "defend while making territory", borrowing from the established proverb "attack while making territory". The latter is probably there because attacking without purpose is more commonplace, still I find that I can improve by defending more often to start with and being conscious of maximizing territory while doing so (instead of, for example, connecting along neutral points).
I analyzed it using AI Sensei and listed all the "blunders" (>10 points), "mistakes" (4-10) and "inaccuracies" (1-4) by both. Let's call all of them "errors".
Then I categorized those whether they are mistakes in decision or in execution. The distinction is not straightforward.
Clear decision error = playing into a situation while one should play elsewhere
Clear execution error = playing a local move while it should have been another one
Grey zone = when the same "situation" is affected by remote areas, such as defending a big group in the wrong place, or playing a bad ko threat.
Given that disclaimer, here are some figures
1. on 200 moves (I didn't analyze the very late endgame) we made 74 errors, which means 126 good moves (63%)
2. of those errors, 61 were "inaccuracies", 12 "mistakes" and 1 "blunder"
3. We made 52 "bad decisions" and 22 "wrong executions"
4. Execution errors are a bit larger on average, mostly due to the extremes
5. I made more errors, i.e. bad decisions, but he made the bigger errors, i.e. really bad executions
6. the (early) endgame started around move 140; with the very late endgame included, about half of the errors are in the endgame
Some interpretations
1. the two major errors of his were about defending a group; the first moving into the center, which was my inflience rather than making eyeshape on the side; the second connecting from an atari into a heavy clumsy farmer's hat, rather than accepting a ko and treat it more lightly
2. most of my bad decisions were related to 2 groups that I didn't defend properly; 1 of them I spent too much effort in the center, while the bigger way to defend was on the side (so grey zone); the other was a defensive move that not only made visible endgame points but moreover avoided a "force to capture" later
The latter has led me to a new proverb "defend while making territory", borrowing from the established proverb "attack while making territory". The latter is probably there because attacking without purpose is more commonplace, still I find that I can improve by defending more often to start with and being conscious of maximizing territory while doing so (instead of, for example, connecting along neutral points).
Last edited by Knotwilg on Tue Mar 07, 2023 9:09 am, edited 1 time in total.
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John Fairbairn
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Re: Which are the worst mistakes?
Not meaning to take away from your splendid insight, but rather to point you and others to a way to expand on it, this is essentially what is covered by the old Chinese term shou 收 and is also encapsulated in the Japanese kakoi, which (if memory serves) is well covered in the Fujisawa tesuji book. There are other related concepts. One useful way to look at the whole is to say that it is about turning void areas into territory. Westerners tend to focus just on obvious territories and disregard void areas, but in the oriental yin-yangy mindset they go together, and that point is sometimes highlighted in their commentaries. As Lao Zi point out, empty spaces are VERY useful. There's gold in them thar hills!"defend while making territory",