Still according to plan, though the plan still isn't great . I extend here, even though the stones are dead, because it creates some aji. White won't be able to 20, for instance, until he takes care of my 17 stone's group. There's a proverb to this effect: extend down from an atari on the third line. If white doesn't 18, I can capture the two white stones since I'll have enough liberties. Best way would be black 18, I think. I'd have some reasonable side territory and solid life. But I doubt white is going to let that happen.
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I think Numsigil understands those two stones get captured, but he is seeing it as either being necessary or beneficial to sacrifice them. And there are some circumstances where you want to cut and sacrifice a stone to give you forcing moves, or sometimes where you want to add a stone to give you a couple extra liberties to give you extra forcing moves to make shape or whatever. It's just that this isn't one of those circumstances. He doesn't need to play to prevent in his diagram, nor does he need to be overly concerned about at all.
For Numsigil after the game: Here's an example of adding an extra stone to get extra forcing moves (in a joseki):
[go]$$Wm11 joseki continued $$ | . . . . . . . . . . $$ | . . 3 . . 5 . . . . $$ | . . X O O X 6 . . . $$ | . 1 O X X O X . . . $$ | . . X . 2 O 4 . . . $$ | . . . . . . . . . . $$ --------------------[/go]
White gets to play , and in sente because he sacrifices with and adds to the sacrifice with . Hopefully it's not too complicated an example; it's just the first one off the top of my head. It's not a 8k joseki by any stretch and has some tricky variations.
Ok, it will be hugely embarrassing if I've missed something here. I can't read anything different to what I did before, and I can't see why you'd cut, atari, and then extend - it's like Black's not quite sure of what he wants to do? Ah well, this should only improve my chances of making something work along the bottom. My plans: I really want to cut at "a", but it's so obvious I assume Black will take "b" and I'll probably take "c". I'm tempted to approach at "d" but it's a bit silly I think - If Black pincers then my stones on the right just float. "d" works very nicely after "c" anyway, so it feels like the right move. "e" is huge but it's going to have to wait.
So this is out of order from what I showed before. Before I had 'a' then 'b'. But my concern is if I go at 'a' and white plays 'c' instead of answering, my black group will be baseless and in trouble. Whereas if white ignores my stone to play at 'd', my stones are still safe and I can either play to rescue the cutting stone, tenuki, or play 'e' as for large points.
'f' is an interesting point, but I can't see clearly what the results would end up looking like. So it's a bit like playing with fire.
Hmm, so thinking about it at this point, maybe I would have been better off just playing at 19 directly instead of the sequence we just played. White's still technically cut in two but the cutting stone isn't exactly safe. I honestly have no idea if this diagram would have just been better:
Ok, that's not a bad idea, Black's settling properly, which makes a lot of sense. I wondered about cutting now at "a" below, but it feels slightly premature. Black getting my last move point is very big with regards to territory, and that's something I can't let him have with 70 points komi. It's also helping me approach the top right more proactively, as the thicker I get the further I'm happy playing to create a big fight - maybe even the full low approach at "b". I have useful sente sequences at "c" following this move as well.
However, this cut is quite big. So I think I would not play this until I had connected out into the center. If White plays at 1 first, though, I would not be happy.
_________________ The Adkins Principle: At some point, doesn't thinking have to go on? — Winona Adkins
So, one thing I hadn't considered till now: black should probably defend by descending. The problem is that white doesn't really need to answer (endgame move). So let's see what damage white can do if I don't defend:
I think black is alive, but it's not exactly healthy. So I will take gote to defend. White will probably cut. Then I will take sente and build a corner enclosure on the left which also nullifies a bit of white's thickness on the bottom. (Question: how close is too close to a wall? I'm guessing the sweet spot is the wall height + 1 space jump rule of thumb again). 'c' would also work for this purpose, but I don't think it's as large a move.
White will then either play 'a' to capture the cutting stone (there's maybe a loose ladder here. But I can't read a way for white to make it work because of a shortage of liberties, so I think white needs to burn at least two stones here to capture the cutting stone) or 'b' to approach the corner enclosure and prevent a good extension. At which point I might try to invade white's corner.
If white let's me play 'b' as an extension from my corner enclosure, I think it's also a ladder breaker, so I can play it in sente as white captures the laddered stone. I'll have to double check that with more careful reading if the opportunity to play 'b' actually presents itself.
Actually, this was a really difficult decision, of whether to block or to cut. There are a few reasons why I've played here, and most of the justifications are in the green influence and thickness bit - this wasn't a simple decision though. One thing I like that isn't part of the influence / thickness debate is the aji I get at the bottom:
"a" was Black's sente, forcing me to capture those stones, but didn't really feel like White's sente. If Black's connected out, White has to spend two moves taking away about 10 points, and that's slooooow at this stage in the game. If Black got "b" after I blocked, he doesn't need the internal eyespace so much and can merrily bounce into the middle. However, once I've cut, Black's a very brave player to ignore "a", and it takes away his chance of getting it in sente - a big double sente move, even in the opening, should be played pretty sharpish. However, on top of this aji, there's lots of influence / thickness arguments that have guided my decision.
Tactics and Variations
Actually, there's not much point in this section. It's very clearly tenuki time, and I'll analyse when I know what he's planning. I strongly suspect he'll play in one of the other three corners.
Fundamental Principles - Influence and Thickness part I
I know I've mentioned it before, but influence and thickness are not the same thing at all. Some of the differences are quite subtle, but their application is so different that learning what does what is very important (that said, with my strength, any precise implications I make should be taken with a pinch of salt ).
I've made the words links to the SL page because obviously I don't want to reinvent the wheel. In a nutshell, influence is exerted by stones across an area they face, giving a lot of possibilities to a) turn area into territory, b) attack things, c) to build moyos. The primary idea behind light, influential positions is dynamic flexibility - best demonstrated by the various ways a 4-4 stone can be used. Thickness has none of that versatility, and this is a very important point. The idea of thickness is to use powerful influence in one or two directions (normally one) to attack and bully any opposing stones that dare to tread too close. Deprive thickness of a target or large extension that temps an invasion, and it's just an overconcentrated, and maybe even heavy, group of stones.
Fundamental Principles - Influence and Thickness part II
Thickness is useless with weaknesses
A thick wall looks like this ^
A thick wall with defects / weaknesses looks like this ^
Think of thickness as Mike Tyson encapsulated in a wall of go stones. There's nothing they like more than a nearby invasion that they can bite the ear off ( - bit below the belt, sorry!). However, a thick wall must not have internal weaknesses. This cannot be stressed enough. Sabaki, running out, and living on the edge all use techniques that exploit weaknesses and bad aji - having a thick wall with weaknesses and using it to attack is like hoping no-one notices that your Mike Tyson has a broken arm. It looks great until the fighting starts, then it has to limp off with great embarrassment. For example:
This is the sort of position where the wall starts really beating up on Black, leaving him nowhere to run and a very sad group. Even living on the inside will give White even greater thickness, which will tempt White to play at "a" and start another big favourable fight. However, take away that marked stone, and ...
Suddenly this extension is painful - Black's threatening to simply connect underneath, and undermine the attack. White blocks, and out Black runs, intent on attacking both sides at once. Suddenly White's finely constructed attacking plans suffer from having to go back and patch up the weaknesses, and by the time he's ready to resume attacking, White's in trouble himself.
In this position, if White really wants to approach the top right and tempt the invasion, White must block on the right, or his wall is not thick enough to handle the pincer as well as he'd like. So, why didn't I play it?
Fundamental Principles - Influence and Thickness part III
So, why did I cut instead of build up my thickness?
It's a battle of priorities. I want that thickness, and I want to tempt invasions that I can kill for profit - I need to do this sort of thing if I want to catch up 70 points. However, if I don't block, Black can only creep underneath on the second line, and it's not my territory to reduce just yet. It's still a good move, but the cut feels just so much bigger right now. Essentially, the fundamental principle of removing the weaknesses from my thickness so I can utilise it better has been completely trumped by the Divide and Conquer fundamental principle. Especially in a game with this level of handicap, every weakness Black has is an opportunity to exploit. Often, these sorts of cuts get overlooked because they don't connect White up (the ladder breaker is too obvious for me to play to capture that stone). However, White's pretty strong on both sides and doesn't need to fear Black's cut off stone from escaping. However, the fact it's disconnected means Black is separated into two groups and fully sealed in. The value of doing this is huge, not least because it makes the lower right approach sente, but also because I can start building a central moyo without Black being able to easily reduce it. In immediate terms, White's cut gets him 0 points. With regards to having thickness and influence that is exerted over the center, it's value could easily be upwards of 30 points depending on whether I manage to use it well or not.
Now moves like "1" in the "too early to approach diagram / arm broken" diagram are ok, because after Black separates with 8, White can cap the 8 stone and continue the fight, as White's group is hugely strong because of the ability to connect to the lower group. If Black continues to squeeze out, White hopes to up the ante by attacking the top right:
I'm uncomfortable with White's weaknesses in this last variation, but it's the sort of line I'm aiming at.
EDIT: Actually, maybe I just shouldn't let Black make a base and should play R9 if he pincers there ... feels too close to White's wall ... hmmm, will have a think!
Further EDIT: Actually, now I've cut, why not let Black connect underneath on the second line?
anyone who doesnt see why black is going to lose must know... you can not get sealed in as above and expect to win. if it is a professional game black should resign. it is that BIG!!! i feel it through my skin. i feel it like a hammer banging into my head.(this expression was used by my second master) that is what one needs to feel. if you can feel that then you are getting stronger.
_________________ "The more we think we know about The greater the unknown" Words by neil peart, music by geddy lee and alex lifeson
Now that the life/death of my group on the right is essentially decided, I'll switch to playing big points. Since the corners are taken, big points are now corner enclosures. As a general rule, all else being equal, I think you're supposed to make enclosures on your own corners before approaching oppenents'. Or at least that's the rule of thumb I've been following.
Also of note, my enclosing stone should null out some of white's influence on the bottom. That's why I've made the wider enclosure. I think this is the sweet spot for limiting the maximum amount of white's influence. I'd be more comfortable with the knights enclosure, but I think this is the proper move. It's low since I'm extending towards an area that white has a strong presence in.
I believe this is the strategic weak point for black's corner enclosure.
Tactics and Variations
Hooray for him responding as I expect. If only I felt better about the results
Okay, so I take sente to make an enclosure. I could try running with the cutting stone but it just gives him a target to attack. Yes, without defending the cutting stone it makes the last 10 moves or so rather pointless. It all has a bit of aji left, of course, so maybe that will matter in the future.
So to prevent information overload, I've divided this into separate hidden sections. This is just to make it obvious when I group related diagrams (if anyone knows how to make numbered diagrams with more 10 entries let me know. Otherwise I might just start posting SGFs.
Anyway, here's the loose ladder read out for white as well as I was able:
The first two diagrams are best for white. Black escapes, but is still weak and not in great shape. But no local capture for white. If white wants that cutting stone, he needs to run a regular ladder to it towards the side of the board. Which means a ladder breaker/extension from my corner enclosure is a doubly large move.
And the aji in those stones is used up once they're removed from the board. White's loose ladder will now work. And all I've gained in compensation is a few points. So that's why I'm going to save it till later. Either I can exploit the aji to save the cutting stone or exploit it for the sequences above as an endgame move.
However, I think the difference between the sequence that played out in the game and this joseki is obvious - so what Magicwand said still applies. Black's corner in-game is much worse than his corner in my example.
_________________ We don't know who we are; we don't know where we are. Each of us woke up one moment and here we were in the darkness. We're nameless things with no memory; no knowledge of what went before, No understanding of what is now, no knowledge of what will be.
Interesting tenuki. I've no idea how I best want to approach it - Something that works with my thickness such as a cap at F5 will give him too much on the side. D7 is probably the move I'll pick, and I'll keep an eye on moves such as B4 or C3 for some later fun. Still, seems like a good choice by Black.
I'm going to play this now, as with Black split I think this is very solidly double sente, and I may as well take it before he does.
Tactics and Variations
He blocks, I tenuki. I will probably approach in the top right, but I need to really think about the lower left corner before I do now.
The exchange of with strengthens white on the outside, while the forcing moves black can make is restricted to the corner. Therefore, I think this exchange is not good for black.
i just realized that this game is 70pts reverse komi it is pretty hard for white to overcome 70 points.. and although getting sealed is not a good idea..because of the 70 points he can choose that path and still win easily. now i see why he plays it so timid.
still when you are ahead playing timd is quickest way for your opponents to catchup.
unkx80's comment is very sound. this forum is lucky to have him.
_________________ "The more we think we know about The greater the unknown" Words by neil peart, music by geddy lee and alex lifeson
Locally, this feels like one space too far to me. The large knight's enclosure is notoriously weak, and invading the corner later would make good use of White's thickness.
I understand the thinking that says that allows White to make the ideal extension at . However, the extension to is not ideal, because White is already alive and strong. In fact, it is a bit too close. Therefore, settles this area, at least for now, and is without the weaknesses of the large knight's enclosure.
_________________ The Adkins Principle: At some point, doesn't thinking have to go on? — Winona Adkins
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Further thoughts
Had a bit of a think about my plans going forward. It's a very tricky decision to make for me, and I need to feel confident that whatever I'm choosing is working well with the global position.
As I have an open skirt on the right, I don't feel like the top right approach is good just yet. If he pincers sure, I can play my sort of game, but what if he just protects at O17? If I take another move on the right I'm trying to turn thickness into territory, in gote, and insecurely because of the open skirt. The 4-4 is a tricky customer to handle, and I think neither of us has a great degree of urgency up there.
The other thickness I might choose to use is on the lower side, but he's taken away the approach I wanted. Not only that, but he's now trying to make a good extension up the left. So, I think my next plans must work in this corner of the board. H3 is obviously completely the wrong thing to do with thickness, so my immediate alternative is capping at F5, which just lets him extend further along the bottom at J3. This is really annoying to have to respond to, and while my thickness isn't useless down there it's not going to do much. Not only that, but instead of J3 he could just have some fun and extend up the left, which seems intolerable. So, I have a few "cunning" plans:
I plan on moving on one of the "a" spots. I prefer D7 intuitively, but I'm feeling an extension big enough to leave both the "b" points as non-contact plays is too far. I don't want to make it too easy for Black to counter, so I may play D8. It's high, so it's tricky for Black to find a severe counter. I'm planning to probe at the "c" points - probably b4 depending on black's response to "a". Depending on Black's response, I'm looking at either connecting out to "a" (perhaps a bit later), or living in the corner, and I'm planning on the shoulder hit at "d" if it makes Black overconcentrated. Finally, if I get sente without an urgent need to follow up, I'm planning on playing "e" to support my top left, as that's a great fun corner to try and invade
So, continuing the big scale influential complicated unsettled fighting game plan if I can.
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Further further thoughts
Firstly, I believe strongly that the purpose of Malkovich games is to study and to learn, so when I'm in one I think lots about it. If I lose, it's not because I rushed or didn't care, it's because I wasn't good enough - and hopefully the experience will show me where and why.
That said, I've been thinking about how I handle the top left if he plays there first. I want complicated. I want lots of weak groups running all over the place. I want unsettled and messy. I want sharp and severe possible punishments of misplays. So, here are my answers to each (and in each case my aim is something that works with my approach of the lower left that I intend on taking with my next move):
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