A dive into the wondrous world of Go

Create a study plan, track your progress and hold yourself accountable.
rikuge
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Re: A dive into the wondrous world of Go

Post by rikuge »

Knotwilg wrote:I was skeptical when you said you win games by playing a good opening, but then when I saw this game, I must admit you do have a good opening and you indeed take a decisive advantage there.

I find you have a good direction of play: you know where the territories are, where to attack for profit. You have good timing too. When you played away, I almost invariably agreed.

Your way of playing Go shows that you are very mindful about it. That's likely to give you a lot of pleasure playing.

I've reincluded your game with 10 questions.
Thanks for the review. Really appreciate it. Looked it over and replied.






Bill Spight wrote:With your good opening, become a killer of go and you will advance rapidly. :)

Good luck!
Thanks for your comments and kind words, learned a lot from this game!
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rikuge
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Re: A dive into the wondrous world of Go

Post by rikuge »

Bki wrote:
rikuge wrote:I really need to get better at fighting, most of my games I win because of a "strong" opening". Does anyone have some tips for me?
Beside frequent and numerous tsumego and tesuji problems, my advice would be to try to make your games as messy and complicated as possible. I've yet to master the art of turning a game into a whole board semeai so I can't advice on that one, but going for a very territorial style early then invading deep is one option (exemplified best by the "invade both 3-3, live on the side" strategy), or the opposite, making large frameworks to force your opponent to invade. Then there's the start running fight and make it so several groups are struggling against each other to make life in the center. You can also look into joseki that lead to a fight in the center (which don't necessarily have to be the super complicated taisha or avalanche or magic sword or whatever).

Taking sente while leaving acceptable weakness in your shape is another way to get into complication when you opponent try to punish that.

tl:dr : If you want to get better at fighting, get into more fights.
Followed your advice and made an account and made an account on Tygem, as I heared that they have a lot more aggresive playstyle vs. the playstyle of IGS.
This game was a bit messy which ultimately led to several big mistakes in the end. Most games that I lose, I lose in a similar way, not being able to get enough out of an attack or not minding my own shape enough / losing a big group.

Also, I do need to pump those Tsumego / Tesuji numbers. Does anyone know where I can buy the Lee Chang Ho Tesuji books? I really like the format of a relatively small that I can finish with 1-2 days.

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Re: A dive into the wondrous world of Go

Post by Knotwilg »

Review with 10 questions - this time with focus on fighting and middle game

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Re: A dive into the wondrous world of Go

Post by Bill Spight »

Several comments. :)

:b7: Probably better to "enclose" the top right corner with R-13 or R-14. You don't need to focus on your two stones in the bottom right, the bots tell us.

:b11: Probably better at O-17, to work with the Black stones on the right side.

:w12: Small. Very likely mistake.

:w14: Obviously bad.

:b15: Perhaps a memory from a different position. I assume that you invaded with the idea of either living in the corner or connecting to the right side. :w14: makes the :w6: stone bad, as it forms an empty triangle. One problem with :b15: is that it looks to possible Black life with stones on S-02 and S-04. But if Black plays at S-04 and White plays at S05. then :w6: looks good, as a necessary connection. Besides, the :w8: stone gives Black some leeway and it is not so difficult to make life. :b15: is better on Q-03. Assuming White contains Black to the corner with :w16: - :w18:, Black lives by playing on R-03. That way :w6: still looks bad.
I know that you have to read ahead for this, but it's pretty much a one lane road and only 7 moves deep. :)

Aside: You do not have to invade right now. Invasion is one way to capitalize on your strength in the opening. But, even though you are ahead, you risk losing your advantage by getting into fights before you have a big advantage. Another good play for :b15: is O-17. Let White make some more mistakes before getting into a fight.

:w16: White makes another mistake, going after the small rather than the large.

:b17: You shouldn't follow your opponent around when your opponent is strong. Don't follow your opponent when your opponent is weak. (By comparison, your opponent is worse than you during the opening. :)) Make the bigger play, O-03. You don't want to take the :w16: stone, anyway, as that would end up making the :w6: stone good.

:b21: The worst has come to pass. However, best play is above the SDK level. Fortunately, the Black corner is small enough to sacrifice, but how to do so, or to threaten to do so, takes a good bit of skill. The double peep at O-03 may be best, but the play is difficult. This illustrates the problem with seeking fights before you have built up a lead.

:b23: A minor error, but the capture is better.

:w24: White likes to make small plays. Possibly from greed, trying to take away potential Black territory.

:b25: Giving White outside strength is questionable. For one thing, it may help White's thin extension at C-11. O-17 still looks good. More importantly, it will hinder possible invasions by Black on the bottom side.

:w36: Fortunately, White doesn't know what he is doing.

:b37: The peep at F-03 looks good. Also, the solid connection makes the White sagari at E-01 sente, while the handing connection makes the sagari at A-06 sente. The sagari at E-01 is worse for Black.

:w38: White does not know what he is doing.

:b39: A-03 makes two eyes.

:b47: Given the E-02 and E-01 stones, this play does not make a base for Black. Instead of a play on the bottom side, it is probably better to push through at O-04, which threatens the White stones in the bottom right, which do not yet have two eyes.

:b55: - :b61: Don't follow your weak opponent around. Push through at O-04.

:b65: The two step hane is better. A useful tesuji.

:b67: Back to O-04.

:b69: This might have been a good play earlier, to separate and attack two White groups. But now it's just small.

:w70: White does not know what he is doing.

:b71: Strengthens White and is small, besides. O-04 remains big, as usual.

:w84: White has handed Black the game on a tray.

:b85: Probably not best, but a good play.

:b87: Good. :)

:w88: Again, White goes small.

:b89: Don't follow a weak opponent around. Jump to M-06 combines attack and defense.

:b91: Small. Jump to M-06.

:b95: Starts a fight where Black is weak. Jump to M-06.

:b1: (Black 101). Threatens the cut at G-05, but Black is too weak locally.

:b3: Good idea. :)

:b5: M-06 is still good. The game play is not as good for defense, nor as good for attacking White on both sides.

:b7: Not a bad move, but feels like an attempt to save two stones. By contrast, the keima, J-08, threatens a large White group, and if the attacks moves towards the right, may end up attacking the weak group on the right, as well.

:b9: Eye off the ball. Black must keep the White groups separated. Better to play L-07.

----

I am going to stop here, even though Black is well ahead. Three main points:

1) Same as before. Keep you opponent's attackable stone separated, as a rule.

2) Do not follow a weak opponent around. (That's all of your opponents right now. ;))

3) Psychologically, it seems to me that the desire to save your own weak stones led to poor decisions. In particular, running with your two stones with Black 107, while not a bad play in itself, made difficulties for yourself, not your opponent.

----

Edit: A few more comments.

:b33: (Black 133). Bad decision to save a few stones.

:b55:, :b57: Not fatal, but it feels like Black is trying to save his stones, not capture the White cutting stone or other stones.

:b65: A failure to count dame?

:b77: Does not gain a dame. Sigh!

:b79: Saves the small, sacrifices the large.

:b89: Too soon to resign. Black can still goof.

----

The reading failure aside, White lost his advantage by a failure to attack.
The Adkins Principle:
At some point, doesn't thinking have to go on?
— Winona Adkins

Visualize whirled peas.

Everything with love. Stay safe.
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