A couple of posts ago, ez4u brought up the idea that it might not always be a good idea to give the opponent so much, just to take sente. I suppose the question to ask myself is, then,
why do I give my opponent significant profit in order to take sente?
The question has been on my mind for a few days, but I hadn't thought of a good answer. Until I realized that I didn't play enough Mario 2.
What am I talking about? That's probably a question on your mind. Perhaps it'd be useful if I provided some additional context.
Yesterday, Inseong gave one of his Monday lectures. Occasionally, he hides the lecture topic for "theme ideas". In these types of lectures, he doesn't discuss any particular joseki or opening. He introduces a new way of thinking. The concepts are somewhat abstract, with several applications. Pretty good stuff.
Anyway, as the lecture progressed, I soon realized that the topic was perfect for me. One of the biggest indicators? Inseong used positions from at least 3 of my games as examples. There are over a hundred members of the Yunguseng Dojang, and members play several games. But for this particular lecture, multiple examples from my games were chosen. Surely, this is a topic that I need to reflect upon.
The topic was not about taking sente or not taking sente. Rather, it is about
strengthening your own position and not your opponent's. By in large, this is a big problem area for me. Out of Inseong's examples, there was one instance where I utilized this philosophy. I'm black:
$$W Moves 56 to 65
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$$ | . . . O . . . . . . O . . O . X . . . |
$$ | . . O , . . . . . , . . . . . X . . . |
$$ | . . . . . . . . . . . . . . . . . . . |
$$ | . . X . . . . . . . . . . . . . . . . |
$$ | . . X . . . . . . . . . . . . . X . . |
$$ | . . O X . . . . . . . . . . . X . . . |
$$ | . . O X . . . . . . . . . . O O O . . |
$$ | . . O X . . . . . , . . . . O , O . . |
$$ | . . O . . . . . . . O . . X X O O . . |
$$ | . . . . . . . . . . . X . . . X O . . |
$$ | . . . . . . . . O . O O . . . X . . . |
$$ | . . O . . . . . . X 6 X X . . . . . . |
$$ | . . . . . X . 4 . 8 5 . . . . . X . . |
$$ | . . . O . 0 9 . 7 X . . . X . , . X . |
$$ | . . . . . X . . 3 . a . O O X . O . . |
$$ | . . . . . . . 2 . 1 . . O X . X . . . |
$$ | . . . . . . . . . . . . . . X . . . . |
$$ ---------------------------------------
- Click Here To Show Diagram Code
[go]$$W Moves 56 to 65
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$$ | . . . O . . . . . . O . . O . X . . . |
$$ | . . O , . . . . . , . . . . . X . . . |
$$ | . . . . . . . . . . . . . . . . . . . |
$$ | . . X . . . . . . . . . . . . . . . . |
$$ | . . X . . . . . . . . . . . . . X . . |
$$ | . . O X . . . . . . . . . . . X . . . |
$$ | . . O X . . . . . . . . . . O O O . . |
$$ | . . O X . . . . . , . . . . O , O . . |
$$ | . . O . . . . . . . O . . X X O O . . |
$$ | . . . . . . . . . . . X . . . X O . . |
$$ | . . . . . . . . O . O O . . . X . . . |
$$ | . . O . . . . . . X 6 X X . . . . . . |
$$ | . . . . . X . 4 . 8 5 . . . . . X . . |
$$ | . . . O . 0 9 . 7 X . . . X . , . X . |
$$ | . . . . . X . . 3 . a . O O X . O . . |
$$ | . . . . . . . 2 . 1 . . O X . X . . . |
$$ | . . . . . . . . . . . . . . X . . . . |
$$ ---------------------------------------[/go]

and

are these types of moves. Instead of trying to push down the opponent and forcefully attack around the 'a' area,
simply strengthening oneself effectively weakens the opponent.
In contrast, here is an example in which I did *not* follow this principle (again, I'm black):
$$ Position at move 51
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$$ | . . . O . . . . . , . . . . . X . . . |
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$$ | . . . , . . . . . , . . . . . , . . . |
$$ | . . . . . . . . . . . . . . O . . . . |
$$ | . . . . . . . . . . . . . . . . O . . |
$$ | . . . . . . . . . . 5 . X . O . . . . |
$$ | . X X . X . . . . 4 3 O X . . . X . . |
$$ | X O O X . . . . . 2 1 O X . O . . . . |
$$ | . X O O . X X . . , O X . X O , X . . |
$$ | X X X O O O X . . . O . X . O . . . . |
$$ | O O X X O O X . . . . . . . . . X . . |
$$ | . . O O . . . . . . . . . . . . . . . |
$$ ---------------------------------------
- Click Here To Show Diagram Code
[go]$$ Position at move 51
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$$ | . . . O . . . . . , . . . . . X . . . |
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$$ | . . . , . . . . . , . . . . . , . . . |
$$ | . . . . . . . . . . . . . . O . . . . |
$$ | . . . . . . . . . . . . . . . . O . . |
$$ | . . . . . . . . . . 5 . X . O . . . . |
$$ | . X X . X . . . . 4 3 O X . . . X . . |
$$ | X O O X . . . . . 2 1 O X . O . . . . |
$$ | . X O O . X X . . , O X . X O , X . . |
$$ | X X X O O O X . . . O . X . O . . . . |
$$ | O O X X O O X . . . . . . . . . X . . |
$$ | . . O O . . . . . . . . . . . . . . . |
$$ ---------------------------------------[/go]
I directly use brute force to cut his stones, and my opponent
utilizes the weakness of my cutting stones to strengthen himself.
There are several other examples that Inseong brought, but as they are not my games, and it is his lecture, I won't share them all here.
But there is clearly a pattern here:
* Strengthen yourself --> Opponent can get (relatively) weaker.
* Directly attack your opponent --> You can get (relatively) weaker.
Now there are certainly circumstances when a direct attack is called for. But in order for such an attack to work, sufficient strength is a prerequisite.
Thinking about this led me to the conclusion that this was a lot like a particular aspect of Mario 2. Notably, the "crouch jump". Characters on Mario 2 can jump in different ways. Luigi can jump very high, but in a less controlled fashion. The princess can kind of hover for awhile in the air, but the jump isn't as high as Luigi. Toad can't jump high, but he's very controlled. Mario's kind of average.
Anyway, each player has their own unique ability, and their own jumping height.
But in order to jump really high, you can use the down button to crouch first. After you do this for a few seconds to power up, you can jump much higher than you could before.
The moral of the story is, if you calm down, take a bit of time to "power yourself up", then you can jump higher than you could dream of jumping otherwise. In some ways, this reminds me of ez4u's comment about sente. If I keep trying to push the opponent - sente, sente, sente, sente, sente... Or if I keep trying to attack the opponent - hit, hit, hit, hit, hit...
Then I can never realize the effect of truly jumping high. If I want to do a super jump like you can do in Mario 2, I have to calm down, gather myself, power up, then attack.
So next game, instead of "sente, sente, sente, sente, sente", let's look for opportunities to calm down, gote for a bit, then do a super-charged attack from the power I've obtained.
Mario 2 style.