Western crammed fights for the corners
Posted: Sun Jun 21, 2020 10:15 am
I'm watching an online Western game, right now, and I've finally decided to ask something that's been bugging me off for a while. If I sound confrontational at some point it's my frustration leaking, sorry.
Now, like a bunch of people, AlphaGo got me busy with something else. I recall being dimly aware of it, but not being able to pay attention. Then, Go changed. So my basic assumptions of Go tend to be out of date, and I've been putting off this to see if it was something on these lines, but the more time passes, the more I doubt it's only that.
Now, I realize that AI have changed the urgency of some moves, and some leisure strategical placements seem to have gone out of style. But I compare the game I was wathcing (and, as I mentioned, it's not the first time I feel the itch) and at one point there were two settled corners, I'd say far past the point were you can revisit them usefully later on (ko threats, urgency...), with not a single move past the fourth line. I compare it with a video on... Dosaku? I saw recently, and the older game has same thing, on the 3rd line... and even then nothing close to the locality of these recent games. Besides the initial shimari on each corner, not a single move in the first three dozen was a *not* in touch of another stone, if you allow for a couple of diagonals (and that was a single space jump right betwenn two stones in two different groups; it takes another dozen moves to get another, single, stone have that little breathing space).
To say it feels cramped, to me, is saying very little. The end result (a bit after move 50) lookes like a solved tsumego with a barrier of several layers of stones around it. It reminds me a lot of old games and the way they'd fight and fight locally without care for the rest of the board.
And I acknowledge that tournaments like the NHK, wich kinda has similar time settings, can lead to similar situations, but even then there's not this sense of "cramped sardines", the stones have some breathing room. They're not using 50 moves for a 2-eye (and glad of it) group and a 4-space one. I mean, 50 moves for six points of territory, in total?
When I compare to, say, a recent female Honinbo, I see some of the same tacticality, of fighting the corners one by one until one of these fights spills over. But the feeling is, again, no way as cramped (nor are the results).
And this is the game that triggered this post, but certainly not the first one that irks me this way. I really don't like the taste of this, and I don't know if it's imply that Westerners still need to grasp certain ideas of strategy, if it's youth, or AI, or a mix of all the above.
Am I missing something? Sorry, rather: what am I missing?
Take care.
Now, like a bunch of people, AlphaGo got me busy with something else. I recall being dimly aware of it, but not being able to pay attention. Then, Go changed. So my basic assumptions of Go tend to be out of date, and I've been putting off this to see if it was something on these lines, but the more time passes, the more I doubt it's only that.
Now, I realize that AI have changed the urgency of some moves, and some leisure strategical placements seem to have gone out of style. But I compare the game I was wathcing (and, as I mentioned, it's not the first time I feel the itch) and at one point there were two settled corners, I'd say far past the point were you can revisit them usefully later on (ko threats, urgency...), with not a single move past the fourth line. I compare it with a video on... Dosaku? I saw recently, and the older game has same thing, on the 3rd line... and even then nothing close to the locality of these recent games. Besides the initial shimari on each corner, not a single move in the first three dozen was a *not* in touch of another stone, if you allow for a couple of diagonals (and that was a single space jump right betwenn two stones in two different groups; it takes another dozen moves to get another, single, stone have that little breathing space).
To say it feels cramped, to me, is saying very little. The end result (a bit after move 50) lookes like a solved tsumego with a barrier of several layers of stones around it. It reminds me a lot of old games and the way they'd fight and fight locally without care for the rest of the board.
And I acknowledge that tournaments like the NHK, wich kinda has similar time settings, can lead to similar situations, but even then there's not this sense of "cramped sardines", the stones have some breathing room. They're not using 50 moves for a 2-eye (and glad of it) group and a 4-space one. I mean, 50 moves for six points of territory, in total?
When I compare to, say, a recent female Honinbo, I see some of the same tacticality, of fighting the corners one by one until one of these fights spills over. But the feeling is, again, no way as cramped (nor are the results).
And this is the game that triggered this post, but certainly not the first one that irks me this way. I really don't like the taste of this, and I don't know if it's imply that Westerners still need to grasp certain ideas of strategy, if it's youth, or AI, or a mix of all the above.
Am I missing something? Sorry, rather: what am I missing?
Take care.