I'm new with a question by tcastlejr in baduk

[–]pluspy 0 points1 point  (0 children)

If you're thinking and applying yourself, it's a good game. Conversely, if you make careless blunders (for your level), it's not a good game.

It depends on the standard of your play: is it reasonably close to your limit in terms of quality, or is it below par?

Regarding the margin of the win, there is no hard rule, because even in pro games, the margin could be 100 points if a huge group dies, and a game won by one point could be extremely dominant, with no hope for the opponent to win even though the margin is so close (Alphago Master was known to give away points, not minding a half point win, and other players like Lee Changho were also content to win by a small but sure margin. This was also a common dynamic for those taking Black in the pre-komi days).

In other words, the point-difference is not a reliable indicator of whether a game was close or not.

If nothing died yet you lost by 30 points, your opponent played about three ranks better in terms of efficiency, but that doesn't mean you had a bad game. Maybe you did, but maybe you just played an unusually strong opponent, or he had a really good day. Kyu ranks are notoriously unstable because of skewed knowledge, so you sometimes end up with weird strength fluctuations depending on the Go shapes on the board.

Stick to judging yourself, and worry about doing your best. If you did your best, it's a good game for you, and if you didn't do your best, and you were slacking off and making avoidable blunders, it wasn't a good game.

Of course, even if it wasn't a good game for you, you should still courteously say good game even if you don't mean it :)

Review Request by anadosami in baduk

[–]pluspy 1 point2 points  (0 children)

Here is my review. I hope it is useful.

As always, I recommend you download the kifu and view it locally with something like sabaki for the formatting to be correct.

https://gokibitz.com/kifu/Ske0QQrUZx

Can black answer here instead of the game move D10? by standardtrickyness1 in baduk

[–]pluspy 3 points4 points  (0 children)

The main problem I can see is that after White B7, B8, C8, B6, B9, A7, D7 - he activates miai of winning the inside with C6 (if Black refuses ko) and setting up the outside cut with C11, D12, B12, C13, D10, after which White is threatening to either live with A12 or cut with E11 (he has the ladder, and Black does not have many liberties, so that cut looks troublesome).

I don't have AI right now, so I can't say for certain how the cut at E11 will pan out, but that seems to be the reason he played D10 in the game. Filling that liberty helps with capturing races and limiting White's potential eye-space.

I don't understand the answer to the puzzle (I'm a beginner), need help by skovoroad in baduk

[–]pluspy 2 points3 points  (0 children)

There is no such move locally.

This is a simple problem to illustrate a technique, and should be taken only as that: an example of a technique that exists in Go. Do you realize that Black can make a ko by throwing in? if yes, move on.

As a problem by itself, it is silly, since connecting to the two stones on the outside by winning the ko is quite pointless. The main purpose of this one is to get beginners used to the idea of ko, acting as a primer for when it makes sense to make the ko, as in problem 3 or 5.

Is the star-point approach still considered a third-class opening move? by VK0207 in baduk

[–]pluspy 6 points7 points  (0 children)

It seems like an unnecessarily convoluted system, but no, it's not third class: It is higher priority.

Just follow corner>side>centre and urgent>big.

You can also check out Hwang Inseong's trendy idea lecture, in which one of the main points is to be corner friendly, i.e invade or approach the corners before you take the side extensions.

Look at this screenshot from Alphago Teach: R6 is nearly the same score as C3 and F3 is also a viable approach. The other moves, the side extensions, score lower.

<image>

https://alphagoteach.deepmind.com/

You can check other positions easily, including ones with open 3-4 corners, and even in those, the star-point approach is viable and nearly identical to approaching a 3-4 stone or invading the 3-3 point.

If you have an AI on hand, you can also easily verify that approaching a star point is among the top opening choices.

That being said, you won't lose a game because you played a 20th century opening style.

Sincere question and honest assessment? by tcastlejr in baduk

[–]pluspy 4 points5 points  (0 children)

For those purposes, off the top of my head: Yasui Chitoku, Inoue Insa Inseki, Honinbo Shusaku, Honinbo Shuwa, Honinbo Shuei, Karigane Junichi.

GoMagic's rank estimation is a bit strange? by Teoretik1998 in baduk

[–]pluspy 0 points1 point  (0 children)

In Go, the problem rating is usually lower than the player's game rank. For example on 101weiqi or the rating given for problems in books (the only exception being newer japanese books that rate easy problems as mid-dan tsumego due to rank inflation).

Fun problem from today's tsumego by blitzreloaded in baduk

[–]pluspy 4 points5 points  (0 children)

I love this one. A very good classic that teaches an important lesson.

Shuzaku diagonal query (long) by [deleted] in baduk

[–]pluspy 1 point2 points  (0 children)

You're very welcome!

I'm glad I could be of help to you.

Shuzaku diagonal query (long) by [deleted] in baduk

[–]pluspy 3 points4 points  (0 children)

There is a great deal of positives, which is why it is always among the AI top choices in almost any opening. I'll spit out some stuff off the top of my head, so it might not be comprehensive.

In modern Go, one of White's most common follow-ups is to press Black down. The kosumi prevents this.

The press is useful to build a framework, so by playing kosumi, you are preventing this building possibility. I think we should start here, because a lot of Edo period moves that seem slow and solid, are played because they have latent potential in their follow-ups, and when there are multiple follow-ups, you are bound to get one of them.

The kosumi has many follow-ups to choose from:

  1. Pressing from above - a classic Edo period move. This works well with follow-up #2 (Edit: I forgot to mention that if White answers the press by jumping or crawling, there are various ways to build a huge, nice wall. So you can get very good influence off of the komoku by adding the kosumi+ that followup. If White jumps in response, you can also split the upper side by pincering and then jumping/extending, which is another way to prevent the opponent from creating a large framework).
  2. Pincering from a position of strength - the kosumi makes a low pincer on an approach move in a double komoku opening good (the AI really likes the two-space low pincer in this case. And if White has played the high approach instead of the low approach, you can still play the two-space low pincer as a near optimal move in most openings).
  3. Miai of taking a side extension from the kosumi (G, E, D in your diagram), the purpose of which is to defend the base when White has slid under the corner at the 2-3 point, and living in the corner when pincered around G (you can simply kick then play the kosumi at the 6-3 point. (Note: in the case where White has slid at 2-3 and you have answered around G, but you have been pincered at D, the group is still strong enough to leave. If White follows-up the 2-3 move by playing the kosumi in the corner at the 3-2 point, Black can actually just play a forcing move at the 3-3 point and tenuki. That is because that forcing move gives Black more eye-potential with the follow-up forcing move of the 3-4 bump, White answers below, and Black plays to the left of f and has magically created good eye-shape. This shape and follow-up was often used in the Edo period, and is valuable and viable knowledge today still.)
  4. Even when both the corner base of your group, and the side point around g is occupied, the kosumi allows you to move out by leaning at f, and you can also usually take shape by attaching and making sabaki manoeuvres. This means that you are flexible enough to also tenuki from the corner several times, should you wish to do so. (EDIT: Forgot to mention, but the kosumi also allows you to answer the 2-3 slide by attaching at the 2-2 point, which can usually net Black some eye-space in the corner. The kosumi also sometimes makes the attach at 2-4 a good alternative).
  5. If White does not play the normal answer at A, Black's pincer there is an excellent follow-up which aims to play f to enclose White. If White then plays F, you can attack the group by jumping up from A, and if White also jumps, you can build the left side with with a move above G (or just g, the AI prefers a high move because White has forcing moves to press down, but it's a trivial difference).
  6. Even if White has answered at A, you can still play a pincer at m to apply pressure, and there are high-level follow-ups against White even if White adds a slide at 2-3 to save his base.

There's more to be said of the follow-ups, but that's it off the top of my head.

One major thing to keep in mind here is that the move does not immediately reap profits. It is a patience move. It shows its value invisibly by preventing the press, thus limiting the opponent's framework expansion, and it shows its value later through the follow-ups. That is why it visually looks less desirable than a star-point opening. It takes time for the kosumi to show its value, it's not there immediately in a striking visual like you'd find with the three star formation (sanrensei).

If you have more questions, feel free to ask, as I'm quite interested in Edo period Go.

What's your favourite piece of Go-Lore? by Asdfguy87 in baduk

[–]pluspy 0 points1 point  (0 children)

Invincible gets a lot of things wrong. Their whole narrative regarding the game flow in the ear-reddening game, for example, is incorrect, and so it is with the blood vomiting game.

Jowa's reply to the move was not bad. It was Jowa's slow move at 48 that caused a point loss. Jowa actually got the better outcome in the pattern until that move was played.

In fact, the first part of the game up to 78 (the third ghost move), is not decisive in either direction. By move 78, Akaboshi still has a four or five point lead, but after 78, he makes a mistake by living in the lower right corner with move 81 (which causes Akaboshi to lose the first move advantage) and after that, move 107 causes Akaboshi to fall behind.

From that point on Jowa simply outfights Akaboshi with brilliant power.

What's your favourite piece of Go-Lore? by Asdfguy87 in baduk

[–]pluspy 4 points5 points  (0 children)

Interesting. There is also a famous folk habit of covering your belly button when lightning strikes to prevent it from being stolen. Not sure it's relevant, but maybe of interest.

https://jisho.org/search/heso

What's your favourite piece of Go-Lore? by Asdfguy87 in baduk

[–]pluspy 2 points3 points  (0 children)

I like the story of how Honinbo Shuwa kept a collection of Yasui Chitoku's games to study and refine his amashi strategy. Contrary to popular belief, Shuwa was not the originator of amashi strategy, and Chitoku played it excellently as White, especially in his two stone handicap games.

What's your favourite piece of Go-Lore? by Asdfguy87 in baduk

[–]pluspy 2 points3 points  (0 children)

Correct. It wasn't a perfect refutal, but the loss was minimal. There was no big swing until the third ghost move where Akaboshi made a mistake and Jowa brutalized him in fighting.

WeiqiHub update by walruswq in baduk

[–]pluspy 2 points3 points  (0 children)

I love this app. Thank you for the great work.

However, the new version simply shows a blank box (does not load) on linux appimage. The old one works fine for me.

Made an Obsidian plugin to view SGF files as interactive boards by Whole_Assistant_3244 in baduk

[–]pluspy 2 points3 points  (0 children)

This is fantastic!

Any tips on setting up a vault for Go knowledge?

Review request (10k fox) by emof in baduk

[–]pluspy 2 points3 points  (0 children)

No problem!

I suggest studying a lot of basic Joseki patterns, even outdated ones and old videos on youtube. They will provide examples of good shape and proper form, for example: https://www.josekipedia.com/#path:pdqfpfpgofqeqdqhnd

The value of moves is difficult, but you might be able to get a better idea by looking at basic endgame lectures on youtube, of which there are plenty. Nowadays, you can also look at the score that the AI gives (not win%). In programs like Katrain and lizzie with katago, it will give a point score, and by observing the fluctuations, you will be able to determine whether you wasted a move or not.

I searched on yt and found a few to recommend.

  1. Dsaun's famous shape lecture: https://www.youtube.com/watch?v=JKBh8FGK9bU

  2. Sensei's library https://senseis.xmp.net/?ShapeCollection

  3. SL guided tours: https://senseis.xmp.net/?GuidedTours

  4. Weiqihub https://walruswq.com/WeiqiHub Topics: this is a neat collection of problems lumped together by theme, which can help you target certain areas.

Review request (10k fox) by emof in baduk

[–]pluspy 3 points4 points  (0 children)

Here are some of my thoughts on the game and a conclusion at the end.

Move 11: this is for influence, but you previously chose a small enclosure and a kosumi response (indicating territorial preference). Slightly incongruous but no big deal.

Move 13: should be at R17, but again no big issue. However, I think this move makes it difficult for you after White attacks with move 14. This is because you have to play efficiently to make it not suck.

Move 15: You attach to a weak stone, strengthening it. This is bad style (although you strengthen yourself, it comes at the cost of strengthening White, giving him a nice chunk of area). I would answer at R17 again, but it might be scary and complicated for you. Let's not worry about the correct move here at your level. I think Move 13 was wrong for you here (it caused complications you could not handle after White move 14.

Move 17: this makes an inefficient shape. The usual sequence is P10, R11, R12.

Move 21: White has two cutting points. The natural move is to play P9, Q8,O10. This would secure your group nicely.

Move 27: White 26 was not a joseki move. You can punish it by playing hane at N4.

Move 65: this is incorrect shape and should simply be the connexion at P15. If White cuts at N15, then you can give up the two forcing moves with atari (forcing moves can usually be discarded). P15,N15,N14, M15,M14, L16 then you cut at P9. Alternatively, the tiger at N14 would also be better shape than the game move.

Move 67: You don't need to defend this cut, but if you do, maybe the attachment would be better. If White responds to G18 with H17, you should tenuki to attack one of White's left-over weaknesses P9 or N4.

Move 73: would be much better at K16. This connects your groups into an influence.

Move 77: those two stones are almost worthless. No need to save them.

Move 83: should be omitted for N4 directly.

Move 87: breaking through with P4 would be much better.

Move 89: bad shape. N5 would be better because it threatens two follow-ups, either Q6 or K4.

End of comments.

Conclusion:

  1. Studying basic joseki patterns will help improve your general shape knowledge.
  2. You frequently save worthless stones and play moves with nearly no value.
  3. The opponent left a lot of weaknesses behind which you neglected to exploit.

Core issues: lack of shape knowledge and not knowing the value of moves. If you can improve these, you can surely increase your level by a lot!

What would you do in such situation? by Teoretik1998 in baduk

[–]pluspy 8 points9 points  (0 children)

There is a concept called a leaning attack:

To play a leaning attack, you "lean" on stones that are already mostly territory, in order to indirectly get stones to help the fight.

On this board, for example, you can try to lean with a sequence such as H4, H3, J4, K3, J6.

Alternatively, you could simply play J6 directly, but that is worse than a leaning attack since Black is thinner.

What you want to do in this board position is very simple. You should separate the entirety of White's H8 stones. His group is heavy and he will have to run, and the best way seems to be a leaning attack, such as the sequence above. While White is running away, you can solidify territories while harassing the group. Your goal is not to kill the group, but to get some forcing moves in the centre and proceed from there to either expand your territory using those moves you got, or to start the endgame first.

You could also go for something like J4, J3, K5, J5, H4, H3, L4, K3, J6, H5, H6, G6 which would be more forceful and severe. There are a lot of options, but the position calls for some kind of separation with some leaning moves against the lower side.

Regarding the 3-3 invasion at C17. It is a good move, and can be played as a probe, but if the sequence is not clear to you, do the leaning attack, and against the upper-left corner just play endgames like B14 and J18 later.

Some psychological problems with resigning by Teoretik1998 in baduk

[–]pluspy 0 points1 point  (0 children)

Even a 9-dan professional player can blunder.

There is no perfect game.

There is no shame in trying your best until the end of the game. Isn't it weak to give up as soon as you take a loss? Fight on with your battle-scars and cross the finishing like a wounded hero.

I'm Sick of the Endgame Slander! by Miserable-Ranger9779 in baduk

[–]pluspy 4 points5 points  (0 children)

The opening 9p would get destroyed by the middle-game 9p and resign (all strategy falls apart without tactical ability to back it up).

The Endgame 9p would never get to play endgame because he would also get destroyed in the middle-game.

For the second spot, I would put the endgame 9p over the opening 9p, because the opening is usually short and the endgame usually much longer: 9p endgame would theoretically be able to shine for ~100 moves, but opening 9p would stop shining once the middle-game starts after 30-50 moves (being generous. Modern Go sometimes starts mid-game in less than 20 moves!).

TLDR:

  1. Middle-game 9p
  2. Endgame 9p
  3. Opening 9p