Wednesday, September 24, 2008

Tesuji by James Davies and the Nose Tesuji

Elementary GO Series, Vol. 3 - Tesuji by James Davies

This is a book that takes a while to get through. Every few pages a new tesuji is shown, and then there are problems for the reader to solve using the new moves.

I originally understood tesuji to mean "trick play". I thought it was something that happened on rare occasions by masters of the game. But tesuji are really not tricks as much as known positions of stones that lead to some kind of a forcing play or capture if you know the pattern. I would call the Ladder and the Net some basic tesujis. I guess my point is that I assumed I didn't really need to read a book on tesuji since it was just some weird trick plays - well, I was wrong.

Tesuji is a book with a lot to offer. Davies details quite a few tesujis and then gives some great problems to help you practice. I am nearly done with my first pass through the book, but I can tell I need to revisit it regularly. Why? First, I have forgotten some of the patterns already. Second, I did a fairly poor job at the problems. In general, I could guess what the critical first move of the sequence would be, but I wasn't able to see the "forced" response or get the chain of moves through to the solution. I think that as I absorb a few of the tesuji in the book, I will be able to wrap my brain around a few more, until I eventually have more or less memorized the tesuji in the book. The fact that I can't read the problems out to the end tells me that I need to improve my reading - or simply that I am a 15 kyu, and I have a lot to learn.

Despite the book being a pretty strong challenge, it has already paid off in game. Here is a game where I recognized the opportunity for a "Nose Tesuji".

Here is the position where I recognized that a Nose Tesuji was possible. A play at 'A' by white is the Nose Tesuji - I guess getting the name from the fact that the 2 black stones stick out like a nose. The set up wasn't quite perfect yet, so I played a stone to set up the trap...


White 1 below doesn't seem to be an attacking move, but it isolates the black stones at F13, G13 and sets up the tesuji. I am guessing that my opponent doesn't know this tesuji, so he isn't prepared to defend against it. His Black 2 doesn't affect the tesuji, so I spring H13 on him...


The Nose Tesuji reduces his group to two liberties and by struggling to escape he loses another liberty. Now the 5 black stones are in atari - nice job Nose Tesuji!


Having read Tesuji, and having seen the praise it has received on GoDiscussions, I believe it is an essential book for a player's GO library.

Janice Kim Vol 5 and Shape

Janice Kim's "Learn to Play Go" Volume 5

I zipped through this book and found it light but clear.

One highlight: This book does a nice job of talking about a tough GO term - "shape". I have struggled with understanding what shape is in GO. I have learned a few things about it.
First is efficiency. You want to get the biggest bang for the buck when placing your stones. If you play extra stones in an area that doesn't need them you become inefficient and "overconcentrated".

(Here is an example of what Janice Kim talks about.) What is the most efficient way for white to capture this stone?


The most efficient way is to surround it and cut off its liberties directly. This makes the Pon Nuki shape (or "Death Star").


Look at the shape below - it used an extra stone to capture the black stone, so this shape is not as good at the pon nuki above. White should have played that 5th stone somewhere else to be efficient.


Next, shape as a concept has to deal with the proverb "My opponents best move is my best move." Shape isn't something that deals with one player's stones while ignoring the other player's stones. I really didn't get this at first.

Look at this shape. A play at 'A' by either player will create the pon nuki shape. White may really want to play at A to make a Tiger's Mouth. Black may want to stop the formation of that white Tiger's Mouth. So, playing at A is "good shape" for either player.


Other good shapes are listed on Sensei's library. (Here are some.) I still don't feel 100% comfortable that I understand shape on the GO board, but I am starting to grasp the basics.

Saturday, August 2, 2008

A bit of an insight

So, playing on OGS has been a different experience than KGS. I am in a tournament that includes 3 players who are a lot stronger than I am. Playing them, and playing the 'bots on the site made me realize some things I may be doing wrong.

I know it is common advice to play in the corners, then the sides and then the center. But, I don't think it is stressed strongly enough. Take a look at this board:


Imagine you are not allowed to play in the pink area, or that points there don't count. Imagine only territory gained on fourth line and below (the yellow, regular board colored area) is worth anything. Think of how much more desperately you would fight for the corners, and how strongly you would lock up the borders so your opponent doesn't sneak into your area. Fight that intensely for the edges of the board before considering the center. That is how important I think this is. Maybe the guideline should be:
Avoid the center! SECURE THE CORNERS AND THEN THE SIDES!! Stay on the 4th line and below until borders are secure! Only run to the center after that!

So, that is "Job #1". Using the thinking above, you still need to make sure you avoid overplay. I understood overplay to mean stretching too far, such that your opponent can punish you, but I didn't have a practical feel for it.

EXAMPLE #1: Here I am pushing hard to try to set the border up around line 12, so that I get a point of territory on line 11 at B11. This is too weak considering none of those stones (A11, B12, C11) are connected to each other or the stones below.


White separates my upper stones with 4 (B10) and I have to go in to damage control.


As you can see - I have no strength and have to reform the border by retreating.


So, here we have the real border after my overplay and the results. The real border is low enough that My highest territory is on line 7, a 4 line loss! I think if I had played B11 as move 3 above I might have been able to claim territory on line 10.


EXAMPLE #2: Same game a few moves later. (Ignore the 19, 20, 21...) Look in the lower left. I was trying to get every last point in the corner, so I did a "double hane", moves A2-B3-C4. This is too greedy. By trying to play right up against my opponent and grab every point, I end up with weak stones that can't stay connected.


White punishes this overplay with the moves below - further reducing my lower left territory.


So, the summary of this post is: Grab and secure as much of the corners and sides as possible, focus on this with a very heightened urgency. Get as much territory as you can around the edges, but with solid moves that don't leave you overextended. If you win the battle around the outside, you should only need to reduce your opponents area in the center and you will be headed for a win.

Thursday, July 31, 2008

Turn based online play - more fun than expected

I volunteered to play in a tournament with some other GoDiscussions.com regulars. It was being hosted on OGS. I hadn't tried any games on a turn-based system, so I was feeling a bit like a newbie player. But I signed up, and figured I would be playing a game as if we were emailing moves back and forth.

Well, things happen alot faster than I expected. We built a 9 player tournament and that means each player plays all 8 other participants twice - once as black and once as white. The big surprise was you play all 16 games AT THE SAME TIME!!

So, even if a few players don't show up in a day, you still have a bunch of games that you can move in. I think many of the players leave a browser window open to the site and check on their games whenever they get a few minutes. The point is that you can get a lot more than 1 move per game in each day. What I actually expected to feel slow feels really good. There is a lot less anxiety when you only have to play 1 move. If the position is really dificult, you can just skip that game and work on it when you have more time.

Games are played with Fischer time measured in days. Our tourney was set up as 7 days, plus 1 day time added per move, max time on the clock of 7 days. So, you could theoretically wait a whole week for 1 move, and then play 7 moves the next day and be back up to the max time on the clock.

I was concerned about trying to play on a second server, but at this point I like OGS better. Getting back into the realtime games on KGS may be more of a challenge. OGS has some other nice features like official tournaments, ranking via ELO, bots to help you establish rank, and their ladders.

The ladders are a neat feature where everyone who wants to join gets on a big list. There are some rules about who you are allowed to challenge, but basically everyone plays everyone else on the ladder. If you win, you move to the spot above your opponent. So it is a big GO version of 'king of the mountain'. It makes me think of the insei program where all the students are playing each other to get to the top so they can take the pro exam. OGS has 3 ladders - a 19x19 ladder, 13x13 and 9x9.

I have played a few bot games to try to establish rank, and I think I will join the 19x19 ladder soon as well. I say give a turn-based server a chance! Take a look at both OGS (Online Go Server) and DGS (Dragon Go Server) - maybe one will seem right for you!

Tuesday, July 22, 2008

Watched entire HnG series

I have been looking for inspiration to help me improve my GO in all directions. Not sure why, really, but I felt like I needed to watch all the Hikaru no Go episodes...so I did. I think it is a pretty good Japanese-style cartoon (manga) with a pretty linear plotline. The one interesting twist is Sai. Of course it is all about GO, so if you like manga and GO, I think you would enjoy it quite a bit.
I think watching it actually helped me, in the attitude department. I was able to see Hikaru's drive to improve. I watched the characters review games with their high level dan sensei - and although I understood the concepts they discussed I can't really apply them to my own game yet. It made me want to improve enough to see what they saw on the board.
The concern I have about rank seemed to be addressed as well. All you can really ever do on the GO board is "test your strength". Ranks don't really matter so much. So that is my new mantra when I consider playing - I need to "test my strength".
If I understood the ways to use thickness, had confidence in my groups level of connectedness, and could read better I wouldn't really care about my rank. I would be able to appreciate the subtleties of the game.
So, I guess I think Hikaru no Go is a motivational story for GO players. I think it could be a good break from playing and studying, worth rewatching every few years.

Friday, July 11, 2008

Free game with Buzzsaw

I have posted on my occasional resistance/fear of playing on KGS. Too caught up in ratings, etc. But I logged in the other day and saw buzzsaw online. I am a fan of her blog and so she has "celebrity status" for me. I decided to be brave and ask her to play a game. We played a free game, I got 5 stones and lost, but I was happier than I have been playing most of my online games.

It made me realize that I have been missing out on the "playing" part of the game. Rated games feel like you are in a tournament. These serious, competitive games are fun sometimes but they don't feel personal. I guess "free" games are intended to be casual games, but I have always viewed free games as "I don't want to mess with my rating" games.

I want the equivalent of a "curl up on the sofa with a good book" game. A comfortable game. A friendly game where each player wants to do well, but is also happy to point out better continuations, or try variations. This interactive learning style of "playing" doesn't translate so well to computers I guess.

Having a friendly rival of about the same strength, who I could play over the board at the local coffee shop sounds like it would be the best. I guess I need to start checking out the GO scene and finding some opponents here in town rather than just in cyberspace.

Wednesday, July 2, 2008

Played 7 games on KGS in June

My goal was 50, and I only played 7. One was with a weak bot (butterbot 24k). So, I really should only claim 6. I did play another 6 or so over the board at lunch at work, but even adding that falls dramatically short. So, I am wondering why so few games?

*Opens up bag of excuses and grabs a handful.*

  • I like the base settings of 30 minutes + 30/5 byo yomi. But that translates into more than an hour if both sides use all their time. So, if I want to play I need more than an hour. This stops me from even logging in a lot of the time. (I should just reduce the base time to 20 minutes for the custom games I post...ok, I will.)
  • I don't like to play unless I am "battle ready". I want to feel sharp, and mentally tough enough to play well. This isn't how I feel when I wake up (too sleepy), after a beer (too loopy) or on many normal nights (just not in the zone). (Guess I need to be less attached to the outcome of each game...)
  • I care too much about my rating. It keeps drifting up when I don't play and so I want to win a few so it stays at the better rating. (Too much concern for the rating, but it is hard to ignore.)
I am happy with a lot of the GO efforts I am making, but I still want to push myself to complete more online play. I really like the fact that the moves of the game are captured and available for later review.