and sabaki is a skill, not a style. what is your point? most of what has been suggested so far is just an extension of moyo vs territoryKaya.gs wrote:Those arent styles..they are actions.Archivist wrote:kill <=> preserve
cut <=> connect
Player styles
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speedchase
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Re: Player styles
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danielm
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Re: Player styles
If you are referring to this kind of division, then I would go with something like "analytical - intuitive", because an intuitive approach definitely requires a lot of knowledge. I just see it as a different way of processing that knowledge, focusing more on intuitive pattern recognition than scientific analysis.Kaya.gs wrote: knowledgeable(wisdomy?) - intuitive
Then again this is more of an approach to learning the game rather than a concrete playing style (how does it manifest itself on the board?), so perhaps you are referring to something else.
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Kaya.gs
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Re: Player styles
I like analytical, definitely goes in there.danielm wrote:If you are referring to this kind of division, then I would go with something like "analytical - intuitive", because an intuitive approach definitely requires a lot of knowledge. I just see it as a different way of processing that knowledge, focusing more on intuitive pattern recognition than scientific analysis.Kaya.gs wrote: knowledgeable(wisdomy?) - intuitive
Then again this is more of an approach to learning the game rather than a concrete playing style (how does it manifest itself on the board?), so perhaps you are referring to something else.
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wessanenoctupus
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- topazg
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Re: Player styles
I think passive and aggressive can both have negative connotations too (particularly the former, which often has a positive connotation opposite of "calm") - I would instead have something like "traits", which can be graded on a scale.
1) Solid -> Quick .. For example, regarding speed of development through the fuseki
2) Light -> Thick .. For example, regarding middle game development
That way, a player can receive votes from an opponent at the end of the game (or whatever the purpose of it was), either with just "balanced" in the middle of whatever traits are used, or marked on a scale if that's used. That way the scores can be recorded for an amusing insta-assessment of the player.
However, I may consider an opponent to be a solid thick player who plays a lot of honte, _but it was only because he took an early lead and was maintaining it_ - had I got off to a great start he might have played like a crazy kamikaze assassin. I'm unsure how easy it would be to make great use of such judgements, but that doesn't mean they wouldn't still be fun to have in the system
1) Solid -> Quick .. For example, regarding speed of development through the fuseki
2) Light -> Thick .. For example, regarding middle game development
That way, a player can receive votes from an opponent at the end of the game (or whatever the purpose of it was), either with just "balanced" in the middle of whatever traits are used, or marked on a scale if that's used. That way the scores can be recorded for an amusing insta-assessment of the player.
However, I may consider an opponent to be a solid thick player who plays a lot of honte, _but it was only because he took an early lead and was maintaining it_ - had I got off to a great start he might have played like a crazy kamikaze assassin. I'm unsure how easy it would be to make great use of such judgements, but that doesn't mean they wouldn't still be fun to have in the system
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Kaya.gs
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Re: Player styles
You got what we are trying to do quicklytopazg wrote:I think passive and aggressive can both have negative connotations too (particularly the former, which often has a positive connotation opposite of "calm") - I would instead have something like "traits", which can be graded on a scale.
1) Solid -> Quick .. For example, regarding speed of development through the fuseki
2) Light -> Thick .. For example, regarding middle game development
That way, a player can receive votes from an opponent at the end of the game (or whatever the purpose of it was), either with just "balanced" in the middle of whatever traits are used, or marked on a scale if that's used. That way the scores can be recorded for an amusing insta-assessment of the player.
However, I may consider an opponent to be a solid thick player who plays a lot of honte, _but it was only because he took an early lead and was maintaining it_ - had I got off to a great start he might have played like a crazy kamikaze assassin. I'm unsure how easy it would be to make great use of such judgements, but that doesn't mean they wouldn't still be fun to have in the system
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