Fedya wrote:
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Where do you play at move 62, Black just played the slowest move on the board. A two point jump at F14? Is white's corner group dead? No, then it doesn't need to run to the centre. You're not attacking or putting pressure on black at all, You're not surrounding territory.
I thought that if I let Black play E17, either I'd wind up with just one eye in the corner, or I'd have to let Black take D16 and kill the stones at E16/F16. I also didn't want to be sealed in the corner.
Here again, you are playing too many ways, you say you don't think you have territory, and are worried about territory, where you have some territory, you are thinking how to escape into the middle with your group, you are thinking of conflicting styles of play, and trying to play them all.
Now you can make life in that corner, it might not give you masses of territory, but it does deny your opponent territory, the easy to make territory, you can run around in the centre anytime you want. The corner is important.
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If you can't see a good move, then you probably played a bad move, the turn before, or a few turns ago, or 10 turns ago... Or more...
This makes me wonder how much I'm screwing up early on, because it generally seems fairly early that I have difficulty finding good moves.
First you are no better or worse than anyone else your level, you have a bit of a lack of self confidence judging by your posts, your go is unbalanced, because you have presumably taught yourself and focussed on things you enjoy, and neglected things you find hard. You need to start focussing on things you find hard, and getting better at them.
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Good Moves:
How does anyone decide on what a good move is?
Shape is a good way to tell this, if a move leads to bad shape, it is often a bad move.
If a move leads to good shape it is often a good move, if a move has a follow up it is usually a good move, if it doesn't it is bad.
If you can identify good shapes in your play, and see the places to play to make good shape, those are good candidates for future moves, so focus on reading out sequences that use those moves.
When you read out sequences from your candiate moves, do they lead to more good moves? If so then the move is probably a good move.
Another way to choose which moves, is to have an overall game strategy, if a move works with your strategy, then it is a good candidate move to read out.
This is great, but it is one sided, how about your opponent, where would he not want to play, if you're good at making bad moves, excellent, work out the bad moves you want your opponent to play, where can you play to make him play bad moves?
Can you play a move that will make a cut work, or break a ladder, or break a ladder yet to be, can you build a trap for your opponent to blunder into?
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Where do you play at move 62, Black just played the slowest move on the board. A two point jump at F14? Is white's corner group dead? No, then it doesn't need to run to the centre. You're not attacking or putting pressure on black at all, You're not surrounding territory.
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You played a lot of bad shape moves like this in the game, your walls had a lot of weaknesses, you also comment on this in your game review.
Not only are you playing bad shape, you know you are. I'm not angry... I'm disappointed.
I only realized
after playing out the sequence that it was a bad shape move. At the time, I thought I was punshing my opponent's mistake! (Along the same lines, one of the difficulties I have with reading is trying to figure out what my opponent is going to play next. I can read out a sequence that looks as though it should be good for me, and then my opponent will play a move I didn't consider, leaving me to try to figure out how to respond.)
I assume you do tsumego n stuff. How do you do them?
Do you find the answer, then whoop, throw your fist in the air and then move on?
This is wrong, you should examine every possible outcome of that tsumego, including when your opponent refuses to accept he is dead and starts playing wierd moves, it is important to not only know what is right, but what is wrong, and WHY it is wrong. The whooping and the fist is good though, I like it.
Go problems tend to just stop at some part and assume you know why they stop at that point, you need to carry on and make sure you know why, often there may be cuts your opponent could play, which you have to deal with correctly to stop his shenanigans, if you don't your opponent gets to live. So it doesn't matter if you played the sequence right.
Again you mention punishing the opponents mistake. You are not judge dredd of the go board, you are playing someone of equal strength, don't think that you can judge his moves, and punish him correctly.
If you want to punish, you read it out, and you see, yes I can punish this man, and I can do it with the haughty arrogance of a victorian naval officer standing on the body of a petty manacled criminal, shaking his delightfully powdered wiggy locks in the carribean breeze. Shake those locks, shake em, shake em.
If you can't read out how to punish, then you are just thinking...
"This guy is an idiot he deserves to be punished, and I, I am clearly A GOD! THE GOD to punish him, RAAAHHH here comes DIVINE PUNISHMENT."
If you are not a god, your punishment is unlikely to be divine.
9P's get to punish 6kyu players. 6 kyu players get to make a better result than their opponent.
Looking at that sequence, it was joseki up until you played the clamp, I don't know what mistake he made, but the joseki-like moves from before you clamp tend to split black's groups, push out to the middle, and push into the corner.
If you look at the game at move 14, Black has one group on the right, it can live, it is only second line territory, it ain't great, and one stone all alone on the left, instead of attacking his live group and reducing his points from 10 to 6, you should have attacked his one stone, he could either choose to save his one stone, in which case whilst he's saving his weak one stone, you get to make a bunch of good moves taking the right side, or he gives up his one stone and you get to build on the left.
When you use the pincer, unless you have strength both sides it is likely you will lose one side or the other, the choice is which would you prefer, you can give up a pincer stone to build a big wall on this side, or maybe that wall is in a bad place so instead you play to build the pincer stone into a nice group, and sacrifice your other stones.
When Black pincers your stone, you should end up with one side or the other, you have a stone on the 4-4 point to the left, so taking the left should be your goal.
The goal should not be to punish your opponents mistakes, real or imagined. You are not god, you are not a 9P, Go is hard, don't think you can identify both a real mistake, and the sequence to punish it, unless you can.
What you can do is think, in this situation I can play this way and get a good result. If you opponent plays a bad move, then maybe you can get a better result, maybe it will give you some better moves, not because you are punishing your opponent, but because he punished himself.
Consider yourself, you seem to be punishing yourself far more than your opponent punished you. Let your opponent do the same.
Step 1: Stop punishing yourself
Step 2: ???
Step 3: Prophet.
In go, there are no situations where you can have everything, if you plan to go in to a situation and come out with everything, it won't happen. Instead of thinking of taking everything, think about taking what you can get and a little more, 'cos being cheeky wins you the game, and you win by having just half a point more than your opponent.