It is currently Fri Mar 29, 2024 8:38 am

All times are UTC - 8 hours [ DST ]




Post new topic Reply to topic  [ 26 posts ]  Go to page Previous  1, 2
Author Message
Offline
 Post subject: Re: Player styles
Post #21 Posted: Thu Jul 05, 2012 7:42 pm 
Lives in sente

Posts: 800
Liked others: 141
Was liked: 123
Rank: AGA 2kyu
Universal go server handle: speedchase
Kaya.gs wrote:
Archivist wrote:
kill <=> preserve

cut <=> connect


Those arent styles..they are actions.


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 territory

Top
 Profile  
 
Offline
 Post subject: Re: Player styles
Post #22 Posted: Tue Jul 10, 2012 6:28 am 
Dies in gote

Posts: 60
Liked others: 33
Was liked: 16
Rank: KGS 4 kyu
KGS: danielm
Kaya.gs wrote:
knowledgeable(wisdomy?) - intuitive

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.

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.

Top
 Profile  
 
Offline
 Post subject: Re: Player styles
Post #23 Posted: Tue Jul 10, 2012 6:30 am 
Lives with ko

Posts: 294
Liked others: 25
Was liked: 78
Rank: 6d
KGS: Dexmorgan
Wbaduk: c0nanbatt
danielm wrote:
Kaya.gs wrote:
knowledgeable(wisdomy?) - intuitive

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.

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.


I like analytical, definitely goes in there.

_________________
Founder of Kaya.gs

Top
 Profile  
 
Offline
 Post subject: Re: Player styles
Post #24 Posted: Sat Jul 14, 2012 9:41 am 
Dies with sente

Posts: 116
Liked others: 12
Was liked: 31
Rank: KGS 1k
GD Posts: 417
KGS: badukboris
By the book, Improvised

Top
 Profile  
 
Offline
 Post subject: Re: Player styles
Post #25 Posted: Sat Jul 14, 2012 11:32 am 
Tengen
User avatar

Posts: 4511
Location: Chatteris, UK
Liked others: 1589
Was liked: 656
Rank: Nebulous
GD Posts: 918
KGS: topazg
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 :)

Top
 Profile  
 
Offline
 Post subject: Re: Player styles
Post #26 Posted: Sun Jul 15, 2012 6:38 pm 
Lives with ko

Posts: 294
Liked others: 25
Was liked: 78
Rank: 6d
KGS: Dexmorgan
Wbaduk: c0nanbatt
topazg 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 :)


You got what we are trying to do quickly :). I agree that passive/agressive has connotation, in fact i believe both words depict a weakness. Calm/Quarrelsome might be more suited.

_________________
Founder of Kaya.gs

Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 26 posts ]  Go to page Previous  1, 2

All times are UTC - 8 hours [ DST ]


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group