Walls and influence in a nutshell
- PeterPeter
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Walls and influence in a nutshell
From this joseki, black has obtained 2 things:
1. A thick wall which faces right; and
2. Influence over the rest of the board.
(Correct?)
How exactly does black use these advantages?
I see 2 possibilities:
1. He can attack any isolated white stones along the bottom, threatening to drive them towards his wall and so kill them, or at least firmly seal them in.
2. He can confidently start a fight in the top-right corner, in the knowledge that any ladders are going to go his way.
Is that the situation in a nutshell?
Is there more to 'influence' than just making ladders work?
Regards,
Peter
Peter
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Re: Walls and influence in a nutshell
There are many ways to use walls, but one way that I only learnt at around 1k was that when your opponent plays close to your wall/thickness/influence, you don't have to absolutely kill him or chase him. You can note that his move almost certainly going to be on a dame point, so it's essentially a move that has no value. You can consider ignoring the move and taking a big point elsewhere. In this way of thinking, you can think of the influence/territory exchange as an investment in the future - when your opponent eventually has to erase your wall, you get to cash in on the investment.
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Re: Walls and influence in a nutshell
quantumf wrote:You can consider ignoring the move and taking a big point elsewhere. In this way of thinking, you can think of the influence/territory exchange as an investment in the future - when your opponent eventually has to erase your wall, you get to cash in on the investment.
Can you clarify this with an example? My understanding has always been that if your opponent plays close to your wall that you will get profit by attacking him. And that if you were to ignore his move, and allow him to build a base for example, that a lot of the value of your wall has been diminished. Has my understanding been wrong?
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Re: Walls and influence in a nutshell
Thunkd wrote:quantumf wrote:You can consider ignoring the move and taking a big point elsewhere. In this way of thinking, you can think of the influence/territory exchange as an investment in the future - when your opponent eventually has to erase your wall, you get to cash in on the investment.
Can you clarify this with an example? My understanding has always been that if your opponent plays close to your wall that you will get profit by attacking him. And that if you were to ignore his move, and allow him to build a base for example, that a lot of the value of your wall has been diminished. Has my understanding been wrong?
If your opponent plays too close to your wall, their stone is already blighted because it's so much easier for you to reduce or attack there. How to best take advantage of it depends on how close they are and how much space there is in other directions, and what other opportunities there are on the board. Sometimes, you can gain more somewhere else than your opponent ever will trying to limit your wall, because the wall is already alive for all practical purposes. Generally, even if you attack the stone, the points don't come from the wall itself, but appear somewhere else as a result of the wall changing the course of the fighting.
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Re: Walls and influence in a nutshell
There are many ways to use walls, but one way that I only learnt at around 1k was that when your opponent plays close to your wall/thickness/influence, you don't have to absolutely kill him or chase him. You can note that his move almost certainly going to be on a dame point, so it's essentially a move that has no value. You can consider ignoring the move and taking a big point elsewhere. In this way of thinking, you can think of the influence/territory exchange as an investment in the future - when your opponent eventually has to erase your wall, you get to cash in on the investment.
I'm confused by this as well.
Here, if white plays as marked and black ignores it, white can follow up with 'a' then maybe 'b', securing a base in what should be black territory, and partly blocking off the influence of black's wall.
Edit: add quote
Last edited by PeterPeter on Wed May 29, 2013 7:39 am, edited 1 time in total.
Regards,
Peter
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skydyr
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Re: Walls and influence in a nutshell
PeterPeter wrote:I'm confused by this as well.
Here, if white plays as marked and black ignores it, white can follow up with 'a' then maybe 'b', securing a base in what should be black territory, and partly blocking off the influence of black's wall.
In that case, black can play A or one space to the left himself, and white's stone is left looking pretty lifeless. It can run, but as it runs with B, black's solidifying the entire bottom right and black's wall isn't in danger.
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Re: Walls and influence in a nutshell
Sorry for the confusion, I was trying to give an example where ignoring a stone placed near a wall made no sense to me.
As Thunkd says, what would be a case where you can ignore such a move?
As Thunkd says, what would be a case where you can ignore such a move?
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Peter
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Re: Walls and influence in a nutshell
It's hard to think of one. Don't worry about such cases - in games, think about it, and you may in some situation realize that a pincer isn't necessary. Use your judgment.
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Re: Walls and influence in a nutshell
To come up with a guideline off the top of my head, the more thick and alive the wall is and the closer the opponent's move is to the wall, the easier it is to tenuki.
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Re: Walls and influence in a nutshell
It's hard to give a good example. But in the above diagram, if black plays a, white has many ways to respond. He could try and attack it, and that may be correct here, but he could just ignore and regard it as a move that black is playing to limit the impact of the wall on the left. It may end being a dame point, and thus a stone of no real value. So white could consider playing something like b.
I'm not saying b is correct on this board. But it's an option for white to consider.
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Re: Walls and influence in a nutshell
Here are some guidelines:
With the wall in place, when Black plays
, he not only threatens to take a large chunk of territory at the bottom, but also greatly increases the value of an approach at a. White will be hard-pressed to invade the bottom successfully without giving Black too many points along the right edge in the process as he's being chased out.
Black can do this because his wall:
a) sketches out a territorial framework;
b) is strong and difficult to attack;
c) is a wall, and White doesn't want to run smack into it.
So the wall, for the moment, is strong. Careless play can change this, and play must take place accordingly.
'Influence', to me, is linked to the function of stones. The wall in the above diagram is almost useless if White has a live group right next to it. At that point, it has lost its influence. The reason it has influence is because of the potential damage in can cause White. I view influence as damage a stone can do if used the right way. Back to the diagram!
One feels the stone
has influence. Part of the reason is if Black approaches on this stone's side, that stone will be placed in a good spot to constrict and attack Black's group.
Stones that have influence are stones that can be a pain if your opponent tries to keep you from getting what you're after. Essentially, skillful play near your own influence stones makes the sequence look like you got two moves in a row in the process.
Last but not least in our little triad is thickness. Thickness is when you don't have to worry about a group because it is strong (absolute or relative strength). You can then carry out your plans while disregarding that group or, better yet, drive your opponent's weak stones towards it. Again, the idea behind a strong group or wall is that if your opponent has the misfortune of being driven towards it, it's like you have a Go superpower that lets you play a dozen mediocre moves at once, since the wall "suddenly" becomes a problem in close proximity.
All in all, the proof, the onus, lies on the shoulders of the person who has invested in thickness, influence and strength. The other player almost certainly has made some solid gains already, and so play must go on in a way that demonstrates the value of your investments. I personally prefer to be on the influence side of an influence-versus-territory battle. Using these things properly is something that you acquire as you try it out, and perhaps study games of pros or strong amateurs.
And as EdLee stated, it's an investment. And you don't make investments blindly, and have to plan ahead before you make such influence. On the other hand, it is somewhat like magic (even though there is a mechanical reason for its effectiveness). In that sense, you can trust that all things being equal, a strong wall, unenclosed group, or loose framework of stones, will pay dividends.
So keep using walls, frameworks and remember to make your groups strong! There lies the path to improvement.
With the wall in place, when Black plays
, he not only threatens to take a large chunk of territory at the bottom, but also greatly increases the value of an approach at a. White will be hard-pressed to invade the bottom successfully without giving Black too many points along the right edge in the process as he's being chased out.Black can do this because his wall:
a) sketches out a territorial framework;
b) is strong and difficult to attack;
c) is a wall, and White doesn't want to run smack into it.
So the wall, for the moment, is strong. Careless play can change this, and play must take place accordingly.
'Influence', to me, is linked to the function of stones. The wall in the above diagram is almost useless if White has a live group right next to it. At that point, it has lost its influence. The reason it has influence is because of the potential damage in can cause White. I view influence as damage a stone can do if used the right way. Back to the diagram!
One feels the stone
has influence. Part of the reason is if Black approaches on this stone's side, that stone will be placed in a good spot to constrict and attack Black's group.Stones that have influence are stones that can be a pain if your opponent tries to keep you from getting what you're after. Essentially, skillful play near your own influence stones makes the sequence look like you got two moves in a row in the process.
Last but not least in our little triad is thickness. Thickness is when you don't have to worry about a group because it is strong (absolute or relative strength). You can then carry out your plans while disregarding that group or, better yet, drive your opponent's weak stones towards it. Again, the idea behind a strong group or wall is that if your opponent has the misfortune of being driven towards it, it's like you have a Go superpower that lets you play a dozen mediocre moves at once, since the wall "suddenly" becomes a problem in close proximity.
All in all, the proof, the onus, lies on the shoulders of the person who has invested in thickness, influence and strength. The other player almost certainly has made some solid gains already, and so play must go on in a way that demonstrates the value of your investments. I personally prefer to be on the influence side of an influence-versus-territory battle. Using these things properly is something that you acquire as you try it out, and perhaps study games of pros or strong amateurs.
And as EdLee stated, it's an investment. And you don't make investments blindly, and have to plan ahead before you make such influence. On the other hand, it is somewhat like magic (even though there is a mechanical reason for its effectiveness). In that sense, you can trust that all things being equal, a strong wall, unenclosed group, or loose framework of stones, will pay dividends.
So keep using walls, frameworks and remember to make your groups strong! There lies the path to improvement.
may be premature:
splits W; that's not what I was asking.)