Opening analysis requested for 13k game
- Drew
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Opening analysis requested for 13k game
Playing as White, I felt I had no chance but to follow Black around the board until W16. And then again with W24 I was back to following. I didn't start to feel the least bit comfortable in the game until W32.
I'd appreciate some insight into mistakes made in the opening. Leela proposed some interesting alternatives, the biggest difference being W10 at N15 for the double-hane.
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schawipp
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Re: Opening analysis requested for 13k game
A few quick comments:
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: You want to peep into a keima only if you intend to cut (at O17 in this example) afterwards. Since O17 does obviously not work, the sequence is bad from the beginning. It allows white to establish a solid formation at upper side in return for nothing (the latter being clearly visible after the peep
. All you have there is a floating weak group).
A possible joseki at
is R17 R18 R16 P17 R12, here, w gets a position at top side and you get a position at right side in return.
Normally at C6 unless for a very good reason, which I cannot see here.
,
Similar problem as with
,
. You force white to establish a solid position and w says "thank you". Imagine that
plays a peep at O4, what have you got there in return?
Too close to w's position. Also forces w to cut through into the open, which is bad. Besides it also puts more pressure on your N15 stones. Thus, you damage yourself with your own move. Normally, one wants to play either in urgent areas or in big areas such like D10. A good option would be also the right side e.g. around R11 (the exact position is tricky to decide, if you play too close w might decide to pincer and then it may get dangerous for your N15 stones).
As a white peep at O4 really looks annoying ("urgent") I would probably decide to play there, e.g. at M4.
You seem to tend playing too close to opponent's positions which are already strong or which get strong this way without helping or even damaging your own positions.
A possible joseki at
As a white peep at O4 really looks annoying ("urgent") I would probably decide to play there, e.g. at M4.
You seem to tend playing too close to opponent's positions which are already strong or which get strong this way without helping or even damaging your own positions.
- Drew
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Re: Opening analysis requested for 13k game
I'm white in the game above. I appreciate your comments, as I can learn from them regardless.schawipp wrote:A few quick comments... You seem to tend playing too close to opponent's positions which are already strong or which get strong this way without helping or even damaging your own positions.
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Uberdude
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Re: Opening analysis requested for 13k game
- First of all, there's nothing per se wrong with following your opponent, particularly if he plays bad moves that benefit you to answer, such as 7-12 (Leela's double hane could be good too but extend on 4th line is plenty good enough). If you don't like following you could not play 6 and approach another corner though.
- For 14 you could answer high, and the exchange is good for you: black's high approach is special purpose and not really appropriate here. Black 15 is quite interesting actually (and a reason I prefer high f4 answer) aiming at g3 and you could answer at g4 but it dos feel a bit slow.
- 17 is another interesting (and bad) move from black, just extend at r5, then black ought to r3 and r2 and you can extend to r8. It's rather annoying he gets r3 in sente in the game.
- 26 is probably wrong shape, m15 thick turn or k15. Again nothing wrong with following your opponent when he asks you to separate his positions.
- For 14 you could answer high, and the exchange is good for you: black's high approach is special purpose and not really appropriate here. Black 15 is quite interesting actually (and a reason I prefer high f4 answer) aiming at g3 and you could answer at g4 but it dos feel a bit slow.
- 17 is another interesting (and bad) move from black, just extend at r5, then black ought to r3 and r2 and you can extend to r8. It's rather annoying he gets r3 in sente in the game.
- 26 is probably wrong shape, m15 thick turn or k15. Again nothing wrong with following your opponent when he asks you to separate his positions.
- EdLee
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Hi Drew,
Before you extend, the Q3 atari may be very big.
Because B's tiger mouth at R3 is probably sente; it's very big.
If you miss the Q3 atari, and B gets R3, you never get the chance again.
Same.
B gets it first.
Notice if you had simply extended on
to R5 ( instead of the hane ),
then when B tiger's mouth at R3, you'd be able to resist at S3.
In the game, you cannot resist.
Unclear. Your "little wall" is facing B's Q15 stones --
you're not building a moyo here.
Example: R10 to take cash is clear.
This result is a disaster for W.
Because B's tiger mouth at R3 is probably sente; it's very big.
If you miss the Q3 atari, and B gets R3, you never get the chance again.
Notice if you had simply extended on
then when B tiger's mouth at R3, you'd be able to resist at S3.
In the game, you cannot resist.
you're not building a moyo here.
Example: R10 to take cash is clear.
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tekesta
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Re: Opening analysis requested for 13k game
I recommend avoiding fights if possible during the opening, as your opponent can gain benefit from them. By
To improve your opening skills, I recommend replaying pro games for the first 100 moves. (I prefer that you replay each one from start to finish, but if your want to know about opening moves the first 100 moves provide more than enough information.) Yilun Yang 7p's The Fundamental Principles of Go is a good book explaining opening theory. It can be purchased in North America from Slate & Shell Publishing.
Also, it is in the opening and middle game that one gets to see what kind of playing style a player prefers. Some like to get territory early and so they will play komoku first. Others like to play for influence and so they will play on star points first. There are those that play for territory and like to fight, and there are those that play for territory and don't like to fight unless necessary. There are those that like to play for influence and like to fight, and there are those that like to play for influence, but don't like to fight unless necessary.
I notice that Black was playing for influence. This is known as a moyo style game and in this kind of game you play opening moves on 4th line, prepare mainly to attack your opponent's groups from the center by making a big moyo, and attack your opponent's weak groups to make territory as you fight. Usually your opponent will invade your moyo and you get points by attacking the invading group. Territory is generated as a result of the attack.
When attacking, attack from weak towards strong. In moyo style play this means attacking your opponent from the center towards your strong groups on the corner and sides of the board.
A basic summary of the purpose of the first few opening moves.
A play on 4-4 or any of the other corner star points is for influence, since the corner is open and can be invaded. Ideally you should extend to a side star point. If your first play is on 4-4 and all the corners are taken , play next on 10-4 or 4-10 is ideal. If your star point stone faces a komoku corner enclosure, extending towards that enclosure to, say, 3-11 or 11-3 will reduce its potential.
If you play on 5-3, your next move should be at 3-4 to make a secure corner enclosure. Then the next move should be to . This is a territory-oriented series of moves, so avoid trying to make a moyo and play high (normally 5th line play) only to reduce the potential of your opponent's moyo or center territory. If you play on 3-4 first, play next on either 5-3 or 5-4 to make a secure corner enclosure. If you choose to play 5-4, as this stone is on the 4th line extensions from it should be on the 4th line as well.
If you play on 4-3, you can develop for influence along the 4th line, but only for territory along the 3rd line. Normally, komoku plays are followed by making an enclosure, then extending along the side, usually from the "low" stone (komoku). In the days before komi, a corner was worth a lot, so 1-point keima approaches against komoku were common. In modern play this kind of approach against komoku is often played to prevent the formation of a corner enclosure, which is still very valuable, and as a precursor to joseki.