Leela 0.11.0 is not superhuman, "just" middle/high amateur dan.EdLee wrote:Hi jlt,
Thanks.
Your bot is nice: (1) it's superhuman and (2) you have a bot.
For what it's worth, LZ #175 think it's ok for white. A little suboptimal (after
Leela 0.11.0 is not superhuman, "just" middle/high amateur dan.EdLee wrote:Hi jlt,
Thanks.
Your bot is nice: (1) it's superhuman and (2) you have a bot.
Let me pass on some applicable advice for that kind of overwhelm. Study the game, but when you play, forget what you have learned.rikuge wrote:One stone at a time
Over the past few days I've focused on getting better at shapes by watching Dsaun's shape lecture and reading the book 'Shape up' by Charles Matthews and Seong-June Kim. With my increased knowledge on shape making I've start to look back at some of my earlier games and found a massive amount of bad shape present in those. After this I'm trying to be more concisious of shape in my games. There is however so much that needs my attention, direction of play, liberty counting, terrority counting I can't help but feel overwhelmed every time I play. Hopefully that will get better as i progress.
Thanks for the extensive review. Very interesting to see the patterns that you / LZ came up with. The double hane at 64 didn't feel solid, so I'm glad to see some nice alternative. Also, I pulled back on move 72 since i regarded that middle group as dead, he didn't notice it and played 73 which lost him/her the game I think.Knotwilg wrote:You outplayed the opponent in the opening. I added a few notes about it.
The highlight of the game is the fight in the middle arising from the invasion of your moyo, between 57 and 64, where I'm offering some thoughts, fueled by LZ analysis.
I can offer reassurance. I also had a good opening at around your level. In time the rest of your game will catch up, as you gain experience. You can certainly make dan level.rikuge wrote:I really need to get better at fighting, most of my games I win because of a "strong" opening". Does anyone have some tips for me?
Beside frequent and numerous tsumego and tesuji problems, my advice would be to try to make your games as messy and complicated as possible. I've yet to master the art of turning a game into a whole board semeai so I can't advice on that one, but going for a very territorial style early then invading deep is one option (exemplified best by the "invade both 3-3, live on the side" strategy), or the opposite, making large frameworks to force your opponent to invade. Then there's the start running fight and make it so several groups are struggling against each other to make life in the center. You can also look into joseki that lead to a fight in the center (which don't necessarily have to be the super complicated taisha or avalanche or magic sword or whatever).rikuge wrote:I really need to get better at fighting, most of my games I win because of a "strong" opening". Does anyone have some tips for me?