What aboutJika wrote:
I thought (reading) like this But on my board this at it's best creates seki.
What about
What aboutJika wrote:
I thought (reading) like this But on my board this at it's best creates seki.
What about
It isn't, but that's my lack of knowledge:Bill Spight wrote:
Sorry for being obscure.
takes ko,
plays ko threat,
answers ko threat,
takes ko back,
plays elsewhere (perhaps a ko threat that Black ignores)
makes a direct ko.
----
I hope that is clearer.
Uhm, yes... black kills white. Thanks!jlt wrote:What aboutJika wrote:
I thought (reading) like this But on my board this at it's best creates seki.at B18 ?
Seki??What aboutat B18?
OK, so you know that the ko rule prevents the immediate recapture of a ko. Suppose that you want to recapture the ko, which will usually be the case. The if you can make a play that your opponent will answer instead of winning the ko, after she answers you can take the ko back. That play is called a ko threat. Then your opponent might make a ko threat that you must answer, and then she retakes the ko. This is called a ko fight, in which one or both players make ko threats in order to retake a ko. The ko fight ends when one player wins the ko, either because the opponent failed to make a ko threat, or because the player ignores a threat.Jika wrote:It isn't, but that's my lack of knowledge:Bill Spight wrote:
Sorry for being obscure.
takes ko,
plays ko threat,
answers ko threat,
takes ko back,
plays elsewhere (perhaps a ko threat that Black ignores)
makes a direct ko.
----
I hope that is clearer.
I know the ko-rule, and I think a ko-threat is when someone creates a position that (if not connecting etc) will lead to a ko.
In tsumego a ko for the life of a player's group is considered to be worse for that player than living and better than dying. Since seki is a kind of life, a ko is treated as worse, but in real life it may be better than seki, depending on the ko threat situation.And does that mean that while the outer stones are considered worry-free, it is not generally assumed in a tsumego that there are no other ko situations on the board?
Plus, I thought in this, black would be lost (square 4), if white takes A18.jlt wrote:Dead.Jika wrote: Seki??
I misspoke slightly. A player can ignore a ko threat, and sometimes that's the right thing to do.Jika wrote:@Bill:
Thank you for making full-SGF, I overlooked (and hopefully learned) much there!
Thanks also for explaining the ko terminology in such simple words.
I had heard of a move the opponent has to answer, but did not know this was a ko-threat (I thought a ko-threat was threatening to make a ko situation).
I am 5k on some servers (KGS, Fox) and 8k EGF, and I've never been able to read more than 10 moves deep (except special situations like ladders). I regularly misread move 2. No wonder I am so far from dan level.Hades12 wrote:I'm around 1D and I have been able to count a little over 20 moves deep in a large life and death fight.
Here's a 1 hour online tournament game I annotated with some of my in-game reading: http://eidogo.com/#300G4navp. I'd recommend Lee Sedol's commented games books to see what a top pro reads during a game. Accuracy in breadth is generally more important than high-depth (though for something like a fight ending with semeai you sometimes need the big depth too): no point reading 40 moves deep when you missed opponent's good move 4. Pros are not immune to such reading failures, I've seen plenty of commentaries with things like "I didn't expect that reply" ie didn't read enough choices for move 2.Hades12 wrote: On a side note, how deep can you guys read? I'm around 1D and I have been able to count a little over 20 moves deep in a large life and death fight expanding from a corner into the side/center. Makes me wonder what our resident 3/4/5D and higher can do.. and by extension a pro.
I try not to get in a situation where I HAVE to read that deep. Most of the time if you get that far into reading, you are in some type of trouble. It's at the point where win or lose that fight, and you win or lose the game. If you watch dwyrin's YouTube basics, you will see that he focuses a lot on direction of play/sente and he can regular dispose of mid-level dans easily. I would say you can get to dan level only being able to read five-ten moves deep, as long as you are perfectly correct in your reading.jlt wrote:I am 5k on some servers (KGS, Fox) and 8k EGF, and I've never been able to read more than 10 moves deep (except special situations like ladders). I regularly misread move 2. No wonder I am so far from dan level.Hades12 wrote:I'm around 1D and I have been able to count a little over 20 moves deep in a large life and death fight.
Thank you for posting this game. I appreciated your comments and it was insightful. It encourages me to continue to work on reading seriously/playing slower games, rather than normal time settings and just playing based off of intuition/shape (which is my normal playing mentality).Uberdude wrote:Here's a 1 hour online tournament game I annotated with some of my in-game reading: http://eidogo.com/#300G4navp. I'd recommend Lee Sedol's commented games books to see what a top pro reads during a game. Accuracy in breadth is generally more important than high-depth (though for something like a fight ending with semeai you sometimes need the big depth too): no point reading 40 moves deep when you missed opponent's good move 4. Pros are not immune to such reading failures, I've seen plenty of commentaries with things like "I didn't expect that reply" ie didn't read enough choices for move 2.Hades12 wrote: On a side note, how deep can you guys read? I'm around 1D and I have been able to count a little over 20 moves deep in a large life and death fight expanding from a corner into the side/center. Makes me wonder what our resident 3/4/5D and higher can do.. and by extension a pro.