Terminological inexactitudes

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John Fairbairn
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Re: Terminological inexactitudes

Post by John Fairbairn »

We don't seem to be making any progress on getting to the meaning behind the relevant words. I didn't want to steer the talk so didn't give my own impressions, but I'll do that now.

I think fundamentally the difference between the mindsets of playing a pincer and a check is to do with the difference between sente and the initiative.

When you look at (Japanese) commentaries on old games you see much discussion of which is the right pincer to play, and we can discern that the old players themselves were asking the same question. They experiment with each pincer and if they think they've found a key point, that pincer can become the fashion for a whole generation. But then they end up confused again.

I think the confusion is inherent in the position. A pincer is essentially a tactical move. It is a sente move. It expects a response (the gote move) and then sente follows that gote, another sente/gote follows that, and so on remorselessly. What we fairly typically end up with is a running fight into the centre. Put it another way, we end up with unpredictability. Worse, for the sente player it's very often a predictable unpredictability in that it ends up with having chased his opponent's group into a strong position (eyes or connection) while his chasing stones end up swimming in a sea of weaknesses. He has become the victim of amarigatachi. His opponent has duped him with amashi. Amashi was commoner and/or more obvious in Edo times than in modern times because the rank differences were greater then. Even weakfish players could see the poor results of their play, but didn't have much idea how to improve it. So, try another pincer! What they should have been doing was: try another strategy - maybe a tsume.

Let me go back over some of that paragraph. Nearly everyone reads forum pages far too quickly (the boss might walk in!), and misses the real points. I want to slow things down. My "another strategy."

Sente means making the first stroke as in a sword fight. Gote means making the responding stroke. They go hand in hand, walk in step, cancel each other out, etc. etc. There is thus no inherent real advantage in having sente. We saw that with Muhammad Ali's rope-a-dope against Sonny Liston. Liston took sente, Ali had gote. Liston tried pincering Ali between his massive paws. Ali parried and ran away. Liston ended up a spent force. Ali ended up with the initiative and victory.

A sword fight is mostly about sente and gote. Victory likewise depends on something else: the initiative. Imagine a totally different kind of sword fight. You have a prisoner strapped to a chair. Above him, by a thread, hangs the Sword of Damocles. If he doesn't cooperate, that thread might be snapped. Boy, do you have the initiative - sente is irrelevant.

How might that translate into go? One common way is that you have a sente-gote skirmish, marching step in step, until you decide it is safe to break off and play a move elsewhere where there is a sente but no gote. You have stolen a march. Instead of thinking about keeping on attacking in the skirmish you grab the tedomari (the last available move, where there is a sente but no gote) in another position. This is often described in commentaries by way of phrases such as being the first to get to some move (e.g. a shimari in the last still-open corner). You are now ahead in the balance of territories. You have the initiative. You have real control. You are no longer playing protagonist and deuteragonist in a Greek tragedy. You are now a god on Mt Olympus.

If you are a real god, like an AI bot or Go Seigen, and have Ali's speed of foot, you can even dispense with the skirmish to settle a local position and just tenuki straight into the tedomari.

I believe that many old players understood all that at the results end of the process. They mostly just couldn't see how to get there. Great players like Shuei did see ways, such as proper use of miai. But those insights are what made them great. They were individual, not mainstream.

Eventually, though, the tributary did flow into the main river, and I think there were two main impulses. One was the use of tsume. It might be the same move as a pincer as regards being a point of the board, but the best old players (led by Honinbo Shusai) eschewed the pincer mindset and shifted allegiance to the tsume party. They shifted from sente to initiative.

So why is a tsume initiative-rich rather than sente-rich? I would say the difference lies in the fact that a pincer attacks the opponent whereas a tsume pressurises the opponent. On the surface the difference is actually wafer-thin, and the term 逼 both illustrates and implies that. Japanese pros (amateurs only rarely) use that character in the term 'semaru' = press/approach right up, which - as you can easily see - is related to 'semeru' = attack.

But the difference in mindset can be enormous. With tsume, your subconscious mind is now thnking about safety, prudence, honte, keeping options open (miai), control, the initiative. The pincer player's subconscious is instead looking forward to the roller coaster ride and all the fun of the fair - and it lets your stomach worry about the effects of feeling queasy after guzzling too much candy floss and hot dogs.

A more mundane analogy? You have £100 to spend and walk into an antiques shop. You are the pincer type. You don't want to waste time asking the price of each item one by one, so you say to the dealer: I've got £100 to spend - what can you recommend. He shows you a £5 vase, only it just happens to be on sale now at £100. You buy it. You have been duped. You have been rope-doped. You have suffered amarigatachi. Serves you right. But you learn your lesson and next day you become a tsume player. You do some preparation. You put on a tatty jacket, practise your shrugs in a mirror, and only then go to the shop. You don't tell the dealer anything. You just pick out a piece you like - maybe a £5 vase. You ask what it might cost. Dealer looks at you, decides you could barely afford a coffee, but that vase has been hanging around for quite a while, so he decides to shift it - £5 to you, sir" You delve into your shrug repertoire. The dealer either relents and knocks another couple of quid off the price, or he sticks to his guns. But even then you have lost nothing. You pay £5, not £100.

While I think this process is going on all the time in high-level go, it is not easy to see and even harder to copy - even for other pros. That is why I think another approach to keeping control of the game (i.e. the initiative) was tried.

Everyone who's looked at more than a few Edo games will have noticed an absence of high pincers. What I think was behind the actually rather slow development of high pincer play (I am not counting taisha as a true pincer BTW) was not an attempt to try yet another pincer of the sente-gote tactical type. Rather it was to do with kurai - a position relatively higher than your opponent's. Typically a fourth-line play as opposed to a third-line play. I think Edo players avoided this because the centre was just too hard to control. Too speculative. But modern players had the benefit of the experimentation in the centre of Shin Fuseki and became more comfortable with early centre-facing plays. They also had the benefit of Shuei's games in which he demonstrated control of the game via control of the centre, especially using his favourite L shapes (magaris). Shuei was not quite in the modern category because even he found control of the centre early on a tad too difficult, although with his frequent use of star point corner moves he was moving that way. I think we can safely say that the player who brought the kurai mindset to full fruition was Takagawa Kaku. He referred to it as 'balance'. (And guess who his favourite player was.)

But go is so rich that we could have players like Takagawa's great rival, Sakata Eio, who didn't have much truck with kurai and instead and so often sharpened his razor to cut at the jugular of opposing groups on the second line. Sakata was like the bantam cock in the Corries' famous song:

He was a fine upstanding bantam-cock
So brisk, and stiff, and spry...
With a springy step, and a jaunty plume
And a purposeful look in his eye
In his little black laughing eye!

So I took him to the coop and introduced him to
My seventeen wide-eyed hens
And he tupped and he tupped as a hero tupps
And he bowed to them all, and then
He up and took 'em all again!

Well then upon the peace of my ducks and geese
He boldly did intrude
And with glazed eyes and opened mouths
They bore him with fortitude...
And a little bit of gratitude!

He jumped my giggling guinea-fowl!
He thrust his attentions upon
Me twenty hysterical turkeys,
And a visiting migrant swan!
And the bantam thundered on!

He groped my fan-tail pigeon doves
And my lily-white Columbine
And as I was a lookin' at me budgerigar
He jumped my parrot from behind!
He was sittin' on me shoulder at the time!

But all of a sudden, with a gasp and a gulp
He clapped his wings to his head!
He lay flat on his back with his feet in the air;
My bantam-cock was dead!

And the vultures circled overhead!

What a noble beast!
What a champion cock!
What a way to live and die!
But as I dug him a grave to protect his bones
From those hungry buzzards in the sky
The bantam opened up a sly little eye!

He gave me a wink, and a terrible grin
The way that rapists do....
He said, "Do you see them silly daft buggers up there?
They'll be down in a minnit 'er two!
They'll be down in a minnit 'er two!"

I suspect that bantam Sakata had more influence on go after him than did buzzard Takagawa, and high pincers, therefore, while still common enough in modern play, can't really be said to rule the roost. Although... evolution is like an underground moving river - one of Takagawa's favourite images - and maybe AI is shifting the balance back towards the daft buggers :)

But to get back to Maître Pathelin's yowes rather than the birds: pincers and tsumes. My conclusion is that they are both useful tools but belong in different toolboxes. They form part of separate nexus. For me, the associations of pincers include sente/gote, tactics, attack, lack of bases, danger of being bitten in the bum, confusion, fashion, joseki books, amateurs. Tsume associations for me are safety, bases, prudence, patience, creating options, strategy, blocking, true control, initiative, pros but not just any pros - top ones and Shusai especially. YMMV.

There! That's filled in a coffee break and a half for you better than work ever does!

If you've still got any energy after that diatribe, or leisure to spare, you might like to listen to the Bantam Cock brilliantly sung. Try https://www.youtube.com/watch?v=B5wXb9XJicM
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Re: Terminological inexactitudes

Post by Bill Spight »

Click Here To Show Diagram Code
[go]$$Bcm15
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:b15: = hiraki
:b17: = tsume
:w18: = hirakizume

???
Click Here To Show Diagram Code
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:w16: = hirakizume ?
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Re: Terminological inexactitudes

Post by John Fairbairn »

Bill

I don't expect everyone always to use the same term because it's like trying blindfolded to pin a tail on the donkey.

But I think intent answers a lot. In your first example I'd agree it's a hiraki because the main intent is to stress expanding so as to make a base. (However, in practice I think it's more likely to be called specifically a nikenbiraki as that is so often seen as a building block for bases, and so it stands out from run-of-the mill extensions.)

Your tsume I agree with (though might expect it to be called tsumeyori to distinguish from the tsume where you hold back one point). I think a big part of the intent behind this move is prudence. It inhibits invasion of the group to the left, prophylactically blocking White from himself making a tsume in the area which would demand a response. It may superficially be an extension but what is it expanding? Nothing.

Judgement on the hirakizume in the first example I would hold in abeyance. If further play shows White was trying to expand his moyo, I'd say hirakizume is fine. If White is just trying to inhibit invasion of the left upper side, just tsume seems more appropriate.

In your second example, I see White 16 as defending the corner with no real idea of expanding so it is tsume to me. It's not really a pincer because it lacks vigour in that regard, but I wouldn't quibble much if someone wanted to stress Black's predicament that way. I would quibble more , but not totally, about calling it hirakizume. Following both Japanese grammar and famous go editor Hayashi Yutaka, I'd say the meaning of hirakizume is hiraki + tsume (precisely that, says Hayashi, and precisely that much is all he has to say about it!). The two elements are equal. This position looks more like hiraku tsume: a tsume which has some attributes of a hiraki about it. Again, though, I'd want to see how White's future plans unfold before committing myself fully.
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Re: Terminological inexactitudes

Post by Bill Spight »

Many thanks, John. :)

I was hoping that at some point you might reference Hayashi. :)

BTW, these examples come from variations of a Genjo-Chitoku game, 1800-02-12a. According to Elf, they made it through the first 50 moves with only a few minor errors. Over the past several weeks I have gone over scores of openings in the GoGoD database commentaries by Elf, and have not seen other players do so well before the AI era. :)
Last edited by Bill Spight on Wed Nov 06, 2019 12:59 pm, edited 1 time in total.
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Re: Terminological inexactitudes

Post by Bill Spight »

John Fairbairn wrote:I think fundamentally the difference between the mindsets of playing a pincer and a check is to do with the difference between sente and the initiative.

When you look at (Japanese) commentaries on old games you see much discussion of which is the right pincer to play, and we can discern that the old players themselves were asking the same question. They experiment with each pincer and if they think they've found a key point, that pincer can become the fashion for a whole generation. But then they end up confused again.

I think the confusion is inherent in the position. A pincer is essentially a tactical move. It is a sente move. It expects a response (the gote move) and then sente follows that gote, another sente/gote follows that, and so on remorselessly. What we fairly typically end up with is a running fight into the centre.
IIUC, by saying that a pincer is sente you do not mean that the player who pincers starts a sequence of play ending with the opponent's move, but that the opponent replies locally to the pincer, regardless of who ends the sequence. Another way of putting that is to say that the pincer raises the local temperature.

I beg to differ about the opponent replying to the pincer. OC, we know that he does not have to. But beyond that, I have long thought that ignoring the early pincer marked the beginning of modern understanding of the opening. I was, OC, aware of such play in the games of Dosaku in the 17th century. This morning I looked at games around 1600 in the GoGoD database, and indeed, in the games that I looked at the players, notably Sansa and Rigen, replied to the early pincers. But by around 1650 players were not replying to the early pincers. And, OC, even later the opening pattern, Black 3-4, White 5-3 approach, Black pincer, White tenuki, was common.
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Re: Terminological inexactitudes

Post by Gomoto »

Image
sente/gote, tactics, attack, lack of bases, danger of being bitten in the bum, confusion, fashion, joseki books, amateurs.
Image
safety, bases, prudence, patience, creating options, strategy, blocking, true control, initiative, pros
So much about birds ...
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Re: Terminological inexactitudes

Post by Gomoto »

Gomoto writing a forum post: pincer

John composing a forum post: tsume
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Re: Terminological inexactitudes

Post by Knotwilg »

Hi John

Reacting on the two first long posts, the second one of which made a lot of sense to me (the first one too but the second one in particular). I think I can only say "yes" to the question in that post. That's too shallow, so "yes, probably you have come across an insight old pros already had and which we may rediscover through AI eyes, and may have to adapt our terminology so that it better articulates the inherent meaning".

It also begs the old question if language is at all capable of catching expert knowledge. Up until a certain level in a domain, language is the default, the best, a high performing device for captivating and transferring knowledge. But from a certain point onwards, it may have a detrimental effect, e.g. you catch the meaning of something in a term, and then that term gets deeply ingrained in the minds of all, and this makes it all the harder to correct the error. I experimented with "seeing sequences", staying close to the language of Go itself, rather than abstracting it (which is still fine) in an articulated way (which seems inevitable).

I came across a guitar video today, where the online teacher tries "chord tones" as a synonym for "arpeggios" because the latter term has gone to lead a life of its own and may prevent the aspiring guitar player to think properly about what they are: successive tones of one chord.

If that's what you meant and allow me my own tangent.
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Re: Terminological inexactitudes

Post by John Fairbairn »

Bill
IIUC, by saying that a pincer is sente you do not mean that the player who pincers starts a sequence of play ending with the opponent's move, but that the opponent replies locally to the pincer, regardless of who ends the sequence. Another way of putting that is to say that the pincer raises the local temperature.
You're right to point up that I'm being (very?) loose in talking about sente, but here I don't mean it quite the way you understand. It is of course common that a pincer elicits an immediate local response, and then we can talk about sente and gote in the usual way, but - as you note - the pincer can often be apparently ignored. I say apparently because I think the pincer almost always elicits a reaction, and I include that in my view about sente. Typical examples beyond a local response include playing (or preparing) a counter pincer and playing ladder breakers in the opposite corner. That's all covered by your word 'temperature', I think, but that concept is not part of my vocabulary and I wouldn't know, for example, whether I would then be talking about local or global temperatures, or what the relationship between them, or whether we should be calling in XR. So I stick to "sloppy sente."

Also on ignoring pincers, I found the most interesting case to be the case in the lower left of the following diagram.



This is probably the strongest pincer, but ignoring it allowing Black A was a constant thread in the Genjo-Chitoku series. It also comes up in games by others of the same era. The discussions had to do with whether White can play A (ladderiferous), or does he have to play B - and, if so in either case, when? The debate then becomes about how near White can approach on the left side while still staying away from thickness, or can he just leave the stone in the corner as aji without living and thus strengthening Black, and so approach closer, that being tantamount to a counter-pincer? I'm not sure whether there were any clear answers, and maybe it all came down to style.

This is in many ways similar to the more extreme position (or variants thereof) in the upper right, which is almost a shibboleth of late-Edo go. This too was a hot topic of debate.
BTW, these examples come from variations of a Genjo-Chitoku game, 1800-02-12a. According to Elf, they made it through the first 50 moves with only a few minor errors. Oven the past several weeks I have gone over scores of openings in the GoGoD database commentaries by Elf, and have not seen other players do so well before the AI era. :)
That has been exactly my experience, too, with the limitation that I have been looking mostly at Genjo-Chitoku and Shuei. But I have dabbled with other players. Lizzie/LZ has shown me fairly consistently that G-J perform well (i.e. close enough to merit a cigar) against the AI yardstick. I have pondered why, and the best hypothesis that I came up was that they had polar styles and so they could each play in a consistent way. When two players have similar styles (or no style!) perhaps some sort of interference occurs and knocks one or both off balance.

I haven't got round to it, but I'd like to test a further hypothesis - that Yasui Senchi (the "Great" one, aka Senkaku - not Chitoku) would perform well in AI terms because of his grand centre-facing style. Maybe someone else would be willing to do that?

Given what I've just been talking about, I think I'll risk taking the liberty of mentioning that my whopping big book Genjo-Chitoku is available on Amazon, and a wee one - Peerless Pioneer - on Yasui Senkaku is available somewhere (can't remember where, but there is also a German version, likewise somewhere). Good time to start planning what you'll be asking Santa for :-?
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Re: Terminological inexactitudes

Post by SoDesuNe »

John Fairbairn wrote:Given what I've just been talking about, I think I'll risk taking the liberty of mentioning that my whopping big book Genjo-Chitoku is available on Amazon, and a wee one - Peerless Pioneer - on Yasui Senkaku is available somewhere (can't remember where, but there is also a German version, likewise somewhere).
Peerless Pioneer (English version) is also on Amazon.
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Re: Terminological inexactitudes

Post by Gomoto »

Handtalk is a battle of two minds in the first place. In my opinion the top pros always strive for not following the opponents will. We amateurs can always try to show our opponent that his sente move, is not in fact so much sente, as he would like it to be, by looking for the appropriate tenuki too. What he thinks is a proper tsume move, is probably just a measly pincer. That is the way I try to play go nowadays. We can have a look at the pro games and find many examples for this kind of moves.

Here is a nice review of a game by Shin Jinseo 9p and Gu LingYi 9p by Yoonyoung 8p. The game and talk illustrate the mind struggle that even spans outside a single game.

https://www.youtube.com/watch?v=iTcVqvWwKOw
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Re: Terminological inexactitudes

Post by John Fairbairn »

An interesting real example of the tsume vs pincer debate. I started a new thread elsewhere about shape in a position a little later from this game. There, Shuei had said a pro had made a mistake on move 24. Here a pro is making a different kind of mistake (he says) as early as move 15, which was Black's two-space in the upper right (and he'd also boobed on move 13, and White did too on move 9 - that's how hard the fuseki is!).



Black had prepared his 15 by making what Shuei called a pincer on the upper side (White jumped out in response). I think he chose that description (not as opposed to tsume but as opposed to no comment at all) because it was obvious from Black 15 (the upper-right side extension) that Black's intent (key word) was to attack the pincered stone.

But Shuei criticised both moves 13 and 15. 13 was premature and should have been a Shusaku kosumi in the upper right, as Black has plenty of room to wedge into the upper side even if White plays there next. We can therefore infer that 'attack' was not the idea uppermost in Shuei's mind - his intent.

Black 15 ought to have been at A, Shuei said. Stuff the pincer, stuff the joseki, stuff the attack. Focus on the tsume. Which was not Black A, BTW.

15 is bad because it suffers White's tsume, the triangled stone (White 16). Like me, you might think that Black might be happy to see White 16, as he can then get on with his original intent of attacking the pincered White stone.

But Shuei said that while 13 was a poor play in itself, Black ought to have followed its original intent, which was not really as a pincer at all (i.e. it was never meant to marry up with the two-space "joseki" extension on the right. Its original intent was to focus on the upper side. But on the LEFT upper side. He is not focusing at all on the lone White stone on the RIGHT upper side. Remember, White 16 for Shuei was a tsume, NOT a pincer.

Being a pro, even if prone to fuseki boobs, Black did indeed now switch his focus to Black 17 on the LEFT upper side, at B. We like such presses because we have read so many commentaries that tell us White will end up low and overconcentrated across the side. But Shuei didn't read commentaries. He thought for himself and he applauded White's response, which was to push up and cut with C to E. All of a sudden the tsume makes perfect sense, and we can see it really was a tsume at heart and not a pincer. A fight rather than attack. And that's another interesting dichotomy!!!

AI seems to lend some support to Shuei's views (i.e. he is within a margin of error), but a Black 15 on the right is preferred, only not a two-space extension but a one-spacer (or a kosumi kick in the corner). And Black's press at 17 (B), which Shuei did not comment on directly but obviously criticised indirectly via the resulting fight) ought to have been a vaguer move two spaces to the right.
Bill Spight
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Re: Terminological inexactitudes

Post by Bill Spight »

John Fairbairn wrote:An interesting real example of the tsume vs pincer debate. I started a new thread elsewhere about shape in a position a little later from this game. There, Shuei had said a pro had made a mistake on move 24. Here a pro is making a different kind of mistake (he says) as early as move 15, which was Black's two-space in the upper right (and he'd also boobed on move 13, and White did too on move 9 - that's how hard the fuseki is!).
Wow, there's a lot to this game, isn't there, John? BTW, do you mean :w10:, approaching the Black stones in the bottom left side at C-08?
John Fairbairn wrote:

Black had prepared his 15 by making what Shuei called a pincer on the upper side (White jumped out in response). I think he chose that description (not as opposed to tsume but as opposed to no comment at all) because it was obvious from Black 15 (the upper-right side extension) that Black's intent (key word) was to attack the pincered stone.

But Shuei criticised both moves 13 and 15. 13 was premature and should have been a Shusaku kosumi in the upper right, as Black has plenty of room to wedge into the upper side even if White plays there next. We can therefore infer that 'attack' was not the idea uppermost in Shuei's mind - his intent.

Black 15 ought to have been at A, Shuei said. Stuff the pincer, stuff the joseki, stuff the attack. Focus on the tsume. Which was not Black A, BTW.
With no komi, Shuei's recommendations may well have been best, simplifying the game for Black. Elf, which assumes a 7½ pt. komi and area scoring, thinks that :b13: is a mistake that loses 9½% to par, :b15: loses 3% to Elf's top choice, the kick at Q-17. IMHO 3% is within Elf's margin of error. Elf also thinks that :b15: loses only 2 pts. to G-17, one point to the left of Shuei's recommended A.
John Fairbairn wrote:15 is bad because it suffers White's tsume, the triangled stone (White 16). Like me, you might think that Black might be happy to see White 16, as he can then get on with his original intent of attacking the pincered White stone.

But Shuei said that while 13 was a poor play in itself, Black ought to have followed its original intent, which was not really as a pincer at all (i.e. it was never meant to marry up with the two-space "joseki" extension on the right. Its original intent was to focus on the upper side. But on the LEFT upper side. He is not focusing at all on the lone White stone on the RIGHT upper side. Remember, White 16 for Shuei was a tsume, NOT a pincer.

Being a pro, even if prone to fuseki boobs, Black did indeed now switch his focus to Black 17 on the LEFT upper side, at B. We like such presses because we have read so many commentaries that tell us White will end up low and overconcentrated across the side. But Shuei didn't read commentaries. He thought for himself and he applauded White's response, which was to push up and cut with C to E. All of a sudden the tsume makes perfect sense, and we can see it really was a tsume at heart and not a pincer. A fight rather than attack. And that's another interesting dichotomy!!!

AI seems to lend some support to Shuei's views (i.e. he is within a margin of error), but a Black 15 on the right is preferred, only not a two-space extension but a one-spacer (or a kosumi kick in the corner). And Black's press at 17 (B), which Shuei did not comment on directly but obviously criticised indirectly via the resulting fight) ought to have been a vaguer move two spaces to the right.
For reference, here are a couple of Elf's recommended variations. :)
Click Here To Show Diagram Code
[go]$$Bcm17 Attack.
$$ ---------------------------------------
$$ | . . . . . . . . . . . . . . . . . . . |
$$ | . . . . . . . . . . . . . . . . . . . |
$$ | . . . O . . . . O . X . 1 . W . . . . |
$$ | . . . . 2 . . . . , . . . . . , X . . |
$$ | . . B . . . . . . . . . . . . . . . . |
$$ | . . . . . . . . . . . 3 . . W . . . . |
$$ | . . . . . . . . . . . . . . . . X . . |
$$ | . . O . . . . . . . . . . . . . . . . |
$$ | . . . . . . . . . . . . . . . . . . . |
$$ | . . . , . . . . . , . . . . . , . . . |
$$ | . . . . . . . . . . . . . . . . . . . |
$$ | . . O . . . . . . . . . . . . . . . . |
$$ | . . . . . . . . . . . . . . . . . . . |
$$ | . . . X . . . . . . . . . . . . . . . |
$$ | . . . . . . . . . . . . . . . X . . . |
$$ | . . X , . . . . . , . . . . . , . . . |
$$ | . . . . O . . . . O . . . . . X . . . |
$$ | . . . . . . . . . . . . . . . . . . . |
$$ | . . . . . . . . . . . . . . . . . . . |
$$ ---------------------------------------[/go]
:b17: makes a small base and attacks the :wc: stones. :w18: protects the top left and attacks the :bc: stone. Then ;b19: continues the attack on the :wc: stones.

Elf thinks that :w14: in the game is a mistake, losing 9½% to :w14: in the next diagram.
Click Here To Show Diagram Code
[go]$$Wcm14 Press
$$ ---------------------------------------
$$ | . . . . . . . . . . . . . . . . . . . |
$$ | . . . . . . . . . . . . . . . . . . . |
$$ | . . . O . 0 . 5 . . X . 6 . O . . . . |
$$ | . . . , a . . . . , . . . . . , X . . |
$$ | . . X . . . . . . 8 . 7 . 9 . 1 2 . . |
$$ | . . . . . . . . . . . . . . . 3 . . . |
$$ | . . . . . . . . . . . . . . . . 4 . . |
$$ | . . O . . . . . . . . . . . . . . . . |
$$ | . . . . . . . . . . . . . . . . . . . |
$$ | . . . , . . . . . , . . . . . , . . . |
$$ | . . . . . . . . . . . . . . . . . . . |
$$ | . . O . . . . . . . . . . . . . . . . |
$$ | . . . . . . . . . . . . . . . . . . . |
$$ | . . . X . . . . . . . . . . . . . . . |
$$ | . . . . . . . . . . . . . . . X . . . |
$$ | . . X , . . . . . , . . . . . , . . . |
$$ | . . . . O . . . . O . . . . . X . . . |
$$ | . . . . . . . . . . . . . . . . . . . |
$$ | . . . . . . . . . . . . . . . . . . . |
$$ ---------------------------------------[/go]
:w24: = a

Elf likes the press, no surprise. After :b17: :w18: is a pincer. :b19: makes a small base, and the fight continues. White has managed to complicate the game. :)
Click Here To Show Diagram Code
[go]$$Bcm13 Press
$$ ---------------------------------------
$$ | . . . . . . . . . . . . . . . . . . . |
$$ | . . . 8 7 . . . . . . . . . . . . . . |
$$ | . . . O . . . . . . . . . . O . . . . |
$$ | . . . 2 1 5 9 . . , . . . . . , X . . |
$$ | . . X 3 4 6 0 . . . . . . . . . . . . |
$$ | . . . . . . . . . . . . . . . . . . . |
$$ | . . . . . . . . . . . . . . . . . . . |
$$ | . . O . . . . . . . . . . . . . . . . |
$$ | . . . . . . . . . . . . . . . . . . . |
$$ | . . . , . . . . . , . . . . . , . . . |
$$ | . . . . . . . . . . . . . . . . . . . |
$$ | . . O . . . . . . . . . . . . . . . . |
$$ | . . . . . . . . . . . . . . . . . . . |
$$ | . . . X . . . . . . . . . . . . . . . |
$$ | . . . . . . . . . . . . . . . X . . . |
$$ | . . X , . . . . . , . . . . . , . . . |
$$ | . . . . O . . . . O . . . . . X . . . |
$$ | . . . . . . . . . . . . . . . . . . . |
$$ | . . . . . . . . . . . . . . . . . . . |
$$ ---------------------------------------[/go]
Elf thinks that :b13: should play the press in the top left corner. Then White pushes and cuts, leading to a fight.
The Adkins Principle:
At some point, doesn't thinking have to go on?
— Winona Adkins

Visualize whirled peas.

Everything with love. Stay safe.
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