$$Wcm22 Move 22 - Prisoners: B=0, W=0
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- Click Here To Show Diagram Code
[go]$$Wcm22 Move 22 - Prisoners: B=0, W=0
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Actually, this was a really difficult decision, of whether to block or to cut. There are a few reasons why I've played here, and most of the justifications are in the green influence and thickness bit - this wasn't a simple decision though. One thing I like that isn't part of the influence / thickness debate is the aji I get at the bottom:
$$Wcm22 Move 22 - Prisoners: B=0, W=0
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[go]$$Wcm22 Move 22 - Prisoners: B=0, W=0
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Actually, there's not much point in this section. It's very clearly tenuki time, and I'll analyse when I know what he's planning. I strongly suspect he'll play in one of the other three corners.
I know I've mentioned it before, but influence and thickness are not the same thing at all. Some of the differences are quite subtle, but their application is so different that learning what does what is very important (that said, with my strength, any precise implications I make should be taken with a pinch of salt
).
So, what are influence and thickness?
I've made the words links to the SL page because obviously I don't want to reinvent the wheel. In a nutshell, influence is exerted by stones across an area they face, giving a lot of possibilities to a) turn area into territory, b) attack things, c) to build moyos. The primary idea behind light, influential positions is dynamic flexibility - best demonstrated by the various ways a 4-4 stone can be used. Thickness has none of that versatility, and this is a very important point. The idea of thickness is to use powerful influence in one or two directions (normally one) to attack and bully any opposing stones that dare to tread too close. Deprive thickness of a target or large extension that temps an invasion, and it's just an overconcentrated, and maybe even heavy, group of stones.
So, what are influence and thickness?
I've made the words links to the SL page because obviously I don't want to reinvent the wheel. In a nutshell, influence is exerted by stones across an area they face, giving a lot of possibilities to a) turn area into territory, b) attack things, c) to build moyos. The primary idea behind light, influential positions is dynamic flexibility - best demonstrated by the various ways a 4-4 stone can be used. Thickness has none of that versatility, and this is a very important point. The idea of thickness is to use powerful influence in one or two directions (normally one) to attack and bully any opposing stones that dare to tread too close. Deprive thickness of a target or large extension that temps an invasion, and it's just an overconcentrated, and maybe even heavy, group of stones.
Thickness is useless with weaknesses

A thick wall looks like this ^

A thick wall with defects / weaknesses looks like this ^
Think of thickness as Mike Tyson encapsulated in a wall of go stones. There's nothing they like more than a nearby invasion that they can bite the ear off (
- bit below the belt, sorry!). However, a thick wall must not have internal weaknesses. This cannot be stressed enough. Sabaki, running out, and living on the edge all use techniques that exploit weaknesses and bad aji - having a thick wall with weaknesses and using it to attack is like hoping no-one notices that your Mike Tyson has a broken arm. It looks great until the fighting starts, then it has to limp off with great embarrassment. For example:
In this position, if White really wants to approach the top right and tempt the invasion, White must block on the right, or his wall is not thick enough to handle the pincer as well as he'd like. So, why didn't I play it?

A thick wall looks like this ^

A thick wall with defects / weaknesses looks like this ^
Think of thickness as Mike Tyson encapsulated in a wall of go stones. There's nothing they like more than a nearby invasion that they can bite the ear off (
$$Wcm24 Mike Tyson strikes
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[go]$$Wcm24 Mike Tyson strikes
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$$Wcm24 With the arm broken
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- Click Here To Show Diagram Code
[go]$$Wcm24 With the arm broken
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$$ ---------------------------------------[/go]
In this position, if White really wants to approach the top right and tempt the invasion, White must block on the right, or his wall is not thick enough to handle the pincer as well as he'd like. So, why didn't I play it?
So, why did I cut instead of build up my thickness?
It's a battle of priorities. I want that thickness, and I want to tempt invasions that I can kill for profit - I need to do this sort of thing if I want to catch up 70 points. However, if I don't block, Black can only creep underneath on the second line, and it's not my territory to reduce just yet. It's still a good move, but the cut feels just so much bigger right now. Essentially, the fundamental principle of removing the weaknesses from my thickness so I can utilise it better has been completely trumped by the Divide and Conquer fundamental principle. Especially in a game with this level of handicap, every weakness Black has is an opportunity to exploit. Often, these sorts of cuts get overlooked because they don't connect White up (the ladder breaker is too obvious for me to play to capture that stone). However, White's pretty strong on both sides and doesn't need to fear Black's cut off stone from escaping. However, the fact it's disconnected means Black is separated into two groups and fully sealed in. The value of doing this is huge, not least because it makes the lower right approach sente, but also because I can start building a central moyo without Black being able to easily reduce it. In immediate terms, White's cut gets him 0 points. With regards to having thickness and influence that is exerted over the center, it's value could easily be upwards of 30 points depending on whether I manage to use it well or not.
Now moves like "1" in the "too early to approach diagram / arm broken" diagram are ok, because after Black separates with 8, White can cap the 8 stone and continue the fight, as White's group is hugely strong because of the ability to connect to the lower group. If Black continues to squeeze out, White hopes to up the ante by attacking the top right:
EDIT: Actually, maybe I just shouldn't let Black make a base and should play R9 if he pincers there ... feels too close to White's wall ... hmmm, will have a think!
Further EDIT: Actually, now I've cut, why not let Black connect underneath on the second line?
It's a battle of priorities. I want that thickness, and I want to tempt invasions that I can kill for profit - I need to do this sort of thing if I want to catch up 70 points. However, if I don't block, Black can only creep underneath on the second line, and it's not my territory to reduce just yet. It's still a good move, but the cut feels just so much bigger right now. Essentially, the fundamental principle of removing the weaknesses from my thickness so I can utilise it better has been completely trumped by the Divide and Conquer fundamental principle. Especially in a game with this level of handicap, every weakness Black has is an opportunity to exploit. Often, these sorts of cuts get overlooked because they don't connect White up (the ladder breaker is too obvious for me to play to capture that stone). However, White's pretty strong on both sides and doesn't need to fear Black's cut off stone from escaping. However, the fact it's disconnected means Black is separated into two groups and fully sealed in. The value of doing this is huge, not least because it makes the lower right approach sente, but also because I can start building a central moyo without Black being able to easily reduce it. In immediate terms, White's cut gets him 0 points. With regards to having thickness and influence that is exerted over the center, it's value could easily be upwards of 30 points depending on whether I manage to use it well or not.
Now moves like "1" in the "too early to approach diagram / arm broken" diagram are ok, because after Black separates with 8, White can cap the 8 stone and continue the fight, as White's group is hugely strong because of the ability to connect to the lower group. If Black continues to squeeze out, White hopes to up the ante by attacking the top right:
$$Wcm24 Moves 24-33
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$$ | . . . . . . . . . . . . . 0 . . . . . |
$$ | . . . . . . . . . . . . 9 . 8 . 6 . . |
$$ | . . . . . . . . . . . . . . . . . . . |
$$ | . . . . . . . . . . . . . O . O O 7 . |
$$ | . . . . . . . . . . . X W . . . X X . |
$$ | . . X , . . . . . , O O X X X . . . . |
$$ | . . . . . . . . . . O X O O . X . . . |
$$ | . . . . . . . . . . O X . . . . . . . |
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- Click Here To Show Diagram Code
[go]$$Wcm24 Moves 24-33
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$$ | . . . . . . . . . . . . . O . O O 7 . |
$$ | . . . . . . . . . . . X W . . . X X . |
$$ | . . X , . . . . . , O O X X X . . . . |
$$ | . . . . . . . . . . O X O O . X . . . |
$$ | . . . . . . . . . . O X . . . . . . . |
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$$Wcm34 Move 34-38
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$$ | . . . . . . . . . . . . 1 . O . X . . |
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$$ | . . . . . . . . . . 3 . O . X . X . . |
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$$ | . . . . . . . . . . . . . O . O O O . |
$$ | . . . . . . . . . . . X O . . . X X . |
$$ | . . X , . . . . . , O O X X X . . . . |
$$ | . . . . . . . . . . O X O O . X . . . |
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$$ | . . . O . . . . . . . . . . O . O . . |
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$$ | . . . . . . . . . . . 4 2 B . . . . . |
$$ | . . . . . . . . . . 3 . O . X . X . . |
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$$ | . . . . . . . . . . . . . O . O O O . |
$$ | . . . . . . . . . . . X O . . . X X . |
$$ | . . X , . . . . . , O O X X X . . . . |
$$ | . . . . . . . . . . O X O O . X . . . |
$$ | . . . . . . . . . . O X . . . . . . . |
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- Click Here To Show Diagram Code
[go]$$Wcm34 Move 34-38
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$$ | . . . . . . . . . . . 4 2 B . . . . . |
$$ | . . . . . . . . . . 3 . O . X . X . . |
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$$ | . . . . . . . . . . . . . O . O O O . |
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$$ | . . X , . . . . . , O O X X X . . . . |
$$ | . . . . . . . . . . O X O O . X . . . |
$$ | . . . . . . . . . . O X . . . . . . . |
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EDIT: Actually, maybe I just shouldn't let Black make a base and should play R9 if he pincers there ... feels too close to White's wall ... hmmm, will have a think!
Further EDIT: Actually, now I've cut, why not let Black connect underneath on the second line?
$$Wcm24 Moves 24-32
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$$ | . . . . . . . . . . . . . O . O O 8 . |
$$ | . . . . . . . . . . . X W . . . X X . |
$$ | . . X , . . . . . , O O X X X . . . . |
$$ | . . . . . . . . . . O X O O . X . . . |
$$ | . . . . . . . . . . O X . . a . . . . |
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$$ | . . . . . . . . . . . . . O . O O 8 . |
$$ | . . . . . . . . . . . X W . . . X X . |
$$ | . . X , . . . . . , O O X X X . . . . |
$$ | . . . . . . . . . . O X O O . X . . . |
$$ | . . . . . . . . . . O X . . a . . . . |
$$ | . . . . . . . . . . . . . . . . . . . |
$$ ---------------------------------------
- Click Here To Show Diagram Code
[go]$$Wcm24 Moves 24-32
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$$ | . . . , . . . . . , . . . 4 . X . . . |
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$$ | . . . O . . . . . . . . . . 3 . 1 . . |
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$$ | . . . . . . . . . . . . . . 7 . 6 . . |
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$$ | . . . . . . . . . . . . . O . O O 8 . |
$$ | . . . . . . . . . . . X W . . . X X . |
$$ | . . X , . . . . . , O O X X X . . . . |
$$ | . . . . . . . . . . O X O O . X . . . |
$$ | . . . . . . . . . . O X . . a . . . . |
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$$ ---------------------------------------[/go]
