palapiku wrote:It seems that "strategy" in Go is usually taken to mean thinking about the game on the level of groups, not chains.
So in all fairness I think I was conflating the term in my original post by using it in this sense
and in the military sense (which basically means your long term plan), which isn't really fair. But yeah, that was my primary meaning. This plus probably using thickness effectively.
To distinguish the military use with this use, I'd propose again to call this "operations" or "operational thinking" or something like that.
While this kind of thinking is obviously important, it's just not very difficult compared to reading (at least at kyu/low dan level). Hence my position: having your games reviewed by stronger players is enough to get your strategic skills to where they need to be.
There isn't really that great a difference between reading books and reviewing your own games vs. having your games reviewed well by a stronger player. Basically it comes down to lectures vs. book reading. Some do better with lectures, some do better with books. Lectures have the advantage that they can be tailored to the students, but the downside that the lecturer's time is limited and maybe expensive. And a well written book is often of higher quality than a random lecturer. But you can't ask a book questions.
But they're both different from doing problems, where you are basically discovering things on your own with no or little outside direction. I would say that there are concepts in operational thinking that you can't really learn on your own, or could only learn after years of accumulated experience plus some sort of epiphany that gels it all together. There was definitely a long time of aimlessly attacking groups before I realized that it's often advantageous
not to attack groups.
As far as difficulty, on an absolute scale I don't find it easy at all. I still find myself making horrible mishandlings of my groups and thickness. For instance, grabbing a forth line wall facing the center with no clear plan for how to use it profitably to form a moyo or use as an anvil against a weak group. There is a great deal of subtlety involved, so I consider the area far from easy.
Is it as varied as tactics? Probably not. But I think it's just as deep, or nearly as deep. You can't spend a weekend and master the operational aspects of Go, certainly. If you don't find it very deep you might not understand it as well as you think. And difficult or not, at the SDK level I find opponents with no understanding of it whatsoever. So if your goal is to beat SDKs (and thus be a SDK), this is a viable study path. It's not really
hamete either because you need the skills anyway to get to the (high certainly) dan ranks.
Kirby wrote:Being good at tactics puts me in control. Being good at strategy gives me a plan. I would prefer to be in control without a plan than to have a plan but have no control.
As I mention above, I might have been too careful with my distinction between strategy and tactics just now, since I'm off track from what I originally meant, so let's back up and include operational awareness as its own category.
As an example: consider one player with something like a plan
and operational awareness (strategy: build a large framework. Treat stones lightly and retreat from fights) vs. another player with a plan
and tactical awareness (strategy: kill stones locally if you can. Invade anywhere that looks weak).
Locally you might be entirely out of control, but on a larger scale your groups are all working well together to secure territory. As long as you treat your stones lightly and retreat, your opponent is going to have a hard time poking into your moyo. Sort of a
Fabian strategy vs. a frontal assault. Your opponent wants a frontal assault because he should expect to
rout your stones (basically poke into your moyo as you scramble to reform the wall). But as long as you're careful to be aggressive globally and retreat (in a controlled manner) locally you should expect to grab more territory half the time.
He could outright invade, but as long as you had reasonable expectations for your moyo you should be able to secure sufficient territory by attacking the invader in profit. Again, you should expect to have more territory half the time. If it's a totally unreasonable invasion, you should have an advantage in the fighting on the board from all your extra stones that just about cancels out your opponent's tactical skill advantage, leading to a 50/50 fight.
And actually, that's a good example. Moyo-centric play usually requires a strong operational ability, while a solid territory centered game usually encourages a stronger tactical ability to play successfully. Or maybe it's that operational players view a moyo as intimidating to invade, and thus strong, while a tactics player views a moyo as flimsy and weak, and the play styles naturally develop from that.
...
I would also say that the operationally strong player requires a more sophisticated strategy than the strong tactical fighter (whos entire strategy consists of rape + pillage), so in that sense it's a more "stategic" line of play, which is where my original usage of the term probably comes from.