Is 4-4 a mistake in the opening?
Posted: Sun Aug 13, 2017 6:39 am
Ok. Got your attention.
Of course it is not a mistake. The pros and alphago play it all the time.
Instead this post is about some recent thoughts I have had about the 4-4 start and approaches. At my level (10k) many players (me included) seem not to be able to properly take advantage of the outside after they get invaded at the 3-3 point. And I wonder if it is a mistake for such players to play 4-4.
Motivations
1. Consider the standard Joseki for invasion:
Since the invader (here:white) usually keeps sente, they can toss in a stone somewhere in the triangulated area and wipe out most of the wall's potential. White gained the corner, black gained an eyeless wall.
2. Relatively new in pro games
Saw a Nick Sibicky lecture about Go Seigen. Go Seigen (according to the lecture) was one of the first top players to favour the 4-4 start over 4-3, and go on and show the world how to use the influence it gave. Before him the pros apparently preferred 4-3 since it made territory at once, and was not as invadable.
If the pros before 1950s (or so) were not comfortable handling 4-4 -- how can todays kyu players handle it!? I suspect many cannot.
3. Needs more stones to secure the corner
A 4-4 stone often needs two extra stones to secure the corner, while a 4-3 can do with one. Admittedly a 4-4 is flexible, with a 4-3 one has to commit to a direction early on.
How to exploit a 4-4 "mistake"
Ok, your 10k opponent has played a 4-4. In pro games the standard is to approach the corner - but why do we this?
After an approach our opponent has many many responses to chose from:
Our opponent will choose the one that benefits them the most. The standard replies to many of their moves is to proceed to invade 3-3 (like after pincer or large knight enclosure). By approaching we leave the invasion decision to THEM.
My recent take is that we should invade without asking! That way we get the points, and they don't get to choose. And we usually keep sente. The fact that alphago agrees has nothing to do with my reasoning.
So far in my recent games this usually works really well. But there are exceptions (see the game posted in the game analysis today).
Any thoughts?
Of course it is not a mistake. The pros and alphago play it all the time.
Instead this post is about some recent thoughts I have had about the 4-4 start and approaches. At my level (10k) many players (me included) seem not to be able to properly take advantage of the outside after they get invaded at the 3-3 point. And I wonder if it is a mistake for such players to play 4-4.
Motivations
1. Consider the standard Joseki for invasion:
Since the invader (here:white) usually keeps sente, they can toss in a stone somewhere in the triangulated area and wipe out most of the wall's potential. White gained the corner, black gained an eyeless wall.
2. Relatively new in pro games
Saw a Nick Sibicky lecture about Go Seigen. Go Seigen (according to the lecture) was one of the first top players to favour the 4-4 start over 4-3, and go on and show the world how to use the influence it gave. Before him the pros apparently preferred 4-3 since it made territory at once, and was not as invadable.
If the pros before 1950s (or so) were not comfortable handling 4-4 -- how can todays kyu players handle it!? I suspect many cannot.
3. Needs more stones to secure the corner
A 4-4 stone often needs two extra stones to secure the corner, while a 4-3 can do with one. Admittedly a 4-4 is flexible, with a 4-3 one has to commit to a direction early on.
How to exploit a 4-4 "mistake"
Ok, your 10k opponent has played a 4-4. In pro games the standard is to approach the corner - but why do we this?
After an approach our opponent has many many responses to chose from:
Our opponent will choose the one that benefits them the most. The standard replies to many of their moves is to proceed to invade 3-3 (like after pincer or large knight enclosure). By approaching we leave the invasion decision to THEM.
My recent take is that we should invade without asking! That way we get the points, and they don't get to choose. And we usually keep sente. The fact that alphago agrees has nothing to do with my reasoning.
So far in my recent games this usually works really well. But there are exceptions (see the game posted in the game analysis today).
Any thoughts?