standardtrickyness wrote:How do you determine the value of a move?
- There are two cases where value can be determined: in yose and in fuseki. Yose values are more precise. You can get it by calculating the point gain when you opponent plays a move and when you play it, then divide it by two. If the sequence is sente, multiply the value by two. Double sente - that is sente for both players - are extremely important to grab as soon as possible.
Top left: black gains 2 points by playing "a". White gains 12 points by playing "a". Move "a" is worth (2 + 12) / 2 = 7 points
Right side: example of double-sente. White "b" prevents black "c" and vice versa.
Bottom left: marked white stones have served their purpose and have no potential for development. This means that black shouldn't try to capture them until late at the game and white shouldn't play to save them. The important thing is to determine status of the rest of the stones. However, if the status of the board changes so that cut at "d" becomes feasible, saving these stones might be sente.
$$c
$$ ---------------------------------------
$$ | . X O . . . . . . . . . . . . . . . . |
$$ | a X O . . . . . . . . . . . . . . . . |
$$ | . X O . . . . . . . . . . . . . . . . |
$$ | X X O , . . . . . , . . . . . X . . . |
$$ | O O O . . . . . . . . . . . . X . . . |
$$ | . . . . . . . . . . . . . . . X . . . |
$$ | . . . . . . . . . . . . . . . X . . . |
$$ | . . . . . . . . . . . . . . . X . . . |
$$ | . . . . . . . . . . . . . . . X . . . |
$$ | . . . , . . . . . , . . . . . X X X b |
$$ | . . . . . . . . . . . . . . . O O O c |
$$ | . . . . . . . . . . . . . . . O . . . |
$$ | . . . . . . . . . . . . . . . O . . . |
$$ | . . X . . . . . . . . . . . . O . . . |
$$ | . X . . . . . . . . . . . . . O . . . |
$$ | . O X X X X X X d , . . . . . O . . . |
$$ | . O O O O X P P X . . . . . . . . . . |
$$ | . . . . . O . . X . . . . . . . . . . |
$$ | . . . . . . . . . . . . . . . . . . . |
$$ ---------------------------------------
- Click Here To Show Diagram Code
[go]$$c
$$ ---------------------------------------
$$ | . X O . . . . . . . . . . . . . . . . |
$$ | a X O . . . . . . . . . . . . . . . . |
$$ | . X O . . . . . . . . . . . . . . . . |
$$ | X X O , . . . . . , . . . . . X . . . |
$$ | O O O . . . . . . . . . . . . X . . . |
$$ | . . . . . . . . . . . . . . . X . . . |
$$ | . . . . . . . . . . . . . . . X . . . |
$$ | . . . . . . . . . . . . . . . X . . . |
$$ | . . . . . . . . . . . . . . . X . . . |
$$ | . . . , . . . . . , . . . . . X X X b |
$$ | . . . . . . . . . . . . . . . O O O c |
$$ | . . . . . . . . . . . . . . . O . . . |
$$ | . . . . . . . . . . . . . . . O . . . |
$$ | . . X . . . . . . . . . . . . O . . . |
$$ | . X . . . . . . . . . . . . . O . . . |
$$ | . O X X X X X X d , . . . . . O . . . |
$$ | . O O O O X P P X . . . . . . . . . . |
$$ | . . . . . O . . X . . . . . . . . . . |
$$ | . . . . . . . . . . . . . . . . . . . |
$$ ---------------------------------------[/go]
Fuseki is a bit trickier to count. Basically value of move depends on what it accomplishes.
1. Build base / steal base
2. Connect groups / cut them apart
3. Focal point between two territories is twice as big as simple land grab
4. Attack weak group / make your weak group strong
5. etc.
Moves that accomplish several objectives are the ones you should be playing.
standardtrickyness wrote:As well which stones can be sacrificed?
- Moves that have served their purpose can be abandoned. For instance, stones that are cutting two weak groups are important. They make attacks possible. If both groups are alive by themselves even with cutting stones in place, those stones can be sacrificed. Also those stones can be safely sacrificed that have no potential to develop. See above diagram.