Sunday, August 5, 2012

There are games you win, and games you learn

The proverb is a very important one. It's not easy coping with loss.

There are cases, however, of games which you both win and learn from. Today, I had such a game. Ironically, it is these sorts of games that are even harder to cope with than lost ones. I feel very little joy over today's win. Let us at least maximise the "learn" part, then.

2012-08-05-Median-player123.sgf

It was a handicap game. The first and most important lesson from this game is that two stones is really not that much, and when you feel you have done enough to be ahead, you should *stop panicking*. I'll get back to this lesson at the important point in the game.

We started off casually. I tried to use sente-retaining opening moves. I remained as high as possible, and loose. I tried not to get too attached to anything from the get-go.

He used a very strange variation in the upper right corner. He did get more thickness than usual, but his shape is pretty bad. I was certain I could harass that later on, so this was probably his first mistake. Also, he never really got to use that thickness to much effect.

The rest of the fuseki is ok, I guess. Now that I have the whole game in view, I would swap my 39 for J16. Other than that, I'm satisfied. Still, I (now) feel that after J17 I've evened the board out. Another move at around L13 would be perfect at that point. However, he started an invasion in the lower right, and I felt that I should handle that first, and leave the center for later.

The attachment at 41 was probably a mistake. I was still panicking about this being a handicap game, and felt that I need to kill something in the lower right to have a playable game. I succeeded, but only because he didn't know what the ladder was... After that, killing the rest came easy.

Now, I feel that I would swap 87 K11 for L13.

Then comes the most important part. D6 may be OK, but it is a product of me still being in the "this is a handi game!" mindset. I should have just calmly responded with E5 and avoided complications. This led to me losing a pretty large group for no good reason, and allowing him a small intrusion into my territory. BTW, I think that E6 would be much better at G6. Thoughts?

At 165, I should have went another step on the third line before going down to second. I'll remember that. I made another critical mistake at 183. That cut should have waited, and I needed to cover up F15. The opponent resigned at 187, but he still could have played F15, and I'm pretty sure that the game would have went easily to his favor if he only saw that.

So, in retrospect, the important lessons were:

  • Three stones are better than two (on the third line)
  • To get ahead, maintain sente and stay light
  • Once ahead, calm down

Friday, June 15, 2012

Passive and aggressive

Hello, go lovers!

Today I am going to talk about two concepts that I've been trying to work out in my head recently. The first is a form of "passive" play, while the other is "aggresive". I am putting these two words in quotes because they are simply a form of thought. The misconceptions you may get with my (indeed, flawed) terminology are the following:
  1. These two forms of thought do not make your games look completely opposite to each other. The "passive" one still includes invasions, as invasions are a natural part of Go. The "aggresive" one is not reckless. Neither one of these is insane/extreme.
  2. The terms do not relate to a specific set of skills you may require, shapes you need to know, choice of joseki or anything like that. The choice of moves is a complex process, and making it a black-white relationship (I am either going to do THIS and be aggressive, or THAT and be passive) is somewhat narrow-minded. What I am talking about is merely a state of mind, nothing else.
Now that I have said what I am not talking about, let me try and explain what I am talking about. :)



2012-06-14-ryo21-Median.sgf

This is a "passive" game from my point of view. My fuseki is a 3-4, 4-4 which is pretty certainly going to give me some territory on the right side. 
Let me give you a quick tour through my mind as I play this game (note that this is a blitz game, and that my mind is not that thorough):

Move 7: I will probably have some solid territory on the right, so I will not jump into his corner. I will rather fight and see what comes out of it.
Move 11: This is cuttable, isn't it? (I wouldn't have cut here if my mind had answered with a shaky "yes". Since it was a solid "yes", I did cut. Notice I am going for simple life on the side here, instead of ambitious center influence. That is pretty passive, imho.)
Move 17: I like my corner, tyvm.
Move 21: I'll take that fifth line territory, yes sir.
Move 30: If our walls continue upward, I am at an advantage. My invasion on the left is deeper than his on the right, because I am closer to his corner. Onward! (passive, isn't it?)
Move 37: White 36 wrecked my easy-going path on the bottom, so I need to do something big to make up for it.
Move 47: I have the choice of attacking the upper right white group, making my upper left group larger, or tenuki. I decide to tenuki, since both groups seem pretty much alive already.
Move 53: You're actually going to allow me to connect downward? O.o Nice! :D
Move 59: Yay! Hane!.
Move 61: Combo x2.
Move 73: Ok, right now the status is: I have more territory on the right than he has on the left. All I need to do is make sure that this great wall of china doesn't do anything. TENGEN! Oh, wait, one above. Okai. That leaves the stones on the top open for attack, though. :( It's gonna be rough.
Move 74: Or is it?
Move 77: Right now, I feel that I can connect the stones above downward in a snake at worst, so I decide to reduce him while I still can. He's probably going to defend in gote, anyway.
Move 78: Told ya.
Move 121: Woo monkey jump on at least one side!
Move 130: Dude, that was end-game gote. Monkey. ^^
Move 133: You threaten to take those two stones, do you? Can I connect the other ones if you do that. I can? DOUBLE MONKEY!!!
Move 150: This is where I should have been very careful, but I wasn't. Which was stupid, since I'm playing a passive game, and not winning by too big a margin.
Move 160: K15 is a very nice move for white now, but I didn't see that. :(
Move 168: Apparently, he didn't see it either. o.O
Move 178: Oh, wait, there it is.
Move 184: Let me note that I am not yet aware of what's happening. If I simply play J19 now, I'm perfectly fine.

In this game, my mind was in the general area of: I am going to make a lead in the fuseki and early middle game, and work hard on keeping that lead. This is my "passive" mind at work. Here is what an "aggresive" mindset would be for me:

2012-06-15-alohacat-Median.sgf

I opened solidly, and my opponent went for massive frameworks. I pretty quickly felt urged to invade and live inside. Here is how it worked out.

Move 7: A high pincer. I doubt I'll be keeping the corner.
Move 8: Oh, wait.
Move 11: He is playing a high game. Let's work on reducing that framework of his as quickly as possible.
Move 12: He likes his framework a lot. o.O Ok, safety first, then wreckage.
Move 17: H14 looks weird. I don't think he can make a lot out of it in the next move. I'm going to go solid now, since if he destroys my territory, I really have nothing going for me.
Move 18: Ok, so I was pretty sure he was going to attack the stone in the upper right corner. He didn't? Let's use that to our advantage, shall we? BTW, his framework does look imposing, but it's full of weaknesses, really, I'm fairly certain I can still invade it ... like ... anywhere? I also feel that one move at J5 would even the frameworks out, but that would be passive. Let's not do that in this game, k?
Move 22: Pincer? Really? Soooo you're giving up on the three stones?
Move 27: Looks like it. Now is my last chance to make a significant reduction. Where to start. Upper side seems nice, since if I can't live inside, I can run to the right. He's probably gonna make me live inside, though.
Move 28: Yup.
Move 31: I don't think I can surround the two stones, but I can at least build up some strength while threatening it.
Move 42: So far, so good. Now what do I do with this? O.O
Move 44: Yeah, I thought you would use that. :( I didn't want to connect it because it would seem to slow. I think he could start a decent surrounding if I had connected. Right now, I'm thinking about ditching the top 3 stones, but I'm going to use them to threaten a capture of his two stones, first.
Move 52: Ouch. >.< My shape!
Move 57: Yes! That's what I wanted. The left-side group seems to have potential for life. I may need to discard the K13 triangle, but I don't mind, really. That territory was his before the invasion, anyway.
Move 58: Exactly what I need! I'll give you a double atari you can't refuse!
Move 63: Mission accomplished. ^^ I can start thinking about that J5 now to finish up. Don't wanna. Destruction ftw.
Move 64: Oh, we're resurrecting those, are we?
Move 72: This is a tippy-toe situation. I was at a slight advantage, though.
Move 79: Sure, I'll chase you around if you want me to.

And resignation. I still wanted to do something deep, like C7. In a game where the opponent is playing very wide moves, I feel inclined to work toward destroying large parts of his territory. That is the "aggressive" stance.

Feel free to give your thoughts, variotions etc. in the comments. :)

Tuesday, May 29, 2012

Influenced by influence


In Go theory, you will often hear talk about influence and territory.  Commonly, you will place stones on the board with one of these two in mind. Which should you pick, and why? The answer I found most sensible is that you should aim for a balance between these two.

Now let's see what some of the words in the previous paragraph actually mean.

One easy way to understand the difference between influence and territory is to redefine them as "fourth line" and "third line", respectively1. The 4th is typically called "the line of power" or "the line of influence", whereas the 3rd is called "the line of territory" or "the line of profit".

The line of territory

If you look at the 3rd line, it's easy to understand why it is called thus. A play on the san-san (3-3) point lives in the corner. A two-point jump on the 3rd line is a base for making life (typically, you can follow up with a keima on the second line on at least one side, and that should get you settled; you can also commonly jump out, and two eyes should be forming pretty quickly).

It's good to know that the 2nd line is known as "the line of defeat". This is because for each stone you place on the 2nd line, your opponent can place one on the 3rd line, just above it. You are getting one point for each stone, and he is getting a wall on the outside. We will see what this wall is good for a bit further on, but keep in mind that if this same thing was happening just one line higher, you'd be more comfortable with making life, as well as get twice as many points! Don't crawl on the second line if you can avoid it.

The line of power

So what's this about power? Well, conversely to the 3-3 point, a stone on the 4-4 point doesn't secure the corner at all! There is a simple joseki that involves a 3-3 invasion under the 4-4 stone that lives unconditionally. The 4-4 stone needs at least one more stone to secure the corner. If you make an extension2 from the 4-4 stone, then you need at least one more stone to secure the corner.

Similarly, if you play a san-ren sei (three stars in a row) opening, you can expect that your opponent will  perform an invasion on your side, and accomplish something with it. The fourth line is too far away from the edge to keep it safe from harm, and you really shouldn't even try to keep all of the side on which you played the san-ren sei. You will get territory from these stones later on on the game. How? Well, that's kind of the point of this post. I had3 a lot of trouble figuring out exactly how to use influence to my advantage, and writing this is about starting to figure that out.


Linking theory and practice

Here is a game.

2012-05-25-viton-Median.sgf

In it, I won by half a point. Skim over the game, quickly, please. Have a look at the end result. I have two corners, he has one. One corner belongs to no player. I have stakes on three sides, and tiny territory in the middle. The only thing he really has is the vast territory in the middle, and it is an even game! How did he build that? Influence. Probably the vital moves for building this framework were 22 and 36. Once I saw the wall he has built, I wanted to let him expand from it, and see who would come out on top. Walls such as the one on C14-G14 are very valuable. If you want to weigh it more precisely, here is a simple calculation:

Imagine that black is building a wall on the 3rd line, and white is building a wall on the 4th line just above the black stones. What does white need to do with his wall to catch up (in actual territory)? Obviously, he needs a box-like shape that is two lines wide, right? I say two lines, because the black territory can be no bigger than two lines. So, all white needs is a few two-point jumps, right? Right. BUT! If white's wall is long enough, he can afford to make a much longer jump. Why? Because if white has a wall that is 6 stones long, and makes two 5-point jumps on each side of that wall, making a box-like shape, black will have an extremely hard time living inside that framework / killing it. All black can really do now is to try and reduce it. But this shape was so much bigger than what black had in territory, that white can afford a reduction. White was ambitious, and it payed off.

Another example!

2012-05-22-justed-Median.sgf

This game involves a failed fight for life in the middle. The outcome of the game is similar to the last one, though. White won with a 10 point lead, and didn't have a single corner! If you look at white's opening, you can see he was clearly experimenting (should I say - fiddling?) with influence. Looking at the final state of the board sort of invites the following analysis: Imagine that black has a wall on the third line on the bottom of the board, and a wall on the third line on the top of the board. White has walls on both fourth lines. Who has more territory? Four lines are occupied by stones, Black has 4 lines, and white has 11. Obviously, this is a fictional calculation, and the 11x19 area would invite an invasion, but in a real game, if you aim for 4 corners, and linking them up similarly to what I had in this game, you are basically giving away much more than you should.

Let me provide another example.

2012-05-27-Median-Marta.sgf

Here I didn't really think about this concept during the game, but it is still a nice example of the difference between influence and direct profit. Every invasion I made here was on the third line, and thus profit-oriented. My fuseki is also strongly turned towards territory, whereas black is gaining a lot of influence. You can see the outcome - it was very difficult for me to cope in the middle game, because black forces had more support all around. I made a massive reduction of black territory, and still lost the game. That is the power of the fourth line.

Nothing is simple

I'd like to put emphasis on the fact that this territory/power relationship does not come down only to choosing 3rd or 4th line. Go is a very complex game, and this is probably the simplest way to understand the difference, but in reality, there are many ways to go about these general ideas. The white fuseki in the second game is a good example.

So, the lessons to take from this post are the following:
  • Be aware of what your are playing for - influence or profit.
  • When you do pick a strategy, make sure to stick to it, and steer the play towards your strength and the opponent's weakness.
    • If your opponent is playing an influence game, make sure you defuse that influence as soon as possible, and preferably, try to get some profit while you're doing it.
    • If your opponent is playing a territory game, try and make a strong "power" wall against his "territory" wall, and use it to gain more than him in the long run.
  • Do not focus exclusively on profit or exclusively on influence.
Now go and play some games! :) Or write a comment.


1 "Third" and "fourth" here doesn't limit to any specific side of the board - it is merely the third or fourth line from an edge, whichever edge you may happen to be looking at.
2 Typically this would be a keima (knight's move) or a  kosumi (diagonal) on the 3rd line.
3 Have

Sunday, May 20, 2012

A neat connection problem

Black has to connect all 3 stones:

http://eidogo.com/#2aruR40

I have found this problem in SmartGo Pro, and it gave me quite a headache. In the end, I couldn't solve it, and felt a bit dumb for it when I saw the solution. ^^'

Have fun!

Wednesday, May 16, 2012

How I lost against a 14k and won against a 7k

Today I played two games.

The first one was against "cousin", who is a 20k? on KGS, but claimed to be around 13-14 prior to the game.

2012-05-16-Median-cousin.sgf

I didn't like my opening. Up to 6 I'm OK, but with 8 I started goofing up. Luckily, he was nice about it and didn't punish me. 8 and 10 are huge mistakes, as they leave me with no good follow-up in terms of shape. Not to mention that he could atari after 8 which I kind of ignored. That would work out for him much better than the game-play. Lesson learned! I need to spend some time on playing against approaches where I am one step behind.

27 and 29 seemed strange. He probably felt that my upper side was getting too strong. I didn't really cope with the situation well, and that sort of stuck with me up to the end of the match. I feel that 55-59 went hugely in my favor. I wanted to use that momentum to win the game. I made a game-losing mistake with 76. In retrospect, I see that I simply should have played lighter (H9, for example), and that would have been the end of it. I overthought the situation, because I was looking at that K9-H12 connection all the time, and forgot to keep things simple. Lesson learned: always ask yourself: "Is there a simpler way?"

With this in mind, I stepped into the next game. It was against a 7k called "kcang". I don't like handicaps. I really don't. I have nothing against the system per se, and I will always accept it if the other person wants to use handicap, but I rather like to not use a handicap when I am playing against a stronger player and trying to learn. I don't mind being beaten to a pulp.

2012-05-16-kcang-Median.sgf

Lately, I've been playing the first 3 moves as an opening with black quite a lot. I'm starting to dislike it, and move more into an "approach before you enclose" state of mind. So I should have played 5 at Q5 really, but I wanted to give this "passive" attitude a bit more time to settle in my mind. He chose to extend after approaching (6,8) which is gote. That felt strange, but it lifted my hopes. Tiny details, tiny details. When he invaded the upper side, I decided to pincer from the side because I had already enclosed my corner. When he takes his base, I can expand the corner and attack at the same time. He decided to make a wall on the fourth line afterwards. Yay for him. My first instinct was to find a way to neutralize it, and making a thick right side seemed easy as well as profitable. Once I noticed he started to make another wall there, I decided to let him, because his lower left was wiiiide open. I was pretty sure I could live there, so all he would have in the end is the two walls and territory in between. I think his fatal flaw was the attachment at 38. Afterwards he defended his left. I wouldn't. I would hane with 44 on J5 and fight to the bitter end. 48 was another big mistake. It was cuttable, and he could not afford a cut there. 59 was my big mistake. I should have simply turned there. Now he managed to cut me off, and that was baaaad. At 78 he could have killed me. He was ahead in liberties, and he just had to start filling up, and I would have nothing to fight back with. Instead, he tried living on the side for some strange reason, and first chance I got, I played L11 for safety. I don't know if he didn't think of filling up my liberties, or simply didn't see the defense of L11. In any case, this was the big mistake that let me win the game. Well, it would have been very close otherwise... He made a mistake in the lower right probably out of desperation. 128 simply does not work in that situation. I'm pretty sure that the 3-3 stone can live inside even without the support from Q5. I tried living in the lower left, but failed. I think that 187 was the main mistake, and should have been played at C4 for life. Maybe not. One simple response that comes to mind is B2, after which I really don't know what to do.

One thing that struck me about this player was that he was very insecure about shapes. Apparently, reading books on shape, failing at a lot of tesuji, and time spent at www.goproblems.com do pay off. Now I am officially only 1kyu from single-digit! Onward!

Monday, April 30, 2012

Best two out of three

Today I played three games against someone I never met.

I was browsing the English room on KGS, and he was the same rank as me (although I had a ?, since I haven't played in a while), and his game was without a time limit. I like that for a warm up. He won the first game, and invited me for a second, in which I prevailed. We then decided to play a third game for the match. I'll leave the result of the third game secret. :)

2012-04-30-skyee33-Median-1.sgf

I played black in all three games. In the first, I loved the opening. I like seemingly peaceful openings that leave room for nasty (creative?) invasions / reductions. I noticed in all three games that my opponent opened wide in the corner when left alone (when pressured, he runs in rather than out, though). I kind of tend to do the opposite and play for a safe corner whenever I can. Up to move 16 not much really happens. His invasion seems weak. He has no room for a proper base on either side. I would play C11 if I were him, giving me room either to jump two points north or one point east. In any case, I handled it badly. I should have pincered first. I wasn't too dissatisfied with the result because I kept my eye keenly on the right side, hoping to do something big there, and maybe a small reduction on the lower side.

Up to move 65, I make fun life on the side. After that, I actually planned out 67 and 69, hoping to bring the four stones back to life if I get the chance. On the other hand, discarding those stones would let my 69 invasion live. The only thing I really feared was him capping the 69 stone, and me being forced to make life underneath. He made a silly blunder with 84 after which I thought my win was secure. However, greed took the best of me.

We had a fun little ko then, which worked out OK for me. I should have secured another eye for my bottom right group then. Instead, I tried to save the other bottom group by killing off his snake. Naturally, I failed and lost all three groups.

2012-04-30-skyee33-Median-2.sgf

We started the second game first with a handicap of two stones. He thought I don't need it, so we restarted without.

Here he was the one to do fun things. Move 18 is the first of them. I'm pretty sure that K5 is a good defense however he continues, but I'm not really sure, and right now, I don't have the focus to explore. If any reader finds a weakness there, please mention it in the comments. :) 26 ha me baffled. The peep at 28 is fine, but it seems too early for that here. There are still big moves on the board, and for the move to make sense, he had to follow up at 30, so he lost sente. His continuation seems to indicate he wanted to surround me completely, but that's plain crazy. Right?

Anyway, when I played 37 I regretted it at once. I was sure he would pincer me, and make an easy kill. He let me get away. ^^' Which was lucky. 37 Was a greedy move. Making a move on the side would be better. After 43 the game is basically won. When I played 51 I noticed that he had a fatal atari at H8. I just apparently neglected that H9 does nothing to prevent it. XD The rest of the game is me clumsily halting his advance, and a neat little capture race to finish it off.

The second game was shorter than the first. It has always been a trait of the weaker player to take longer to realize one should resign. :)

2012-04-30-skyee33-Median-3.sgf

I like how he took territory on the north in 14-26. I'll play with that a bit and see if I can optimize it a bit. I messed up with 43. A much better answer would be P15. I was lucky with this outcome, though, because he missed a fatal point at 60.

I didn't think he had to resign there. He still had room to swing the game around. He was probably already tired (I know I was), so he didn't want to bother. Also, I'm sure we all know what a bitter taste a lost capturing race can leave, so I can't really blame him.

Saturday, April 21, 2012

The best defense is a good offense

Actually, the title of the post is a bit misleading. In my experience, this attitude will more often then not get you into trouble. This time, it worked for white.

http://dl.dropbox.com/u/6978482/sgf/2012-04-20-Kobran-Median.sgf

This is a game I played yesterday at RAF's Go club against a new member who claims to be around 10-12k. I thought it would be an even match. He won impressively, but it was a decently close game all the way to the end.

I haven't played a stronger player live in quite a while, now. I almost forgot the feeling. ^^ It is very peculiar. Playing a game of go feels a lot like fighting an actual battle, while still keeping a very strong friendly relationship with the opponent.

Comments to the game itself are given inside the .sgf. The are in Serbian, though, so if anyone needs them translated to English, please ask. ^^'

Thursday, April 19, 2012

To cut a bamboo

A short introduction for today's main topic.

A bamboo joint is a very strong shape. It gives flexibility and safety. The only real disadvantage is a bit of heaviness, but in most cases, when you make a bamboo joint in normal play, it gives you a powerful position, especially if you are in the middle, as it often happens.



The obvious strength of the bamboo is that while still being wide, remains connected. The player that makes a bamboo shape can connect even if the opposing player plays on one of the spots inside the shape. It reaches out freely to all four sides (especially so to the left and right in the above image), so it is flexible as well.

That was the introductory part. Now the main event. :)

Today I came across a very interesting shape that is related to the bamboo, but a bit more complicated and infinitely more interesting.


The book in which I found it called it "the alien symbol". The main feature of the shape is the opposing stone in place of the last piece of the bamboo joint. The book gives an example of how this can be very good for the opposing side (white, in the above image).

There is a more general principle behind this shape. Here is a quote from the same book:

In many ways, the Alien Symbol is a structural representation of the creative conflict that is the hallmark of Go (and perhaps of life as well). Stones that are connected are strong, and stones that are cut are weak - as E.M. Forester says: "only connect". The bamboo joint and the tiger's mouth are the twin icons of connection. You can take out an opposing force of any size with almost nothing, if you aim for the connections and the incomplete links of the chain - spoiling the bamboo joint as in the case of the Alien Symbol, or playing on the pivot as in the case of the tiger's mouth.


Saturday, March 24, 2012

Life in the corner

Marta and myself have already lost over an hour on this.

http://eidogo.com/#2BPh5Jdd:0,0

The goal is simple: make life for black in the corner.

We have 1 way to do it so far. Leave yours in the comments.

Thursday, March 15, 2012

How to lose with a handicap

Hi everyone!

A few days ago, I had this game in which I was the handicapped player, and I managed to lose by resignation in ~80 moves. The opponent was way more skilled than me. However, it seems to me that all three big wins he had were solely due to my mistakes. Otherwise they were overplays. I hope not all handicap games turn out to be like that.

So, here goes:

2012-03-13-ioyuug-Median.sgf

The SGF is edited with my own experiments. You are welcome to introduce your own, and send them back if you wish, or, just tell me what you think in the comments. :)

So, the first big mistake I made was move 30, which allowed him to get a wall in the lower right. That could have been avoided by simply playing at N2, instead. Had i played there, his corner would have been way smaller than in the actual game.

Sunday, March 4, 2012

A few quotes

No game this time. Just a bit of wisdom.

I've just written a blog post about the album "Go" by Stomu Yamash'ta and some friends of his. I apologize in advance to the international reader for the other blog being in Serbian.

While researching material for the post, I've come across some go-related quotes I'd like to share. They are given here in no particular order.

"Begin anywhere." -John Cage

Thursday, February 23, 2012

A two-stone handicap against a 13k

Today I played a handicapped game, and thought it would be nice to share it. Aside from being the first handicapped game we will look at, it will also be the first game in which I lost that is analyzed on this blog. It is against a KGS player called daimazin. He was 13k? at the time of play.

I already mentioned ranks in go. These work mostly as a measure of skill relative to other players. This means that the kyu/dan system can be used to determine a handicap for the weaker player, with the aim of evening out the game. If a handicapped game is started with a properly determined number of stones, it is considered that if the weaker player wins (with the handicap) it is as rightful a victory as any other. (note: imho, this is a clear sign that we are part of a culture in which victory is achieved by doing one's best, rather than scoring a particular amount of points) Usually, one rank is worth one handicap stone. Since I was 11k? at the time of the game, daimazin had two handicap stones. Handicap stones are placed in a predetermined order on the board. For two handicap stones, it is the upper-right and lower-left star (hoshi) point. The handicapped player uses black stones, and white gets to play first, since if black played first, he would be three stones ahead. Usually handicapped games do not include the komi rule. Komi is believed to be worth one handicap, so it normally balances out for white the fact that black plays first.

Enough smalltalk, though. Here's the game.

2012-02-23-Median-daimazin.sgf

Now that I look back, I think that I have made a mistake already at move 7.  I should have entered the upper right corner as I planned. Since he is the handicapped player, he can afford to ignore the move I made at the left-side star point and deny me the corner in the upper right. Shouldn't have allowed that.

Tuesday, February 21, 2012

SmartGo 4s

Ok, first off - I'd like to announce that from now on, I'm going to be writing this blog in English. A very good friend pointed out that I can reach a much wider audience this way, and really, there is no real reason to limit this blog to a Serbian audience just because a large majority of my friends are Serbian. Indeed, probably any of my friends that would even find it worthwhile to read this blog already use English well enough to not be hindered by my (lack of experience in) use of English.

Anyway, let's look at a game.

Yesterday I played a game against SmartGo on my iPod touch. Right now, I'd like to take a moment and talk about the AI that I've encountered so far, and my experience with it. Probably the most popular go AI out there is GnuGo. You can find GnuGo in many PC go clients (such as GoPanda, for instance). This is because GnuGo is only an "engine" for playing go. The brain, basically. Obviously, there are many different GUI applications built around GnuGo, but the logic is always the same. GnuGo is a pretty powerful AI, as well. I have won against it only a few times so far, and that was with undoing some stupid mistakes I still tend to make in the heat of battle. If you can, I suggest playing against a weaker AI when you are only starting out. Bear in mind that GnuGo is an ideal partner for working on your battle technique. Here I mean small, local battles, and not the "war" that goes on throughout the entire board.

Thursday, February 16, 2012

Moja prva 15k partija

Dugo nisam igrao na KGS. Poslednji put kada sam igrao go, to je bilo protiv ortaka koji tek počinje da igra, i igrali smo na 13x13 tabli. Bila je lepa partija (zaista), ali nekako sam se tu više fokusirao na edukativni momenat, tj. da napravim situacije koje on može lepo da čita i da nauči što više. To je bilo pre 3 dana, a pre toga nisam igrao pune dve nedelje. Dve nedelje pre te partije sam prvi put bio u Klubu društvenih igara na Novom Beogradu, i odigrao jednu (za mene) veoma poučnu partiju sa igračem čijeg imena se ne sećam trenutno. Sramno sam izgubio, ali sam imao priliku da držim prave kamenčiće u rukama, i toliko mnogo sam naučio da mi poraz nije pao nimalo teško. Čak naprotiv.

Sa time u glavi sam se danas odlučio da pokušam da primenim stečeno znanje, i izgubim još koju partiju. Kada sam se ulogovao na KGS, on mi je dao (14k?) rang što me je malo zbunilo. Poslednji rang koji sam imao na KGS je bio 17k. Verovatno pretpostavlja da sam se poboljšao u međuvremenu, a ne obrnuto. To je interesantno. U svakom slučaju, upario me je sa likom koji je 15k, i očekivao sam da će me on definitivno dobiti, pošto nikada do sad nisam igrao protiv 15k. Mislim da jesam jednom, kad sam bio 17k, na samom početku online igranja, i to je bilo sa dva hendikepa. Bilo teško mlaćenje (mene). Valjda je to bio 15k.

Elem, ispostavi se da sam uspeo sa izvesnom lakoćom da pobedim. Tj. bila je velika razlika, a sama partija mi je oduzela puno snage i koncentracije. Imam utisak da taj protivnik nije trebalo da bude čak 15k. Pravio je neke baš nezgodne greške. Možda je isprobavao nešto. U svakom slučaju, evo partije:

Go go go!

Zdravo svima. :)

Za one koji su ovde nabasali sasvim slučajno nemajući pojma o tome gde su i šta je go, evo veoma kratak uvod.

Go je igra slična šahu, koju igraju dva igrača na tabli. Potezi se povlače postavljanjem kamenčića na preseke linija na tabli (linija ima 19 horizontalno i 19 vertikalno). Pravila go-a su veoma jednostavna, i mogu se naći (na primer) ovde. go je jedna od najstarijih igara ove vrste na svetu, i ima *mnogo* pisanog materijala o tome kako se igra, i kako može da se igra. Neću se time ovde baviti, jer bi to bilo apsolutno suvišno.

Na ovom blogu ću pisati o svom igranju go-a. :) A pozivam čitaoce da slobodno postavljaju pitanja, daju preporuke, pozovu na partiju i šta god im generalno padne na pamet.