This post is to basically outline and present a road-map to breaking the 20-15k barrier. There is, of course, nothing special about 20 or 15k specifically, but the idea is that a player has advanced from a total beginner to a hobbiest. It is based on my personal experiences in moving from a 30+k to present day (14k on KGS).
Existing guides seem to be focused either on the absolute beginner learning the rules, or on more advanced players where the guides focus on more narrow topics. This is meant to bridge the gap between; it is meant to basically take a player up to around my current level as efficiently and optimally as possible.
My take and experience in this has led me towards an opinion that seems not to be expressed much. Namely, I believe that the key for rapid advancement through the upper kyus after a solid base has been established is the understanding of the beginning and early game. My experience and what I've gathered from talking with others is that there exists so much confusion and inefficiency in early play, that it is difficult to get a good, balanced game with others of appropriate skill. Way too many times a game with a person of equal or lesser skill immediately turns into a losing uphill battle, making it very difficult to play with (and hence learn from) stronger players.
The path consists of three areas, the first two forming the base on which the strategy of the third must build:
Close quarters combat
Territorial concerns
Strong opening and early game (global concerns)
Basic close combat is the first essential skill to establish, and can be done well through 9x9 games and solving problems.
9x9 games are the best way to advance your close combat ability quickly, but are usually quite hard to find. Normally, the players you can find are so advanced beyond you when you're starting out that little can be gained. Therefore, what I actually did was I got a ROM of HnG for the GBA, and used its different levels of computer ability to advance my ability. I was able to literally advance through the ladder from the beginning to the end, and my close combat skill went up enormously - all on my own time and without struggling to find other players whose skill didn't decisively eclipse mine. Having the ROM also allowed me to speed up their computer, eliminating the largest complaint of the game. Of course, you should wean yourself off it as soon as you're able to beat it, but by that point you should have much greater understanding of close combat. After HnG, you should be ready to try your hand with GnuGo, and try to find other players to play with. Teaching new players the game and giving them handicap stones will require you to learn aggressive play. It will also be giving back somewhat to the community, and they will usually provide a bit of competition for your own growth to try and stay ahead of them.
Some key things to understand are:
Learn to avoid common mistakes.
Learn about stones in atari on the second line.
Learn not to make unnecessary moves
Get some basic reading skill to read a few moves into the future.
Along with the above, is understanding life and death. The second volume of Learning to Play Go covers some basic shapes of life and death. The most beneficial thing toward a basic understanding of life and death, however, is problems. HnG has a couple hundred of those to work through. Once you're reasonably well with these problems, Gobase has the Korean Academy problems, and the first set should provide the patterns and thinking needed to finalize this base in close combat.
An important point on doing these problems is to force yourself to think and read out everything, not relying on any guessing/failing!
Dealing with territory is the next essential skill, this can be done well through 13x13 games.
You should learn how and when to hane to increase your own territory and decrease your opponents. You should learn where weak points are and when you must defend/exploit them. You should learn some basics of pushing into your opponents territory to vastly reduce his score. You should be able to recognize where an opponent may cut and hurt you. You should have a small understanding of where an invasion might be possible (e.g. the 3-3 point invasion). You should understand when to make quicker moves rather than slower ones. You should understand ladders, potential ladders, and when cutting points need not be defended because of these. You should recognize potentials for series of ataris and double ataris. You should know how to flee for life. You should also pick up an intuition for basic shape.
All of these things that you should learn basically come to you through experience. So fire up HnG or later GnuGo and play lot of 13x13 games. Of course humans are even better if you can find ones of appropriate skill.
With this base skill established, you should now be ready for the strategic part of this road-map: Understanding the beginning.
My own personal experience (and the experience of every beginner that I've talked to) is that when I was playing 19x19, I really had no idea where or what to play for the first 50-100 some moves. I had no concept of acquiring territory, building thickness, extending, big plays, moyo, or proper responses to approaches. I was unable to acquire this knowledge and sound strategy through playing many games, and I understood little when watching the games of others. I clearly needed something to get me started and teach me the strategy. My main tool and resource for advancement thus far has been reading and re-reading the first 50-100 or so pages of Elementary Go Vol. 1 - In the Beginning. (I have also heard good things about Opening Theory Made Easy)
While this book was definitely over my head, I was able to improve my games immensely and, more important than rising in rank, I was now able to play games that adequately represented my ability. Those pages were easily 9 stones for me in strength. Understand that theory and strategy is probably further advanced than where you are at, so don't be adverse to leaving the book until you have more experience - know that understanding the context of what's going on is required to understand the strategy presented.
In addition to that book, I would recommend a beginner understand that after playing urgent moves, look to tenuki. While doing this, keep in mind the whole global/local balance. Remember that handicap stones are for influence, not territory, so over defensive play should be avoided. Remember to keep an eye on the 3-3 point invasion, and wait until the best time to make/defend it. Also, look for plays that accomplish your set purpose and another simultaneously so as to make your moves efficient.
Back what you learn up with lots of 19x19 games, and go back to review the basics and strategy, you'll be surprised how much you can pick up with some context.
An additional and concluding step in the guide is to get a good player to do a teaching game with you, and listen to their advice as to what you're still missing. I personally had NannyOgg help me out: though I would normally be wary of volunteering someone for them, she seems especially benevolent. I'm sure you can ask her or anyone else who's stronger for a teaching game.
If you need help getting access to any of the resources mentioned, feel free to contact me (comments is fine).
Thursday, May 24, 2007
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4 comments:
This is great advice, I'll keep your post in mind when teaching beginners in the future :)
The URL for common mistakes is malformed. It should be: http://senseis.xmp.net/?BeginnersMistakes
Thanks, fixed.
Good Stuff.
I'd add this link for Cho Chikun's Life and Death problems. The elementary series should really give the player a good workover!
http://tsumego.tasuki.org/?page=tsumego
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