Showing posts with label igo. Show all posts
Showing posts with label igo. Show all posts

Friday, June 27, 2014

Yukigami's Life and Death Solving Model

The Outside-in Method for Life and Death by Ben Mantle




The key to solving life and death problems (Tsumego) efficiently and methodically lies in understanding how to take steps to reduce their difficulty through the fundamental principle of eye space. Every move forward into a Go problem essentially leads to another Go problem, but by following a fundamental yet oft-forgotten approach, we can ensure that a problem will get easier with each step into it.

We know that a surrounded group with a lot of eye space is either difficult or impossible to capture, and that a group with little-to-no eye space is either easy to capture, impossible to capture, or captured without any further efforts. Since surrounded groups with little eye space are generally easier to capture, reducing the eye space of a group—that is, shrinking it from the outside in—is a simple and fundamental means of making it easier to capture. Similarly, increasing the eye space of a group makes it more difficult to capture, while yielding more territory in the process.

Yet, many players of even low- to mid-dan caliber fail to utilize this fundamental concept. Their puzzle-solving prowess tends to be uncharacteristically low for their overall Go level, and even simple ladder reading turns into a finger-pointing mind-twist—or worse, an assumption gone horribly wrong. Although some players can evidently achieve decently high amateur ratings despite some embarrassing holes in their skillset, they set themselves up for a sort of level cap; at the very least, 6-dan becomes an impossible aspiration, assuming legitimate 4-5 dan strength is even within reach.

I am flabbergasted when I hear dan-level players ask me “how does life and death have anything to do with the rest of the game?” In fact, even spaced out moves in the opening can be related to life and death; experienced players should learn to foresee the likeliest future developments in local areas of the board, especially with regards to the whole-board dynamic. Reading power, developed largely through solving life and death and other problems, is not only the key to coming up with creative sequences to suit one’s needs in a game or turn to turn a game around, it’s a major key to defeating stronger players.

The fundamentals of life and death are simple enough to remember forever from one read and a little practice. Several are outlined below (not including elementary skills such as detecting false eyes or counting liberties). An important thing to remember here is that these are not the steps to take in solving a problem; they are the steps that should dictate your thought process for each move further into a problem.


STEPS:
1.     Reduce the eye space from the outside/Expand the total eye space. If this is not effective and leads to failure, move to step 2.

2.     A) Play on a vital point inside the eye space. I will not outline any rules for spotting a vital point, except that the 2-1/1-2 coordinates in corner life and death tend to be vital points, and placements in the center of a problem—particularly when there are one or more true center-points based on symmetry—in general also have an above-average likelihood of being vital points.

Finding “vital points”—that is, places within the current eye space that do something important such as capturing a group or making it alive (in life and death at least)—is based on developed instincts, and of course, reading. That said, doing more life and death problems improves the ability to solve them and to spot their vital points.

B) If step 2—playing on a vital point—doesn’t work, then the problem obviously cannot be solved.

C) If step 2 works, *revert back to step 1 for the next move into the problem.*



Conclusion: Always first think to reduce or expand the eye space. If this stops being effective or is impossible, proceed to think about vital points inside the eye space. If a vital point is played (step 2 is used), always revert back to step 1 (reduce/expand total space) for the next move’s thought process. This method is the key to solving many very high-level problems. It maintains a sound solving system and maximizes the chances of shrinking (or expanding) the eye space effectively, which makes the entire problem turn into an easier one to finish solving.




~Yukigami

Saturday, March 15, 2014

Summer Blogging

This is just a clear statement and reminder to anyone following my blog (or taking a look) that I've been making posts decently often so far, but once April hits and I'm done with classes, I'll be doing an insane amount of blogging! You can expect at least 2+ posts per day and fully operational blog sections.

In addition, you'll see a lot more Go tutorials, some chapters of Love Lilycove at last, some role-play stuff, some MTG, the beginning of my Youtube channel and first ever Go teaching video (series!), and a whole lot more!!

So please, get excited!
Let me know what you would like me to talk about! I really appreciate your comments!! Criticism is also greatly appreciated. Be it about my blog, my posts, my teaching, my topics, your own thoughts or opinions, your requests - please tell me what you think!!

Thanks!

Please show your support and enjoy my content!




~Yukigami

Tuesday, March 11, 2014

Nevermelt-blog

Yukigami in da house.

I've had a lot of blogs in the past. You'll be able to find those blogs and things easily on this one once I find the time to get it all organized (Summer is coming!).

I've had at least 2-3 other blogs plus a live journal, not to mention MySpace, a website through Tripod, and more... But this one is here to stay. I may have made this same claim about other blogs in the past, but this one will not share the same Fate.



Right now I'm studying for a difficult and heavily-weighted (final exam-like) stats test I have tomorrow. After that test, I need to write an essay on fantasy due the next day, and then write another essay due 6 days after that's a great deal more of a pain in the ass - an increased-difficulty variant of a Shakespeare essay. I'm planning to write on the topic relating to "airs and spirits."

Right now I just have absolutely no time to be blogging, but I plan to blog after I submit my Shakespeare essay due on the 19th, after which I should finally, after all this stress, despair, and chaos, have at least a day or two somewhat off from hardcore writing/studying. I may make a quick blog post before the 19th, but that's it.

The next thing I plan to blog about is the fact that I've joined the Canadian Go Association (CGA) newsletter team as an editor and writer. I have submitted this Joseki tutorial - the first of many to come - to the newsletter, and the newsletter containing it has been published and sent out to the CGA. You can view the newsletter here (March newsletter). Note: this link does not (yet) direct you precisely to said newsletter. In fact, the url is misleading as it seems to bring us to the home page with a different url. But just scroll down the newsletter tab :)

Oh, and I will be editing my "Subway Joseki" tutorial, since it was edited a little both by myself and by the other CGA newsletter editor before being published. Those changes will be made to the blog version within two weeks :)

Au revoir!



Awesome Cha La Head metal cover! Oh the nostalgia~ ~ !

 





~Yukigami


Monday, March 3, 2014

Very Busy! Hello and Small Go Update

Hello everyone! Yukigami here~





I haven't been able to post much of anything lately because of school ><
Right now I'm at a very busy spot, with two essays and two tests all jam packed into a short time period. I'm losing sleep!

For now I'll just post a little Go update.

Recently my Tygem suffered a lot. I was already not performing as well as usual for a bunch of games, but I lost some over and over due to disconnection, poor sportsmanship (forcing me to lose via spamming counting and draw requests in my face), and otherwise time out. There were a lot of legitimate losses, but the illegitimate ones were extremely frustrating!

Anyway, when April swings around I'll have to play some games and get it back to 7d :)

I started playing on WBaduk(formerly OroBaduk) again for the first time in years! My name there is Yukigami. The ratings there seem slightly softer even then Tygem ranks, or otherwise about the same. It was very easy for me to get to 7d there and I think 8d could be possible! I'm glad that it doesn't take quite as long to rank up there as it does on Tygem. The relative downside however is that when you rank up, you remain just at the threshold and a loss can put you back down to the previous point of almost being at that level. I got to 7d so far but I've only played against one 7d so far. He was pretty decent I guess, I made some silly strategic mistakes probably due to lingering complacence caused by the 4d-6d opponents leading up to that game.

KGS is more or less the usual, floating between upper 4d and lower 5d, though I haven't been playing much there lately. Compared to on Tygem or WBaduk, it's difficult to find an opponent on KGS sometimes.


Okay, adios!!


Good luck with essays/exams/important deadlines, presentations and pursuits!





~Yukigami

Monday, February 3, 2014

Teaching

Teaching


I've been teaching Go for at least five years now, and over that span of time my teaching has continually improved. These days I get a lot of very positive and flattering feedback (thank you~).

I believe it is important to focus on concepts and real understanding rather than case-by-case tactical explanations. It is just the same for academic studies, and really life itself - and speaking of which, let me just throw it in here that Go not only provides deep mental and personal cultivation, but also is really analogous  to life!

I believe that more so than just a having deep understanding of Go, teaching it requires the ability to put oneself in the student's shoes. Furthermore, with a little creativity, a Go teacher can complement explanations through use of various fun and relatable analogies and metaphors - it is very important to comprehend and discern the situational as well as the long-term needs of the student.

As for English, I've taught a few people in the past, but for the most part have just started tutoring in early 2013. For both Go and English (I can also tutor Japanese for very low-level beginners), I have some typical formats in which I teach, but can teach in any other format as well - I am open to mostly anything.



RATES...

...are open to discussion!

But in general, for real-time lessons, I charge about $20/hour. Travel time/expenses not included.


If you have any questions, please, feel free to contact me!
You can email me, contact me via my other social media, or even easier -  fill out the "Talk to Yuki" form on the right sidebar (it can be found on the right, close to the top if you scroll up a bit)



This page is still under construction, and will eventually include more details and links to other related information and sources of credibility such as past lessons, feedback and more!


~Yukigami

Sunday, February 2, 2014

Joseki Explained: Intro, Star Opening: Part I - "Separated in the Subway"

::To be updated soon with final edits::


Joseki Explained





Introduction





This will be the first of probably hundreds of Joseki of which I will be providing deep microanalyses, fully explaining every tactical, strategic, and conceptual choice behind individual moves in each pattern, in addition to the selection of each pattern as a whole. Every single play within these Joseki will be made understandable, and through use of them in our games, these two combined theoretical and practical sources of Joseki intel may then bring to fruition a deeper understanding and sense of comfort in applying these variations. The idea is to develop as much as possible a more innate understanding, allowing us to both apply and remember these moves better, and to assimilate the patterns into our play in terms of move functions rather than regurgitating them from memory. Joseki are useful only for the tactics, concepts and assessing ability we can derive from them. By having us learn in this way, I hope these analyses will prove helpful to the following ends:

  • Help us feel confident in our games and provide for us some essential Joseki to add to our arsenal for all future games. (while as stated above I do not advocate blind regurgitation of patterns, memorizing is sometimes the precursor to the derivation of Go skills.
  • Provide for us a relatively novel resource from which to gain a deeper understanding of all the moves involved in a given pattern.
  • Provide for players/teachers a resource with which to teach Joseki to others, or to which those others could be referred.
  • Coin new names for certain moves and patterns, providing us some assistance with visualizing and remembering them by categorizing them in less of a head-spinningly numerical manner and more of a memorable, nominally visual one.
  • Explain every detail of Joseki, allowing us to assimilate everything involved, such as:
    • Whole-board strategy
    •  Tewari analysis 
    • Situational assessment ability
    • Tesuji (for living, capturing, fixing, cutting, movement etc.)
    • Effective shapes
    • Efficiency of stones
    • Tactical/comparative advantage (eg. comparing a pattern with a similar or obsolete one)
    • The meanings of certain exchanges (eg. a move we normally aren't supposed to play but has some benefit specifically in said case - or otherwise, a move that seems random until knowing how it affects a local situation), and more.
  •  Thus, a resource with which players can study Joseki in a fruitful, comprehensive, and exhaustive manner leading to something far removed from a mere increase on our Joseki repertoire. In studying Joseki this way, we may increase our entire understanding of Go and thereby increase our Go winning power!

I am taking it upon myself to coin names for every Joseki I write about. This could allow us all to avoid those times when we're talking about Go with our friends and finding ourselves inconveniently having to spend a minute or more awkwardly trying to explain to them using references to shapes and coordinate.

Let's fill the holes of the English-speaking Go world!!

Please enjoy this continuous resource - there will be a lot more where this came from. Please assist me in spreading these documents around the internet and the Go community. I offer full permission to post these entries anywhere - just credit me somewhere (as Ben Mantle and/or as Yukigami) or make reference to my blog, Nevermeltice (http://ygami.blogspot.ca).



Thanks!




Joseki Explained




STAR OPENING






PART I
"Separated in the Subway"









The Joseki featured above is one variation resulting from white's approach move at (2). White (2), the "Knight's Move" ("keima" in Japanese), is the most common method of approaching the Star Opening corner at black (1). We very rarely approach in another fashion. The pattern we see above comes up extremely often in real games, including high-dan and pro games. It is important for beginners to learn this Joseki early on (probably before 10-kyu), even though there are more than 10 moves involved.





After black has started off with the star point corner move at (1), white's approach at (2) is basically the only method of approaching the corner, unless of course local or whole-board circumstances cause a more locally unorthodox play to become more advantageous.

Black (3) is a "pincer", causing white (1) to be under pressure from both sides by (1) and (3). Because of this, it becomes unfavourable for white to try to make a base (space for points/eye space) on the top edge, due to its relative futility. Below, we see white's range of normal responses:




The list of white responses from (A) to (E) are fairly exhaustive as far as "normal" moves go. Furthermore, (E) is a lot less common and typically more common in games in which white tries to overcome the disadvantages of a handicap game, and (B) is not uncommon, but allows black to stake out some territory on both the top and the right sides. C and D, some "double approach" moves for this situation, are common. However, they're more advanced in that they lead to a fair amount of complication, so we will get to them at some later point in this "Joseki Explained" series.
We will look at the most common continuation, which succeeds (A).




 In this situation, white has invaded at (4) on the 3-3 intersection of the corner, the typical invasion point which I refer to as "the heart of the corner". Black (B) chops (4) off from (2), and it becomes impossible to connect (4) back to (2) after that as long as black has anything to say about it - but we will see more about that soon.

If white tried to move in a more connected manner, such as white (A) or (B) rather than (4), black would respond with black (4) and white will have only helped black to secure the corner with (4) and will still be lacking sufficient eye space. Thus, white (4), allowing black a chance to cut white off with (B), is the best way to continue among those three choices, and as we will see, white by the end of the sequence will have found sufficient territory without any disadvantage from a local standpoint.

 Rather than cut with (B), black may choose (C) in order to begin making a wall that faces and emphasizes territorial development on the left side of the full board (just south of this local situation). The choice of black (C) leads to several variations all leading to white gaining the whole corner and black gaining a large wall facing south. A popular example variation is displayed below:



 Slightly off topic: for the above shape I coin "Cattle Wall".
 Maybe it should be called "Herding Sheep"?
Black gets an obvious wall, the formation is black and white of course, and if we flip the perspective...


The three black stones making up the double knight's move triangle form the part we can call a cow's head (perhaps including the nearest white stone). The vertical white stones represent the front legs, and the horizontal black stones and white stones represent some of the rest of the body, the three horizontal black stones being the cow's back.
Can you see it??


Continuing from where we left off,



Compared to the aforementioned alternative Joseki, in which black chooses to block the bottom side with (A) instead of cutting with (1), the variation we see here emphasizes the top edge of the board, building a black wall that faces and thus emphasizes the area to the left (west) of it. Black (1) is the best way to cut white's corner stone off from its ally. This is because:
  1. It is connected to the Star Corner stone, and by sharing liberties with it, prevents a liberty shortage for black, and;
  2. At the same time, it decreases the liberties of the white corner stone by touching it, and also limits the white corner group's ability to expand eye space.

    Because of these various effects of (1), White's fastest escape/expansion moves toward the most open area, (D) and (E), do not work well. If White (D), Black pushes in at (A) and when white blocks with (F), Black rips white apart with the atari at (G).



    As for E, it is low to the ground(near the edge) and thus surrounds little territory. Furthermore, there are a plethora of options here for black to take advantage of the corner stone's liberty shortage; even just black (C) is might be enough.
    White (B) and (C) are on the second line and seek eye space toward the top edge rather than the more open area down south along the right edge of the board. When compared with the real Joseki variation(as we'll see), these options are inferior.

    White (F) is the right idea, but is needlessly close to the edge in this case. On the other hand, White (A) is the simplest and best move. It increases the corner stone's and thus also its own liberties, it expands eye space as much as safely possible and avoids moving down needlessly to the second line, and it affects the black stones outside of it by decreasing their total remaining liberties from five to four as well. The shortening of liberties carries effects that sometimes take place later on, with increasing consequences as liberty counts are reduces to small numbers like 3, 2, 1, and of course zero.




    The correct move for black is to match face by extending to (3), keeping ahead of white as well as increasing black's own liberties.




    Normally, black wants to Hane here at (1). This is because a Hane - in this case usually continuing with white (D) and then black (E) - pushes white's territory down a line closer to the edge while increasing the size of the area around black's wall - thus increasing black's potential territory.

    While exchanging territory for wall is usually close to even (fair) when the territory is on the third line, 2nd-line territory is not worth trading a wall for at all, as it gains just one point at a time. Crawling on the second line is played often but for special reasons only, such as to reduce a finished territory,  obtain necessary extra eye space, prevent a forcing move (Sente) available to the opponent, etc.

    For example:



    Here is an unfinished sequence resulting from white invading black's Star Corner at the 3-3 intersection with (2). If white plays elsewhere after black (9), black can look for the right timing and play a forcing move at (A). Note that (C) directly is also sente. If black blocks at (B) to defend his eye space, (C) is now sente for black - black can capture the entire corner if white ignores again. For this reason, white expands the corner with the sequence of (A)(D)(B)(E) even though it gives black a very powerful outside shape, because it avoids a lot of painful sente moves available to black that fully block off both the top and the left sides of the board in sente. After white (6), the unhappy crawl at (8) is necessary in order to prevent black from playing a sente move at (8).


    Going back to the main discussion,


    in this situation black (1) is wrong. There is a cut at (C) for white that black must worry about this time, and the best way for white to exploit it is to first exchange white (A) - threatening to connect under to the original corner approach stone - for black (B), which blocks it off. White then cuts at (C).







    So white exchanges (2) for (3), then cuts at (4). As you will see, the cut at (4) is fairly devastating. Note that even if black ignores (2) to come back to connect at (4), white will connect up to his outside stone with white (3). We see this in the diagram below, on the left:




    LEFT:     White (4), preparing to cut at (5), is correct. Black may minimize losses by connecting at (5), allowing white passage to unite with (6), and this is generally the best way for black to salvage the situation after the mistake of black (3). But the result remains better for white.

    RIGHT:     The diagram on the right will be used for comparison; as we compare the two shapes, we see that white's total territory is greater in the diagram on the left.
    Black plays (1) in the diagram on the left in order to emphasize the left side of the board (below this corner), and only if black already has a stone one or around the left side star point (see below):




    As we can see in this diagram, black (7) works well with the wall black gets from the Joseki. The right side becomes well-constructed potential territory. If we imagine the other shape, however...



    ...We can see that black's total potential area on the right side is less this way. Furthermore, white's corner has yet to be sealed off. Lastly, the original pincer play by black, located just left of white's corner there, is no longer working efficiently. Black would have to add another move in order to properly block white off, and even then, this black stone is not in a very good place for developing the now-important right side.


    Thus, the result is unfavourable for black.


    Let's continue with the explanations! We are almost through all of the variations following the mistaken Hane.




    After white cuts at (4), black may try (5) or similar to save the group at (1), but white (6), by reducing the liberties of the other black group, captures it. Despite the disconnected and liberty-short appearance of the outside white stones such as (4) and (6), the capture of black (3) is clean:



    The diagram above shows us that black (1) does not begin a ladder; After black (3) and white (4), black's stone at (1) has been put into atari, so the ladder has failed.



    If black tries to connect back with (7), white easily foils this attempt with (8),  a basic Tesuji that takes advantage of the black group's liberty shortage; black cannot cut off white (8) from white (6), as this would put black's own stones into atari and get them captured by white.




    LEFT:     How about if black plays atari at (13), causing white (14), and then another atari at (15), taking advantage of the fact that the first atari at (13) reduced white (12)'s liberties?

    RIGHT:     Well, white connects at (16) and black can try to connect back with (17), but...
    Even though white can't wedge in between with (19) this time, white can just atari with (18), then capture everything cleanly with (2) - black has collapsed.




    Lastly, we have this variation.

    Black might instead attempt to save the larger cluster by playing (1), for example, but after white (2), black's original Hane stone is captured up to (4) and black suffers a large disadvantage in this variation as well.


    To conclude the analysis of the mistaken Hane then:





    Black should not play the Hane at (1), as it leads to major consequences.




    If we have already played the mistaken Hane, we should most definitely salvage the situation in the way shown in the above diagram.



    Let us return to the main discussion then.





    To refresh what was stated earlier, let's be reminded that (3) is the correct move for black because the Hane is mistaken and leaves behind a lethal cutting point.

    Continuing,




    White (4) is generally not correct, as this allows black to Hane at 5. Unlike the previous mistaken Hane we thoroughly analyzed, the addition of black (3) before playing Hane does not suffer the same immediate problem as did the black Hane at (4). With (5), white is pushed down to the second line at (6) and the local result starts to look favourable for black. This would seem especially the case if we compare the shape in this above diagram to the one from the completed, correct Joseki we are currently analyzing. Here is the comparison:




    RIGHT:     As we can see, the white on the right in the correct Joseki seems to surround more space and gets is out in the open with (5).
    LEFT:     On the left we can observe that white has been squished down to (6) by black (5) and (7), and yet once (4) has been placed down, white (6) is often a necessary play in order to prevent a black forcing move at (6), which would threaten white's eye space.

    In fact, After white (6) and black (7), a black "turn" to the right of (7), blocking off the side, reduces white (6) to three liberties and threatens to capture it (by then playing above [6]). Due to this, white will usually grovel on the second line once more to the right of (7) in order to prevent black from gaining a lot of points from that Sente play. In other words, white's best local continuation is at the same time a poor one, trading an increase on black's wall for 2nd-line one-at-a-time territory.

    Not only is white better and freer in the diagram on the right, but black's wall is also smaller.
    This, we can conclude that the variation in the left diagram is unfavourable for white.




    The previously discussed variation is precisely why in Go, we always want to stay "ahead" of our opponent. If we don't, we may get squished down by Hane plays or 90-degree turns, as we just saw.
    White does need to move out with the triangled stones, but how?

    The Knight's Move of white (E) instead of (1) is low (close to the edge, and thus lacking in territory and global impact/influence), and furthermore, black can respond to it with black (D) which, depending on how the sequence continues, either reverts to the right diagram from the just previously discussed two-diagram comparison, or leads to other consequences for white.

    Using the same logic to refute other considerations, we should naturally consider white (1) in the above diagram, as it gets ahead of black and is not dissatisfyingly close to the right edge of the board. Analyzing the shape we see that after black pushes at (2) and white naturally blocks at (3), white (1), (3), and the triangled stones each have only 3 liberties (as they are not connected by their liberties, and thus count as 3 separate "groups"). There are cutting points at (A) and (B), which black should immediately exploit.


    Offense is very often the greatest defense - this is especially true in Go!



    LEFT:     Continuing from the previous diagram, if black cuts at (5), white should atari at (6) if white wants to save the corner white stones. But because black (5) - now a sacrificial play - has reduced the white stone located above (7) to just two liberties, black (7) becomes an effective counter-atari; after white captures with (8), Black captures the outside white stone in a ladder with (9) and the result is superior for black. Whether or not there are problems with the ladder, black may also opt to simply extend at (A) in place of (9), which still yields a far superior result.

    RIGHT:     White can avoid the result in the right diagram by connecting at (1) in response to the cut of black (A), but black (2) completely captures the corner white stones, as we see in the continuation up to black (6). Moreover, the white group of (1) is not even strong yet.

    LEFT:     Black could also play (5) at (7), starting there instead. White should capture it with (A). After black plays the counter-atari at (5) - this time sacrificing black (7) -  white captures (7) by playing to the right of it, and black captures the corner stones with (6), which works as we see in the right diagram.

    However, this result allows white to become strong on the outside by capturing black (7), and this is more than black needed to offer to white even if the result is still acceptable or favourable.





    The correct way for both sides is shown in the diagram on the left, and the result is superior for black.




    Thus, white (1) in this diagram is incorrect. The idea to get out and ahead of black is correct, but white's stones lack the liberties to do so in this best of ways.




    So...
    How can white move out properly? It seems like we've already tried everything.

     .
    .
    .
    .



      

    Not exactly.






    This diagram shows the correct continuation for both sides, from start to finish. 

    As discussed in earlier variations, black should not allow white to connect to the friendly stone at (2). Thus, when white plays (8) and black plays (9), white can connect and expect black to also connect. White has gained liberties through these exchanges, and after black's connection at (11), white is able to jump over and get out with (12) because the push-and-cut for black no longer works. If black tries to push and cut this time, white just prioritizes the stone at (12) and black's inside stone(s) will not have enough liberties to win a capturing race against the white corner [(4),(6),(8),10)].





    I hope these explanations prove exhaustive and thorough, and thoroughly useful!
    We will continue with many more Joseki to come! 

    ...But it's not only limited to Joseki~

    "Cattle Wall" Joseki coming soon!


    Stay tuned! 


    ~Yukigami

    Saturday, January 25, 2014

    Tygem: January 25

    Hello~

    Here is another little update about my Go~


    I've been pretty hooked on Tygem - my game quality may have suffered as a result. But no excuses! So here is the report.

    I easily got to 7d, with my last 12 games at 6d being a string of 10 straight wins, followed by a loss and then a win to get me the rank up.

    Since reachng 7d, it's been much harder. I seem to be an average 7d at the moment; While my first 8 games as 7d resulted in a decent record of 5-3, the reciprocal of that was added on unfortunately and I am now 8-8 at 7d (But still with an all-time win record of around 67-70%, which I hope to maintain...

    Unfortunately, winning half your games is not enough to keep your rating on Tygem. This is a good chance for me now to lay off the Tygem for a bit, focus on school (which I really, really need to focus on, particularly at this crucial time), and then when I have time, review all my 7d games and do some Go problems. If I increase the speed and coherence of my reading and improve my overall sharpness a bit, I should be able to start winning more than half. I suppose the current big goal is to consistently win enough to keep myself at 7d, progressing toward 8d powaaa!!


    Lately it seems like I have at least one Go student at all times, so that's good. The extra pocket change is pretty useful to me, to be honest. I enjoy teaching a lot. I hope I also get more English tutoring gigs.





    Bye for now~


    ~Yukigami


    P. S. New banner!! Thanks Johnny~!

    Thursday, January 23, 2014

    My Go: Jan.23 2014

    Hey~
    Yukigami here~


    I would just like to hereby report some of my progress. I've been playing a little more online, now, after having not played much at all in some time. But online at least, it would seem that I am in top shape. I don't know if that will translate to real life too well or not, but here are some screen caps revealing the current state of my online Go playing.

    KGS is nothing special. The only somewhat new thing is that, unlike in the past, having '5d' rank is not really anything to mention. Whereas before I was a strong 4d, but sometimes a weak 5d, now I am generally 5d and only occasionally 4d, and unlike before it seems I can win against other 5d close to half the time. Getting back to 5d whenever I've fallen has proven easy lately. Before, whenever I'd attained a rank of 5d, I would get cautious and tend to play 4d more a lot more than 5d, but it's not like that now.

    Furthermore, while some aspects of Go may have deteriorated a little over the last 2-3 years, my reading, fighting, and overall board vision has improved drstically - and it seems like it's taken another step up. That said though, it still doesn't seem like my level is another drastically different now. But we'll see! I'm certainly on a roll!

    Here you go!



    In case the Tygem screen cap is hard to see and you just don't feel like clicking on it to enlarge,
    there are 10 straight wins on the end,
    29 total wins and 8 total losses,
    13 wins and 2 losses as 6d so far,
    +2 games to get 7d, -13 to drop a rank. 





     KGS stats for 'gilgil':



    Tuesday, January 21, 2014

    Jan. 21 Tygem

    Hey~

    So right before I finish catching up in my Fantasy and Horror class before I leave for a The Digital Text tutorial, I played on Tygem again. (Yukigami)
    I tried betting on some games, but I lost money. Also, it seems like I may be betting too many points, due to the payout rate... haha

    I've been Tygem 7d before, and even won plenty of games. My best result ever (not that I've played tygem that much, not more than 2-3 hundred games tops between all accounts) was getting two wins away from 8d!! Man, that would have been something!
    7d is probably about my level (and it's sad that I was there over two years ago, but now still find myself losing ~some of the games against 6d).

    My record so far since creating my account a couple of weeks ago or so is 21 W 8 L (and I know I'm caring too much about my record, but 2-3 of those losses shouldn't be there... sob sob. I'd be happier if I'd lost those games due to tricky moves or my opponent insolently cutting and invading all my sure-territory in the endgame, but that's not how it was...)

    Since upgrading to 6d my current record is 5 W 2 L, and I guess I won't make up any excuses. After all, I'm sure on the other end they aren't always necessarily focusing on the game either.

    Due to having been pretty sick (still a bit sick but I have my voice back!! ...mostly.) and just stupid, I've fallen just a liiiiittle bit behind in my courses, most of them. But I can easily catch up I think. In order to speed along through Fantasy and Horror, since it's one of my easier ones imo, I listened to an Alice in Wonderland audiobook because I already understood the story from the class lecture anyway. I tried to project some deep ideas as to what kind of hidden meanings/messages could have been conveyed by the story The Cartography Wasps and The Anarchist Bees, but the prof kind of responded as though there really isn't that much depth involved. So it would seem that this course is going to be a little shallower than some of my other courses (The Digital Text, on the other hand, seems super duper ambiguous and wishywashy, but it's still kind of cool and he did say there's some coding involved soon).
    And yeah, laugh as you may that I have to read Alice in Wonderland, hehe.

    I've been listening to that audiobook as I play on Tygem, since personally for me, neither really gets in the way of the other and I was successful with both, so it was efficient for me. I will read the next novels/pdf's properly though.

    I don't even know if I'll have a lot of free time until Summer comes, but I'll at least try to post a few times a week, and the sections of the site (which I need to edit and alter a little, as some sections such as Tabletop RPG or Funny probably won't get much content most of the time) will fill up little by little. On that note, another thing I need to do, as I've taken notice, is edit my Go-related posts.

    I'll start for example by editing and reworking my Introduction to Go.

    When summer DOES come though...
    Oh man...

    There will be lots and lots of posts, just you wait!!
    And when that time comes, if not sooner, I'll be trying my best to figure out all the best ways to build up traffic to this blog and spam dis sheeet all over the place :)



    I'll post a Go game review soon! and some Go problems!!
    I'm a pretty active Go teacher, so you can look forward to a lot of Go content! (and anecdotal experiences and humour, articles about my deeper thoughts on Go, homemade tutorials on various topics, links to other good Go resources, Important Joseki for everyone to learn, common pitfalls of Kyu players as I see them, and more~)


    Ganbatte!

    Ore wa Ganbaru~!!



    ~Yukigami

    Monday, January 20, 2014

    Online Go: gilgil, Yukigami

    Hi~

    Yukigami Deeeesu!



    Do any of you play Go on Tygem? My account is Yukigami.
    I've played a fair bit on Tygem in the past, but I recently made a new account - just says ago, actually. Thus, I had to start at 5d as usual and play a bunch of games. I lost more than expected, 6/22 games, several due to things happening offscreen. The last loss I got was basically a Tygem loser using a combination of counting requests and 'passes' to confuse me and cause me to lose on time. It's worse than it sounds, and it wasn't as though I'd lost focus, or responded incorrectly to some kind of insolent actual move by him, which is another thing. I'll post about that soon I guess. I found it funny this time, instead of getting upset. The guy had lost by 59.5, and instead of resigning or counting the game with me - counting requests he'd been spamming at me over and over and then declining the result of - he just kept trying to confuse me, spam the F out of me, or hide his 'pass' behind counting request pop-ups, which eventually worked... haha


    Who plays on KGS?

    My KGS account is gilgil.





    I also have a newer account called Vulpix with almost no games.




    "gilgil" is a reference to the Fate series' awesome golden asshole Gilgamesh, who, as a character of the Nasu-verse parody anime, Carnival Phantasm, was featured in a comical racing episode riding what was referred to as "The GilGil-mobile".




    Here are my games lists and rank graphs.

    gilgil: games, graph

    Vulpix: games, graph

    More of my games can be seen on the College Go website, as a member of U of T's team.
    My games as a team member are found here.

    Here is the still-in-development U of T Go Club website, by the way. We have an active Facebook page, too.

    Furthermore, I will be posted lots of games of mine over time, including old or ancient ones I've managed to dig up or that I'd recorded on the same day. Just check the Go section.


    I will post shortly about my thoughts on KGS vs. Tygem!



    ~Yukigami