I know that the early 3-3 invasion is now popular because of alphago, but in your opinion is it playable for those of us who aren't as strong? Maybe alphago can play it because it's strong enough to negate the early influence given to white, but us weaker players may benefit from the traditional idea that white's influence is a better result early on.
This is an interesting question. My dan teacher likes to say that we should play the moves we understand. If you don't understand early san-san, don't play it. But in my opinion it is relatively easy to understand the value of gaining corner territory in sente. The traditional lesson is still there for beginners, except that we might say the result is equal rather than better for the 4-4 than the 3-3. I think another good thing to take from these new developments is another common proverb: don't memorize joseki, instead learn fundamentals and good shape. It seems a lot of these new variations are closer to intuition based on fundamentals than some previous joseki, so one might argue those moves should have already been seen more if players were taught to trust intuition rather than memorize joseki. Just an idea though. It still might be hard to conclude anything from alphago's play style in the opening.
@@chipsnegativeharmonyrips7187 If this is true, then I wonder if 4-4 openings shouldn't be devalued a bit. If the 4-4 becomes an invitation for your opponent to take territory with sente to negate the influence you get as an "even trade", it feels suboptimal. This is the reasoning I used as a weak kyu to choose 3-4 over 4-4, and I eventually moved past that reasoning by simply having faith in what stronger players told me and started using 4-4 more when I became a dan. But with Alphago showing that so many "common sense" ideas are not as solved as we thought...
19:40 Why black go to the "o,6" ? that must be an big big mistake! at that time black should to go "K,4" or "K,3" to obtain the initiative attack .Isn't it ?
I've encountered a variation of the early 3-3 not on josekepedia. I was trying to get sente as the one being invaded, so I had the position at 5:14, but then he played B16 instead. Do you have advice for this one? I played b15 and we ended up with him getting sente.
Can you do a more in-depth analyse of the joseki. I'm thinking of the situation were the opponent doesn't know joseki and he is moving in other wired locations and how do you respond to that or if there are other pieces around . It might be easy for 10K ->1K but 20k->10k (as I am ) i get in situations that i don't know how to answer. For example if after your 4X4 point you get a small knight or big knight enclosure and he still does the 3X3 invasion how do you use that piece, does it make sens to change your direction of play or not? Or if he does an approach on the outside then he does the 3X3 invasion. Or on the normal 3X3 invasion if I chose the fight were i hane on the 3 pieces (f17) he hane's down (f18) I hane him again (G18) but instead of your example atari the first hane piece at G17 he does an atari on F16. I fell that even if i see the mistake and I get the upper hand I didn't chose the best option.
Hi Alexandru, I will advertise for an other UA-cam channel, but Go Commentary detail very well invasions !! Go check it out! ;) ! ( and sorry for my poor english, I'm french... )
My advice: If you are a ddk, just don't study joseki at all. In my experience players around 15k miss a ladder about once per game, and 10k are still making basic L&D mistakes (which might be worth 40+ points) at least once a game as well. Solving these issues will be enough to beat any ddk consistently regardless of what joseki you do or don't know: Get your basic fighting shapes and L&D into working shape first; worry about joseki later.
tuerda You are right but I don't know how to not get in this bad situations. I am trying to have a good fuseki with strong groups. Becouse for me this 3x3 invasion and approaches leaves me with bad shape that ends in life and death situation that I then miss and lose. That is why I am trying to understand how to answer or start this initial attacks without leaving weakness behind.
Memorizing corner sequences is not the solution to this problem: Instead of memorizing any sequences here, just learn to correctly solve the life and death situations. If your opponents all play off-book, they will do so differently each time. You might memorize how to refute a few of their mistakes, but you will see hundreds of different ones. Even when you do study joseki, just memorizing a bunch of stuff is not something I would ever recommend. Go is almost never won by the player who *knows* the right move in a position, but rather by the one who is best at figuring out positions he has never seen before.
Thank you for the advice. I am studding life and death situations but that seems to me as exercises for the memory as well. I think in my head I am looking for a new way to look at stuff to maybe understand this game better. I fell like learning mathematics but no one is giving me the formula. I have the questions and i have some answers from looking at stronger players an I'm trying to reverse engineer the formula used to resolve the problem. And I get the basics are some of those formulas but still can't use them all that good.
Best opening imaginable: Maybe some of you wanna get stronger. *Silence* Maybe some of you wanna get weaker. I certainly think these people might exist xD
ua-cam.com/video/B7JMkPX1sS4/v-deo.html -- "And then just connect back if we need to and then we're fine" -- Is this true though? From what I can see, black connecting at T15 here leads to white atari at S17, B T16, W throw-in at T14 to steal a liberty. After that B T13, T17, T14, the cut by White at Q12 becomes problematic. Best chance after this to save black's dumpling seems to be S11(ataring the cutting stone from either direction leads to black losing either the two cutting stones at P11-12 or the upper right group), but I can't find a good result for black after this. Best I can find is a result where black lives completely sealed with second line territory with the white incursion exerting influence over Q4. And if black plays S17 instead of connecting, white separates and S17 group dies.
Just in the beginning of the video: White can actually block on the right side to gain a wall to the bottom. Sounds weird but the Master version did it. Have to search it up, it was in a Micheal Redmond Review
i always hated the kobayashi fuseki anyway, first years i always hated it because i couldnt play with it or against it, now i just hate it because black doesnt realy gain something out of it
Ugh low pincer joseki notification duplicated to the wrong place, too early. Sorry about that! First one was supposed to be Shoulder Hit Joseki
Alphago really changed the game for alot of people XD
Don't die and you should be okay. Best advice ever!
Me: Dwyrin sensei, tell me how to get better at Go??
Dwyrin: 13:07
Thanks for all your work Dwyrin, always a pleausre and made the force ( of Shibano Toramaru ) with you be in 2018!
I had a heart attack at the end 😲
I know that the early 3-3 invasion is now popular because of alphago, but in your opinion is it playable for those of us who aren't as strong? Maybe alphago can play it because it's strong enough to negate the early influence given to white, but us weaker players may benefit from the traditional idea that white's influence is a better result early on.
This is an interesting question. My dan teacher likes to say that we should play the moves we understand. If you don't understand early san-san, don't play it. But in my opinion it is relatively easy to understand the value of gaining corner territory in sente. The traditional lesson is still there for beginners, except that we might say the result is equal rather than better for the 4-4 than the 3-3. I think another good thing to take from these new developments is another common proverb: don't memorize joseki, instead learn fundamentals and good shape. It seems a lot of these new variations are closer to intuition based on fundamentals than some previous joseki, so one might argue those moves should have already been seen more if players were taught to trust intuition rather than memorize joseki. Just an idea though. It still might be hard to conclude anything from alphago's play style in the opening.
@@chipsnegativeharmonyrips7187 If this is true, then I wonder if 4-4 openings shouldn't be devalued a bit. If the 4-4 becomes an invitation for your opponent to take territory with sente to negate the influence you get as an "even trade", it feels suboptimal. This is the reasoning I used as a weak kyu to choose 3-4 over 4-4, and I eventually moved past that reasoning by simply having faith in what stronger players told me and started using 4-4 more when I became a dan. But with Alphago showing that so many "common sense" ideas are not as solved as we thought...
Would appreciate more videos of this type, where you just explain common sequences/shapes in depth.
3,3!?? Gasp! LOL
Love it. More more more...
19:40 Why black go to the "o,6" ? that must be an big big mistake! at that time black should to go "K,4" or "K,3" to obtain the initiative attack .Isn't it ?
+
I've encountered a variation of the early 3-3 not on josekepedia. I was trying to get sente as the one being invaded, so I had the position at 5:14, but then he played B16 instead. Do you have advice for this one? I played b15 and we ended up with him getting sente.
Can you do a more in-depth analyse of the joseki. I'm thinking of the situation were the opponent doesn't know joseki and he is moving in other wired locations and how do you respond to that or if there are other pieces around . It might be easy for 10K ->1K but 20k->10k (as I am ) i get in situations that i don't know how to answer. For example if after your 4X4 point you get a small knight or big knight enclosure and he still does the 3X3 invasion how do you use that piece, does it make sens to change your direction of play or not? Or if he does an approach on the outside then he does the 3X3 invasion. Or on the normal 3X3 invasion if I chose the fight were i hane on the 3 pieces (f17) he hane's down (f18) I hane him again (G18) but instead of your example atari the first hane piece at G17 he does an atari on F16. I fell that even if i see the mistake and I get the upper hand I didn't chose the best option.
Hi Alexandru, I will advertise for an other UA-cam channel, but Go Commentary detail very well invasions !! Go check it out! ;) !
( and sorry for my poor english, I'm french... )
My advice: If you are a ddk, just don't study joseki at all. In my experience players around 15k miss a ladder about once per game, and 10k are still making basic L&D mistakes (which might be worth 40+ points) at least once a game as well. Solving these issues will be enough to beat any ddk consistently regardless of what joseki you do or don't know: Get your basic fighting shapes and L&D into working shape first; worry about joseki later.
tuerda You are right but I don't know how to not get in this bad situations. I am trying to have a good fuseki with strong groups. Becouse for me this 3x3 invasion and approaches leaves me with bad shape that ends in life and death situation that I then miss and lose. That is why I am trying to understand how to answer or start this initial attacks without leaving weakness behind.
Memorizing corner sequences is not the solution to this problem: Instead of memorizing any sequences here, just learn to correctly solve the life and death situations. If your opponents all play off-book, they will do so differently each time. You might memorize how to refute a few of their mistakes, but you will see hundreds of different ones.
Even when you do study joseki, just memorizing a bunch of stuff is not something I would ever recommend. Go is almost never won by the player who *knows* the right move in a position, but rather by the one who is best at figuring out positions he has never seen before.
Thank you for the advice. I am studding life and death situations but that seems to me as exercises for the memory as well. I think in my head I am looking for a new way to look at stuff to maybe understand this game better. I fell like learning mathematics but no one is giving me the formula. I have the questions and i have some answers from looking at stronger players an I'm trying to reverse engineer the formula used to resolve the problem. And I get the basics are some of those formulas but still can't use them all that good.
Best opening imaginable: Maybe some of you wanna get stronger. *Silence* Maybe some of you wanna get weaker.
I certainly think these people might exist xD
ua-cam.com/video/B7JMkPX1sS4/v-deo.html -- "And then just connect back if we need to and then we're fine" -- Is this true though? From what I can see, black connecting at T15 here leads to white atari at S17, B T16, W throw-in at T14 to steal a liberty. After that B T13, T17, T14, the cut by White at Q12 becomes problematic. Best chance after this to save black's dumpling seems to be S11(ataring the cutting stone from either direction leads to black losing either the two cutting stones at P11-12 or the upper right group), but I can't find a good result for black after this. Best I can find is a result where black lives completely sealed with second line territory with the white incursion exerting influence over Q4. And if black plays S17 instead of connecting, white separates and S17 group dies.
Just in the beginning of the video:
White can actually block on the right side to gain a wall to the bottom. Sounds weird but the Master version did it. Have to search it up, it was in a Micheal Redmond Review
Lol, end squeaky
wondered if anyone would notice that lol
When can you talk about AlphaGo ZERO and AlphaGo Tool ?
i always hated the kobayashi fuseki anyway, first years i always hated it because i couldnt play with it or against it, now i just hate it because black doesnt realy gain something out of it