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Topic: Advanced tactic: Double-blocking trias
Replies: 17   Views: 43,809   Pages: 2   Last Post: Oct 14, 2008, 10:11 AM by: zoeyk

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dmitriking

Posts: 375
Registered: Dec 16, 2001
Age: 40
Re: Advanced tactic: Double-blocking trias
Posted: Oct 13, 2008, 4:15 PM

I have been out of the loop for awhile. what is "sente?" I have never heard this term.


karlw

Posts: 946
Registered: Mar 7, 2006
From: Eugene, Oregon
Age: 32
Re: Advanced tactic: Double-blocking trias
Posted: Oct 13, 2008, 9:30 PM

sente: referring to a move, strategy, or position in which you retain the initiative. Compare gote, which describes any move, strategy, or position in which you lose or sacrifice the initiative, willingly or no.

It's no use going back to yesterday, because I was a different person then.
zoeyk

Posts: 2,007
Registered: Mar 4, 2007
From: San Francisco
Age: 42
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Re: Advanced tactic: Double-blocking trias
Posted: Oct 14, 2008, 10:11 AM

These are some GO terms that can be used for Pente



=yosu= means situation or the state of things



=miru= is "to see"



=Yosu-miru=
to "see how things stand"



=Sente= moves that result in taking and holding the initiative as
one player attacks, and the other defends in gote -
- or does not currently need to respond to moves made by his opponent -
- initiative - momentum - Offence -
- forcing control of board flow temporarily or permanently
sente: referring to a move, strategy, or position in which you retain the initiative. Compare gote, which describes any move, strategy, or position in which you lose or sacrifice the initiative, willingly or no.



=kikashi= (forcing move)



=Gote= means "succeeding move" lit: "after hand",
the opposite of sente, meaning "preceding move" (lit: "before hand")
- on defense -
- being forced temporarily or permanently into either
limited choices or a singular choice



=Kiai= snatching sente away from the opponent - keeping sente -
- or answering a kikashi in an unexpected way -
- agresive defense -
or - to answer opponent by setting a trap in a subtle and un-noticed
way to surprize with ambushing attack/trap thus if un-noticed and un-answered
will defuse opponents sente-
- smoke and mirrors or illusion when on defense



=shibaraku=
yosu o miru beki da, better to wait and see for a little while -
- A probe - a sacrifice of a stone, but is designed to yield a very sophisticated
kind of information about a developing group and how best to attack it



=tenuki= (ignoring the opponent),as a kind of gambit. A player can break out of gote,
and can gain sente, by choosing to accept some future loss, on the local level,
in order to take the initiative to play elsewhere.





Atari - next move will be capture, so you have to react on this treat.
There is different Atari
Atari-4 (atari with four after capture),
Atari-4* (atari with 5 -th capture threat)
Atari-3 (atari with three after capture)
Atari-3* (atari with 4 -th capture threat, and possibility make atari-4* next move)
Atari - just capture
The level of treat is different - that is important.

Fukumi - possibility to make 4x3 next move.

Adzi - This is understanding of your own strategy, and ignoring atari , because of attacking opponent. Because when you capture - you lose temp. So , that is keeping temp of your own attack













Yosu-miru
A probe. A yosu-miru move is, in some sense, a sacrifice of a stone,
but is designed to yield a very sophisticated kind of information
about a developing group and how best to attack it, based on its
response. Yosu-miru draws on other concepts such as kikashi, aji,
and korigatachi.

yosu means situation or the state of things, and (miru) is "to see",
thus "yosu o miru", to "see how things stand". In Japanese this
expression is usually used to say that it's better to wait and see
before taking an action (e.g. "shibaraku yosu o miru beki da", it's
better to wait and see for a little while). It is not a single word
or a set phrase except
in Western Go literature, and "probe" is the preferred word, being
self-explanatory and actually used by the speakers of its originating
language.

Kiai
In the context of Go, kiai often translates as "fighting spirit",
i.e. aggressiveness or initiative, but not unthinking greed. Kiai
means keeping sente, that is not letting the opponent have his or
her way. A sensei might say, "You play too passively - put some kiai
in your moves!? A passive player may follow an opponent around the
board responding to each move in turn. Kiai moves are the opposite
of passive or submissive and a player showing kiai will dictate the
flow of play. Kiai moves can catch an opponent off-balance and turn
the game around. Examples of kiai moves include snatching sente away
from the opponent; defending with a move that also counter-attacks;
or answering a kikashi (forcing move) in an unexpected way. Kiai is
also a term used in Japanese martial arts, usually as a name for a
loud yell accompanying an attack. Obviously this is outwardly more
restrained in the context of a board game, but it is intended to be
in the same spirit.

Gote and Sente
A move that leaves the player an overwhelming follow-up move, and
thus forces the opponent to respond, is said to have "sente," or
"initiative"; the opponent has "gote". In most games, the player
who keeps sente most of the time will win.

Gote means "succeeding move" (lit: "after hand"), the opposite of
sente, meaning "preceding move" (lit: "before hand"). Sente is a
term to describe which player has the initiative in the game, and
which moves result in taking and holding the initiative. More
precisely, as one player attacks, and the other defends in gote,
it can be said that they respectively do and do not have the
initiative. The situation of having sente is favorable, permitting
control of the flow of the game.

Applying these concepts to a whole sequence is basic to higher strategy.
If Black starts a sequence that properly ends in an even number of plays,
Black retains sente in doing this. If Black starts a sequence that properly
ends after an odd number of plays, Black loses sente and takes gote. Accepting
gote should only be in return for some profitable exchange. Correct play in
the endgame can consist of playing available sente sequences, and then taking
the largest gote sequence on the board. That description is a simplification,
though. A reverse sente play is a special type of gote play, preventing the
opponent from making some sente move. The relative value of reverse sente
plays depends on the overall position, but one can count it as twice the
value of what it would be if purely gote.

A player has sente if he does not currently need to respond to moves made
by his opponent. This can be achieved by tenuki (ignoring the opponent),
as a kind of gambit. A player can break out of gote, and can gain sente,
by choosing to accept some future loss, on the local level, in order to
take the initiative to play elsewhere.

In the case that neither of the players directly respond to each other's
moves, the game can become difficult. Both players will have sente on their
turn, and the moves they are making are gote. This will likely end in large
exchanges, or one player will be shown to have a weaker position, and will
have to start answering to avoid heavy damage.





the following are not Go terms;

=momentum= the impetus to go forward, develop, or get stronger


=initiative= a first step; a commencing move -
the right or power to initiate something -
on one's own initiative without being prompted -
the first of a series of actions -
The power or ability to begin or to follow through energetically with a plan or task -
A beginning or introductory step -

Scire hostis animum - Intelligere ludum - Nosce te ipsum - Prima moventur conciliat - Nolite errare
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