If you're ahead and go for a bigger win, generally you're
just risking more to gain more when you don't need more.

there is *absolutely* no advantage from a game-theoretical
point of view to try to win by more than 0.5 points.  and in
practice, it's generally not a great idea to try to win by any
more than you absolutely have to.

this goes toward the game-goal of the first person to really
explain the game to me, who said that both sides should
strive for a balanced game.  a 0.5 pt. game is a perfectly
played game.  which is not exactly the western view of
winning.

and which, i agree, gives far too much credit to MC players,
since they roughly emulate this line of play "purely" by accident.
however, most people won't go so far as to ignore an unreasonable
invasion where you *let your opponent live inside your territory*
even if it wouldn't add up to enough to cause them to lose
the game.  it's pride, or something.

if you can prove* that you can stop an invasion with no
risk to yourself, people will generally play to stop it, although
to be fair, if you knew you didn't have to, by ignoring it you are
not treating it like a huge source of ko threats for your
opponent, which is a good thing.  they might not really be
ko threats, if they don't add up to enough for you to lose if
you win the ko fight by ignoring them.  which is part of the
tricky nature of a ko.  measuring the size of the threat.

one way that people will often play that i think has no basis
in an attempt to win, but which is simply human nature, is to
occasionally fight a ko fight to the bitter end regardless of whether
it will affect the outcome of the game.  you'll see games that are
decided by 10-15 points with 30 moves worth of ko threats to
determine who gets the extra fraction of a point.

this may be under the assumption that, "if i win the fight, i definitely

won't lose the game, but if i lose the fight, maybe there's something

that i didn't see that could cause me to lose the game" or it could

just be kiai.  but neither seem game-theoretically justifiable.

for some reason this gets great cheers from the audience, whereas
a computer player sacrificing 10 stones unnecessarily seems
horrifying.  even with very, very good computer players, i think that
with sufficiently tight time controls we will always see this happen,
since it's an easy decision to make, and much better than losing on
time.

s.

*i.e. that any unconditionally alive group with a border of single-colored
stones should be able to prevent any freshly invading stones from living.



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