Instilling fear is an excellent way to fight a battle, whether it is in a war, karate or a boxing match. When playing a game like chess or go, striking fear works well because it impedes reasoning. One way to counter such a tactic is to meet fear head-on. Another is to imagine the worst possible situation, accept it and try to take things from there.

Get stronger at ko

Among weaker go players, nothing arouses more fear than a ko. How can one overcome this fear when a ko situation is about to occur ?

First, a ko should be welcomed, not avoided. At least, it is an opportunity to learn something new. Second, before starting a ko, try to quantify its value. Third, before starting a ko, be aware of the number of ko threats and who captures the ko first.

This process will help you understand the situation. We will address these three aspects in the coming weeks.

Solution to last week problems

sol1,2 refe2a,2b Solution 1 : Playing at 1 is a good move. Black needs to respond at 2, after which White can set up a ko with 3. Sure, Black captures the ko first which is an advantage, but White does not lose much in starting the ko.

Solution 2 : When Black plays atari at 6, White must play at 7 to start a ko. Of course, Black must capture with 8.

Reference 2A : White must not make the mistake of connecting at 7 instead of starting a ko. In the sequence to 12, capturing Black's corner is hopeless.

Reference 2B : In contrast to the ko in Solution 1, this is not a one-sided ko. If White has more ko threats, he may win the ko. This does not merely make his corner alive but also destroys any territory Black may have where his marked stone is. In addition, depending on the surrounding situation, all of Black's four stones may become a weak group.

Reference 2C : Of course, if Black wins the ko fight, there is no problem and Black secures a nice corner.

refe2c dia1,2,3 Diagram 1:-if White starts the ko in Solution 1 and he loses, exactly how much would he lose? This means that Black wins the ko and his last move will be the marked stone. Black has two points in territory plus two prisoners that he captured, a gain of four points. Diagram 2: If White wins, this will be the final picture with the marked stone the last one played. That means, White has two points in territory plus seven dead black stones, seven points of territory after those stones have been removed, and one other prisoner taken to the left of the marked white stone. But he has lost one stone that was sacrificed as the very first move before the ko was started. That means White has gained 16 points.

Diagram 3 : To avoid ko, Black must play at 1 (or A, but that would lose a point). Black would gain three points of territory.

Flower-viewing ko

In other words, if White starts the ko, he might lose one point (the difference between Diagram 1 and 3). But if he wins, he stands to gain 16 points plus three points (that Black does not get in Diagram 3) for a total of 19 points.

The value of the ko is the sum of what Black would gain (16 points) and what White would gain (four points) as a result of the ko, minus the original investment of one point.

Even though, Black is the first to capture a stone, this ko is clearly favorable for White. This kind of ko is called hanami ko (flower-viewing ko).

Total value and value per move

So now we know the value of the ko, we can also look at the value per move. It takes two moves for White to capture the corner and gain 19 points. So that is only 9 1/2 points per move. Nothing to brag about. Many moves are worth far more than that in the middle game and early end game.

Usually, the terms are not so favorable and both sides stand to lose something by starting a ko.

dia4 prob1,2
Diagram 4 : In this ko, both sides have eight stones at stake. If White wins the ko, he will have eight points of territory plus eight prisoners, totaling 16 points. If Black wins the ko, he will have eight plus two points of territory plus eight prisoners, a total of 18 points. Therefore, the difference is 34 points. It takes two moves to win this ko, therefore the value per move is 17 points. Even during the middle game stage, this is not a very large ko and there is no reason to be too upset losing it. In other words, once you know how much the ko is worth exactly, you can make a careful decision about your strategy.

Problems

Problem 1 : Here Black has just played 1. White can capture the ko. He also has the luxury of being able to play elsewhere. How much is this ko worth and how much per move ?

Problem 2 : With 1, Black starts a ko. First try to figure out what the value is of this ko. Then try to figure out how this ko would proceed. Finally, work out how many points is this worth per move?

By Richard Bozulich

By Rob van Zeijst

  1. How to teach go
  2. The last rule--ko
  3. Basic strategy of go
  4. Go as a second language
  5. Building castles
  6. The secrets of the lazy
  7. Don't mistake movement for action !
  8. Madmen and common sense
  9. Breaking down the borders
  10. Go the 4th R in school curriculum
  11. Go an educational tool
  12. Mixed-doubles go
  13. Problems and answers
  14. The answer is in the doing
  15. Upsetting common sense
  16. Believing is winning
  17. The art of tenuki
  18. Classification and association
  19. Being in good shape
  20. Keeping in shape
  21. Games of Culture
  22. Deduction and Induction
  23. Asking the right questions
  24. War or peace ?
  25. Avoid simple solutions
  26. The master player
  27. The Ing Memorial Cup in Europe
  28. new ruler on the Kisei Throne
  29. Expectations and reality
  30. Quantity or quality ?
  31. Fujitsu Cup
  32. A Slip of the mind
  33. Losing your bonus
  34. Get out of that groove
  35. New lease on life
  36. Games people play
  37. Changing your mind
  38. Pick your fight
  39. Sanrensei-Part II
  40. Invasion tactics
  41. sanrensei strategy
  42. JAL Cup World Amateur Go Championship
  43. The Honinbo Title: Up for grabs
  44. O Meien becomes new Honinbo
  45. Rote memory vs calculation
  46. The problem with go
  47. The art of stealth
  48. Keep your options open
  49. Where Zen and go meet
  50. Think globally, sacrifice locally
  51. Yamashita the new Gosei king
  52. Toughing it out
  53. The leaning technique
  54. Learning by example
  55. Proverbs guide your hand
  56. Yoda, the new hero
  57. Young turk wars
  58. Evolving game
  59. Solution to last week's problem
  60. Every move is a new board situation
  61. King of ko
  62. Get stronger at ko
  63. Solutions to last week's problems
  64. Answers to last week's problems
  65. Go Training in Europe
  66. Kikashi and Nozoki
  67. Tips from the Pros
  68. Applying the theory
  69. Answers to last week's problems
  70. More on honte
  71. Aggressive players know boshi
  72. Boshi-old hat for go-getters
  73. Boshi-erasing influence
  74. Rui Naiwei-top woman player
  75. last week's problems
  76. Making the connection
  77. More connections
  78. professionals use connections
  79. Solutions to last week's problems
  80. Sometimes a person might wonder
  81. Solutions to last week's problems
  82. Solutions to last week's problems
  83. Guidelines for explaining the game
  84. Handicap in golf and go
  85. Atari-The last liberty
  86. The second technical rule
  87. Concept of territory
  88. The Concept of Life
  89. Mine is bigger than yours
  90. Third line vs fourth line
  91. How low can we go ?
  92. Wariuchi
  93. Changing your perspective
  94. Solution to last week's problems
  95. O Meien defends Honinbo title
  96. O Meien retains his title
  97. Thickness-a hard issue
  98. Upping the ante
  99. Look and understand-cutting is zilch
  100. Bad style vs good style
  101. Solutions and references
  102. In go, most people have,,,,
  103. Two eyes