In go, we need some kind of arithmetic to quantitatively account for our way of reasoning. But, at the same time, we should not become fixated on numbers. Rather, we should try to grasp how the numerical value of moves can guide us when we determine our strategy.

Solutions to last week's problems

Solution 1 : This one-step ko is worth 34 points. Of course, the value of the ko is roughly the same as in last week's example-where there was a black stone at A-in which White stood to win 16 points and Black 18 points, for a grand total of 34 points.

sol1,2A,2B
But there are two differences. There is no black stone at A. That means, if Black loses the ko, White might be able to cut with A, black B, white C. The value of this action depends entirely on the surrounding situation. It is not a direct ko but a one-step ko, i.e. Black has to use one extra move to make it a real ko.

In some cases, A may be a move that has some added meaning (preventing a cut there). In that case, it has some value, but, in general, these kind of moves seldom do.

So if Black wins the ko, he would need three moves to capture the white stones. It is tempting to say that the value per move is 34 divided by three, which equals 11-1/3 per move.

This is incorrect. The first move is worth zero, while the next two moves decide who wins the ko and its value. In short, these moves are worth 17 points each.

In other words, starting a one-step ko should be avoided, if you have to make a move that is worthless, unless, of course, you have an overwhelming advantage in ko threats.

Solution 2A : This is a multistage ko with 36 points. The problem here calls for the value of the ko that Black started by playing the marked stone. That part is easy. Just look at the end result of White winning is in this diagram and Black winning in the Solution 2B diagram.

When White wins he stands to capture eight stones and 10 points in territory, for a total gain of 18 points. When Black wins he also stands to capture eight stones and 10 points in territory, also 18 points. So, the total value of the ko is 36 points. But it would take Black three moves to win against White's two.

In the Solution 2A diagram, if White plays at 1, Black makes a ko threat at 2 (although not necessarily there). White can now capture the ko with 3. In exchange, Black can finish his ko threat with 4. So Black's compensation for losing the ko would be two moves.

In contrast, the Solution 2B diagram illustrates what would happen if Black won the ko. First, he needs to play a ko threat (represented by 2), which is answered by white 3. White now can play ko threats with 5 and 7. If Black is to win he needs to ignore both threats to play at 6 and 8. If White then plays at 9, his compensation for losing the ko would be three moves.

Therefore, starting a ko is as questionable for Black as it is for White. On the other hand, if one side has an overwhelming material advantage in ko threats, the other side may want to play at the spot where the marked black stone is (for White) or where white 1 has been played in both diagrams (for Black).

Example from pro games

Diagram1,2 Diagram 1 : In this game between two Japanese professionals, a drawn-out joseki is played out in the moves to 31. White 32 is usually played at 39, but this is a little on the slow side. White 34 is a direct challenge. Black cuts with the sequence to 39 then jumps to 41, a typical pro move (see Reference 1).

Diagram 2 : The moves to 3 are unavoidable but after white 4, a ko erupts suddenly. Black takes the ko with 5 (played where the marked stone is shown). White makes a large ko threat with 6 to capture the upper left corner. Black ignores the ko threat, captures an additional stone with 7 and goes on to build a huge moyo (framework) on the right side with 9.

What is the value of the ko? Is the compensation of the upper left corner enough ?

The problem with this ko is that its value is simply too large to express quantitatively. It came into existence more through guts than anything else. But it is not without reason.

Reference1,2 Reference 1 : When Black pushes with 1, white 2 challenged Black to cut, which he did with 3 to 7. Black 9 was an excellent move. A lesser player might have played at A. If White now extends to 10, black 11 (in combination with 13) threatens to kill the white group at the top (see Reference 2). White can try to capture the black stones, but the combination of 15, 17 and 19 effectively provide an escape route.

Reference 2 : White's formation is seven stones in a row (similar to Reference 1). If it is Black's turn, he can kill White with the combination of 1 and 3 (to restrict White's space), and then 5 (the vital point). In contrast if it is White's move, he can keep his group alive by playing at 1 (or 3, or even 5).

Problem1,2

New Problems

Problem 1 : Black 1 is a strong attack. White 2 is a clever move. If Black persists with 3 to 9, how should White proceed ?

Problem 2 : This is a common situation in handicap games. After white 6, how should Black respond?

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