Go Training in Europe

Guo Juan, former 5-dan pro in China, who now holds Dutch citizenship, again won the European preliminaries of the Fujitsu World Championship held on Dec. 8, 9 and 10 in Amsterdam. Most of the top contenders, including Alexandr Dinnerstein and Catalin Taranu, 4-dan pro in Japan, and myself, were eliminated in the second or third round.

This year, 10 people from around Europe had been invited to participate in training sessions giving by the top European players. Among the topics they studied were tsumego (problem-solving), visualization techniques and their broader application to the fuseki (beginning game), and basic rules on evaluation.

Taranu mentioned that it was important to choose a good instructor, someone whom one can trust and whose style one can understand. As go is not an exact science and professionals often offer conflicting opinions, it is not a good idea to hear conflicting opinions. It is far better to hear consistent views from one source.

Dinnerstein asserted that Korean go had evolved to such a high level that a game could be decided by move 10. This is a refreshing departure from the wishy-washy comments by some Japanese professionals and shows that strong convictions are a trademark for Korean players.

Losing with move 2

Takeo Kajiwara, 9-dan, is a Japanese professional who loves to spice up his game commentaries with strong views. I remember being strongly influenced by his book "The Direction of Play" when I was about 1-dan (amateur).

Diagram1 Diagram 1 : In his book, Kajiwara discusses the relative benefits of the standard opening moves. For example, Black is looking to expand in the direction of A and B, but is cautious as White can always invade at C while making a substantial territory in the corner. White 2 is a move that easily makes territory, by playing, for example, at D. Combining these two features, one can easily infer that white 2 is helping Black to make territory while preventing White from expanding. Therefore, Kajiwara calls white 2 a losing move.

Diagram 2 : Black should now play at 3. If White occupies the last empty corner, black 5 drives home the point that Black is expanding his own territory while preventing White from getting any himself. If White now plays at 6 to challenge Black in that corner, black 7 clearly shows Black is developing in the center while keeping pressure on white 2. At the same time, this move challenges the influence of white 4. Now visualize a black stone at A or B and you can imagine how bad the game already is for White. The reason for this bad position strongly points to white 2.

dia2,3
Diagram 3 : Dinnerstein contended Black has already lost the game in the moves to 8. The reason is the right side is insignificant as territory. White can invade at A and B or combine these weaknesses. Even if Black closes the lower right side, White can invade at C or E. In addition the upper right corner can always be invaded at D. Therefore the territory is no more than a mere 25 points, easily matched by the white formation while White has a 5 1/2-point komi, too. After white 6, black 7 is inevitable. The reason why Black fell behind is his move at 5.

Diagram4,5 Diagram 4 : Therefore, in Korean go the high Chinese opening (shown here) has fallen out of favor unless Black can move around B, whereas the low Chinese opening, playing the marked stone one line to the right at A, still enjoys popularity.

Diagram 5 : In answer to a question by a young European player as to how she can become a professional, Satoru Kobayashi, one of the top 9-dans in Japan, countered with his own question: "In this situation, which would you prefer-A or B ?" Without hesitation she answered B. This was the "Correct" answer. A move at A is not wrong, it is just too local, emphasizing territory. Black B on the other hand, takes into account the placement of the marked black stone.

Answers to last week's problems

sol1,refe1 Solution 1 : After black 1, white 2 is the only move. The result is a ko.

Reference 1 : Although the ko is not very favorable for White (Black captures first), if White simply connects at 2, black 3 follows and White's three marked stones are captured. Now White gets nothing.

Solution 2 : In answer to the white marked stone, if Black plays his marked stone, the moves 1, 3 and 5 constitute a great tesuji (clever move locally) that turn the corner into a ko. After white 5, Black can play at the spot where the marked white stone was (that stone disappeared when Black played at 2). But now White can live with 7. Even the tesuji of 8 and 10 does not work.

sol2,refe2a,2b,2c
Reference 2A : As an alternative, Black can play at 6 after which White has to play ko with 7.

Reference 2B : If Black has few ko threats, he cannot play ko and has to submit with 2.

Reference 2C : On the other hand, if White has few ko threats, he cannot play ko and has to connect at 2. Now compare 2B and 2C and you will see there is a two-point difference. In some cases this can decide the outcome of the game. A ko then is the only solution for both parties.

sol3,4 Solution 3 : After the marked white stone, Black plays the marked move and we get a truce. Unless one party has a huge surplus in large ko threats, usually this ko is not played. The reason? The investment is too large. Black can make a ko by playing at A but if he loses the ko (White plays at B) and White is able to connect below B, not only has Black lost his investment at A (a whole move) but White can now cut at C as well. Therefore Black doesn't want to start a ko even though it is a direct one for him.

If White starts the ko with B, Black ignores him. Next White can cut at C. Now we get the same kind of situation as above when Black cut at A and the same arguments apply. So White does not want to start the ko either as it is a two-stage ko. In the end, White probably will play at B and Black will connect at C. The value depends entirely on the surrounding circumstances, but no professional would try to calculate it-the investment is huge while the potential return is small.

Solution 4 : Instead of immediately starting a ko, Black should just cut at 1. The moves through 5 would follow. Black has now turned the ko into a problem for White. If White starts the ko with A, Black has an internal ko threat at B. Next, Black can recapture the ko. Now, White could lose not only the marked white stones but the entire corner. In effect, black 1 puts the burden of the ko squarely on White whereas Black has already gotten his compensation in advance (center influence).

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