Tips from the Pros

Five top Japanese go professionals and I were invited to the Chunlan Cup tournament, about 250 kilometers from Shanghai, from Dec. 24 to 29. By Chinese counting rules, I lost my first-round game by half a point, although I would have won in Japan by the same margin. Four of the five Japanese players were eliminated in the second round. Only O Rissei will play in the quarterfinals next month. During the tournament, I had the opportunity to talk with O about his achievements in go. Asked for some tips, this is what he said:

Think about go all the time. For example, have a concrete move in mind that seems to be a tesuji (excellent local move) and try to think of all its implications and the shape to which it applies. This will teach the weaknesses and strengths of shape.

O said his biggest step forward came when he stopped trying to win at all costs. Now he just tries to play the best move he can think of. This allows him to stop worrying before big matches and sleep well the night before.

Tsume go (solving life and death problems) is important because it saves a lot of time during actual games. It allows you to read variations faster and deeper, so that you may discover moves you might have not otherwise thought of.

Kikashi and nozoki

We will resume our discussion on kikashi (forcing move) and nozoki (literally, peek) by first looking at last week's problems.

sol1,refe1a,1b
Solution 1: Playing nozoki at 1 first and then giving atari at 3 is the right order. Now it is clear the marked black stone might just as well not be there at all. In effect, White has made Black's shape ineffective.

Reference 1A : After the moves in the solution, White can exchange 1 for 2. Later he can aim at playing at 3. If Black now plays 4 to prevent White from connecting below 4, white 5 almost certainly keeps him alive in the corner. Black can capture the three marked stones with 6 and 8, but he loses more territory when White plays 9 and 11. Notice that Black's original answer (the marked stone) has become superfluous.

refe2,sol2a,2b
Reference 1B : In contrast, playing atari at 1 first without first exchanging the nozoki, leads to this situation. Even if White later invades, Black can answer at 8. Though White can get roughly the same result as in Reference 1A, Black will have saved a move because he has not played at A.

sol3 In other words, the nozoki of 1 in the solution is on the outside while Black's answer at 2 is on the inside, doing nothing else but connect. The nozoki, therefore, is a successful kikashi.

Reference 2 : White 1 looks obvious, but after black 2 and 4, he finds himself with a group whose sole function could be to take flight.

Solution 2A : White 1 is an interesting move that forces Black to add stones to his nozoki (marked stone). This means that White also will strengthen his stones. White 5 is a light move. Even if he does not want to, Black is almost forced to keep fighting, and this will continue to strengthen White's position.

Solution 2B : What happens after Black cuts at 10? Forcing Black to connect, White first gives atari then plays another light move with 13, destabilizing the marked black stone. White's stones are not in much danger as he can slip away at B while threatening to play A, a move that would split Black's groups.

Solution 3 : Nozoki at 1 is probably best. White will almost certainly answer this, but then he would face black 3. In the ensuing battle, White would be handicapped with the cut at D, which makes a move in the neighborhood of A an overplay. On the other hand, defending against the cut with B or C is painful. It is clear that White's stones are under a strong attack.

Actual Game

Actual Game : Black (Cho Chikun) immediately played 1 without nozoki. White grabbed his chance to counterattack with 2. Black 3 is almost forced now. In the ensuing sequence to 12, White manages to somehow give shape to his stones and get sente, enabling him to play at 14. Still 15 and 17 are strong moves that will give White a hard time. In the end, O Rissei won the game, successfully defending his Oza title.

Problems

prob1.3

Problem 1 (Intermediate) : The moves 1 to 6 are a well-known joseki. Sometimes Black plays 7. Do you think this is a kikashi (forcing move) or is it aji-keshi (waste of potential) ?

Problem 2 (Intermediate) : In this game between Keigo Yamashita (black), and Kikuyo Aoki, Black plays 2 to try to weaken the position of 1, in order to use the power of the wall of marked stones. White's answer at 3 is natural. How does Black attack ?

Problem 3 : (Advanced) I remember seeing this sequence once in a title match, and being struck by Black's cut at 17. Actually it is a wonderful kikashi. How does White respond ?

prob2

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