The Concept of Life

It's me or him! That's often what we hear when people play games in which the opponent needs to be destroyed in order to win. In a way that is a very simple one-track concept and it makes for games that can be easily understood, even by computers. The whole game is in effect a series of tactical collisions. Tactics involve a lot of calculating and computers tend to be better at that than humans.

But go is not a single-minded one-track game. Yes, tactics are involved, but ideally exchanging blows should serve a greater purpose: a coherent strategy. And surprisingly often, this greater strategy calls for losing a fight locally in order to win globally. So when does the fighting end? Locally it often does when a group has ensured life. This means that a group cannot be attacked any more.

Diagram 1 : Even if surrounded, this black group is immune to attack: it is alive. Remember, in order to capture stones, their last liberty should be taken away. So how would White be able to accomplish that? First he would need to play at A (or B) and then at B (or respectively, A). But that is impossible, because playing at A or B in itself doesn't take away Black's last liberty, but a white stone at A would have no liberties at that moment. Therefore, this is in direct conflict with the rule that says a stone without liberties cannot exist.

dia1-4

Diagram 2 : In contrast, the three black stones shown here can be captured by white 1.

Why ? Because white 1 takes away the last liberty of the black group. In the previous diagram however, White is never able to do that.

Diagram 3 : Then what about this Black group ? It still has two liberties so White cannot play at A. However, White can play at B first and put the black group in atari (atari is the situation in which a group has only one liberty left). And next, White can play at A and take four black stones off the board.

Diagram 4 : So what's the status of the five black stones ? Are they dead or are they alive ?

Diagram 5 : If White starts, he could play at 1. Black can't move because he would be putting himself into atari. So let's assume black 2 plays somewhere else (not indicated in this diagram). Then on his next move, White can play at 3 which puts the black stones in atari. However he also puts himself in atari. Black can now capture two stones by playing at 4.

dia5-8

Diagram 6 : But this is not the end of it-White can come back and play inside Black's territory by playing at 5 (or 6). Black can capture once more, but.....

Diagram 7 : White can now capture six stones by playing at 7.

Now go back to diagram 4-Where should Black play, if it were his move ?

Diagram 8 : Black 1 is the correct move in this situation. Verify White cannot play at either side of black 1, because that would be suicide. And if White can't kill the black stones, it means they are alive. So these two open, separate spaces on each side of black 1 are the key to life-we call these open spaces "eyes." So to be alive, a group needs two eyes.

Solutions to last week's problems

Solution 1 : In response to black 1, White should capture the marked black stone with 2. Now it is ko, i.e. Black can't immediately recapture by playing where the marked stone was. He first needs to play somewhere else (and if White answers), then he can capture white 2 by playing at the point where the marked stone was. Of course, White could ignore Black's move and connect by playing where the marked stone was.

Solution 2A : This is a little more complicated. In response to black 3, white 4 is the best move. Now Black starts filling in liberties from the outside. Let's assume White takes the 'Wait and see' attitude and passes (let his turn go by) or plays somewhere else. (At any rate, his moves are not reflected in these diagrams.) Black fills in from the outside, then finally at move 11 puts the white stones and himself in atari and White captures with 12....

Solution 2B : However Black plays at 13 (notice that if White could play there, he'd be alive) and then at 15 only to be captured with white 16.....

sol2a-2d

Solution 2C : But then he comes back at 17, and yes, White could capture at A but it's all useless-in the end White's captured.

Now have another look at diagram 2 and 5 and see the similarities. The only difference is the scale and the number of moves it takes to capture, but the essence is the same.

Reference 1 : This was the original situation. After seeing the solution diagrams 2A through 2C, you see that if it is Black's move, he can capture all white stones.

refe1

Solution 3A : White 19 takes points at the edge. Black 20 is sente (a move that needs to be answered), then enlarges his territory by playing at 22 and 24. Next white 25 is worth one point. In the end, Black captures the ko with 26. White 27 is a ko threat-Black needs to respond with 28.

Solution 3B : After black 28, White can recapture with 29. Confirm that Black has no ko threats. So in the end White can connect at the point where the marked black stone was taken.

sol3a,3b,4a.4b

Black : Territory 14 points plus Stones captured 4 stones equals 18 points
White : Territory 19 points plus Stones captured 7 stones equals 26 points
So not including any komi, White wins by 8 points.

Solution 4A : After Black's last move where the marked stone is, white 1 and 3 are a combination that force Black to add a move at 4. The rest is just endgame technique where all the territory borders are closed off in the most efficient way. Black 10 and 12 are a clever maneuver that threaten a ko. Black has a ko threat at 14 and.....

Solution 4B : White gives way with 17. White plays 19 where the marked white stone is and 21 where black 16 is (these two moves are not shown in the diagram). Black 20 is necessary as otherwise White would play at A, black B and white 20, killing the black group.

Black : Territory 8 points plus Stones captured 2 stones equals 10 points,
White : Territory 11 points plus Stones captured 8 stones equals 8 stones

So not including any komi, White wins by 9 points. Next week we will look at some opening moves and strategies.

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