Have you ever tried to solve a virtual problem or a problem of little direct significance to your life ? Have you ever tackled a problem just for fun or to help you face other problems in real life? A good example of the latter is doing mathematics problems or foreign language translations at school-ideally, these exercises will be beneficial in later life.

Sometimes people ask me how and why I solve hypothetical go problems. Such people reason that it would be rare to encounter the same problems in an actual game. What's worse, when you find a problem in a go practice book, you already know there must be an answer and that is a big hint.

However, by regularly taking on such go conundrums, it is possible to train the mind to look for obvious as well as not-so-obvious moves. On top of that, the mind gets programmed to be always on the lookout for and to avoid certain shapes that may cause problems later. In other words, the mind is trained to recognize patterns and to deal with them-isn't this what IQ tests usually focus on ?

Solution to last week's problems

Solution 1A : Invading the widest possible area is the most usual approach. The area around 1 satisfies this rule. Black 2 prevents White from sliding into the corner while limiting his base. Black 6 fulfills a similar role. White can now run out into the center with a move like 7 or A. His aim is to establish a fairly strong group, allowing him to invade at B. To prevent that, Black could play at B himself or keep up the attack with a move around A. This fuseki (opening) is especially popular among aggressive young players and statistically shows the best winning percentage of all openings.

sol1a,1b,refe1

Solution 1B : Another approach is playing 1, on the fourth line, to prevent Black from expanding his moyo (sphere of influence) too easily. Black 2 is the standard reply, but this response is by no means certain. White should be prepared for a Black pincer near 3 and the start of a fight. A move by Black at 4, however, would represent an attempt to expand his moyo on the other side of the board. White would then have the opportunity to invade at 5.

Both solutions have pros and cons and neither approach can guarantee a result one way or the other.

Reference 1 : What White should be wary of is approaching from the other side and invading at 5 as this may lead to a relentless attack on the white group. If White is not skillful at quickly settling a weak group (sabaki or shinogi), the attack could spill over to all corners of the board.

Solution 2 : In last week's problem featuring players Koichi Kobayashi and Keigo Yamashita, Kobayashi chose 1 and 3 to create sabaki (light shape).

solution2 White 2 is the correct line of defense-he doesn't want Black to slide into the corner. White 4 is an attempt to start a fight by Yamashita and a lesser player would probably have accepted it, but Kobayashi judged it was better to avoid a fight and just establish a strategic presence in the center. Notice that it took White three moves to capture black 1, which Black used to play three moves in the center. Notice too that black 7 aims to cut the five white stones below it.

Reference 2 : Black 1 is heavy-it provokes 2 and 4. Sure, Black can live in gote (by not answering back immediately), but White ends up building overwhelming thickness-this is a sure way to lose.

Reference 3 : Black 1 is another standard invasion point. The sequence of moves up to white 8 are a standard way of settling this corner. In the end, however, Black needs to defend his corner with 13. White 14 arrests the black 5 and 7, while a move at A would take the upper territory. But this is not the scale at which Yamashita plays. He would be more likely to play at B or even C.

refe2,3,4,5,sol3

Reference 4 : If Black invades at 1, White may play a shoulder-hit at 2 to sacrifice a stone in order to establish power in the center, thereby safeguarding his moyo on the left. This is a scary prospect for Black.

Solution 3 : After black 1, White can't invade at A anymore. Instead, White needs to play at 2 to prevent a black invasion around B.

Reference 5 : Black 1 is tempting and White will defend at 2 without hesitation. However, if Black doesn't add another move to defend and plays elsewhere, sooner or later, White will invade at 4. In the sequence to move 8, White takes away Black's territory and turns it into his own.

New Problems

Imagining what will happen and visualizing the result helps in the selection of an appropriate strategy with the right move to take following on from that strategy as a secondary process.

Problem 1 : You won't see this in a real game. Black to play and live.

problem1,2,3,4

Problem 2 : A problem like this one is more likely to appear in a game. Black to play and kill the entire white group.

Problem 3 : Black's single stone is completely surrounded by white stones. There is a cutting point at A. Can Black do anything ?

Problem 4 : White has just played the marked stone. If Black connects at 1, White can connect his stone with white 2-oops ! Your task: Try to find a better move than black 1.

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