I dentifying problems perhaps is the most difficult part of the problem-solving process, because it's only when you realize a situation poses a problem that you can devise a strategy to deal with it. This applies to everything from environmental and education issues to intellectual sports, such as chess and go. So how do you identify the problem ?

In general, problems are recognizable by the the way they affect situations. But by this point, it is usually too late to do anything about them. The best way to recognize problems is by imagining all of the effects of a given situation before they become problems. The best way to do this is through visualization, for example, by imagining a situation that is likely to occur and then judging its desirability. In go, we get a lot of help from the board in front of us and the stones that are already there. Regularly visualizing not only your move, but also your opponent's will do wonders for your playing ability.

Everyone says practice makes perfect, but this phrase is only a half-truth. In fact, if you practice the wrong moves, you will improve strategies that may not be the right ones to use in given situations. What we have to focus on then, is distinguishing right from wrong, or truth from fantasy. To make things even more complicated, the truth isn't always visible and because of this, it is often an interpretation of recognized problems and how they are solved. This brings us back to the original question, because solving a problem only changes that problem. In chess and go, this means you beat opponents until you find one you can't beat. In the office it means you get promoted until you reach a position you can't handle.

O Meien retains his title

It took O Meien seven games to finally overcome the 21-year-old Cho U in the first defense of his Honinbo title, which had a purse of 32 million yen at stake. Both players were born in Taiwan and came to Japan at very young ages to sharpen their go skills.

The game clearly illustrates that a solid reading and a good sense for both creating and solving problems results in victory.

diagam3 Diagram 3 : This is a continuation of the game we started last week. White's last move was A-he is trying to strengthen his group in the lower right while aiming to cut with white A, black B, white C, black D, white E. However, Black can simply connect his stones with F. Black doesn't need to worry about his stones in the center, because thanks to the exchange of the marked black stones for the marked white stones, Black gave up four stones but gained tremendous strength in the center. In short, White (A) was an empty threat. See Solution 1 for the correct move.

However, although it was moving in the right direction, black 1 wasn't exactly correct either-see Solution 2 for the correct move.

White creates a living group by moving to 18 as he can survive easily. However, he then goes on to extract more blood, which in turns angers Black, who then does something incredible. It should also be noted that Black throughout the game had been feeling he had fallen behind and therefore had been on the lookout for a way to suddenly move the game in his favor-it was that way of thinking, in addition to O Meien's attempt to scoop out Black's entire territory on the right, that caused Cho U to play his next move.

diagam4 Diagram 4 : The move is Black 23-it attempts to capture all of White's stones without compensation-this is also called mochikomi. A prerequisite for this move is that Cho must have read all of the possible variations after this move, including the semeai (capturing race) in the upper right corner later on. But did he really ?

The moves to 29 are forced. Next, White throws in a few kikashi (forcing moves) with 30 and 32, and later 38. But 34 decides the outcome of the game. Black 35 and 37 are clever forcing moves, but after White finally cuts with 46, the semeai in the upper right is all that counts.

diagam5 Diagram 5 : After the sequence to 53, the upper right corner is a multistep ko. For example, White needs to make approaching moves and in the process, ignore ko threats by Black. In other words, this ko in itself is unfavorable for White. However, it is a like a time bomb-White can start the ko anytime and accordingly, Black has to watch his every step. But that means Black has one hand tied behind his back and can't risk any full-fledged fights. White takes full advantage of this with 54 (incidentally, this turns white A in Diagram 3 into a good move). Black is handicapped by a possible shortage of liberties at C, D, and E and the cut at B. Black 57 and 59 make miai of connecting around B and linking up with A. Then White goes on to attack the formerly strong group on the lower edge with 60 to 68, then finally drives Black into the corner by starting the ko with 70-it is still a two-step ko-but Black can't afford to lose it. Even though the game is not over yet, there is no way Black can stand up against the pressure for long-he manages to draw out the game a little longer, but is forced to resign 70 moves later.

O Meien ultimately showed that he is worthy of being the Honinbo for another year.

Solution 1 : White 1 and 3 are thick. Even though Black takes territory with 2 and 4, White can now fight and he already has enough points.

sol1,2

Solution 2 : After White (A), Black should play at 1 to take all the territory on the right. Alternatively, he could play at B. If White plays at C, the cut at D will seem like more than White can handle.

New Problems

The problems here look like they are from a book, but they really happened in the game shown here

Problem 1 : Black played 19 in Diagram 3-this is the marked stone in this diagram. If we presume Black will answer white A, black B and white C by black D, how can White live ?

Problem 2 : White just played tsuke. In the game, Black played at A, which was followed by white B. However, what happens if Black is at one ?

Problem 3 : After Black played the marked stone, White could have exchanged one to four then connect at five. How does Black respond ?

problem1,2,3

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