Thickness-a hard issue

Go is in fact a game of economics. In general, the person who allocates his resources most effectively wins. This is obvious in the beginning of the game when both parties stake out positions, and at the end of the game when the exact value of a move can often be counted. But in the middle of the game, tactics are a major determinant for the final outcome. But even then, games are decided by how well the stones work together. In theory, these tactical maneuvers including the "endgame" and "life and death" (tsume go) are relatively easy to master because all that is required is training, which can be done by yourself at home as a wealth of material is available.

But to improve your understanding of the opening, you need an open mind, imagination, a good teacher, and the willingness to use your own and other people's experience to your advantage. So the question is, how do you use your stones economically ?

Economics in go

A couple of weeks ago we discussed extensions and how many spaces should be left between the stones from where the extension takes place. At that time our goal was to establish a base.

Diagram 1 : The basic extension is the two-space jump when there is a stone on the 3rd line. When your objective is to establish a base, this is your operating rule of thumb.

diagam1,2 Diagram 2 : And if you have a two-stone wall, you should be a little more ambitious and go for the three-space jump. Usually the two-stone wall is counted from the 3rd line, i.e. if there is a stone and one on the 4th line, this is counted as a wall of two stones and a three-space extension is warranted. But if there are stones on the 2nd and 3rd line only, it becomes difficult to decide whether you should play a two-space or a three-space extension.

Diagram 3 : We used the knowledge above to establish a presence inside the other party's sphere of influence by using the wariuchi technique. Here is an example: White is strong on both the left and right sides. So how do you establish a base ?-by playing right in the middle so that you can make a two-space extension in either direction. So even if White plays at 2 you can make a base with 3. Alternatively, if White plays at A, Black plays at B.

diagam3,4,5

Diagram 4 : We built on this knowledge to make more economical extensions when our priority was not to establish a base but to expand our position. The basic position with two marked black stones on the star-points followed by black 1 is a tried and true fuseki (opening) that is easy for beginners and intermediate players. Its basic tenet is that it is difficult for the opponent to establish a base. For example, White may invade at 2. Black 3 prevents White from sliding into the corner and makes White heavy. The meaning of the word "heavy" here means that after White invests another stone at 4, these two stones cannot easily be abandoned, while they do not contribute much in the way of eye-space.

Next, if White is to make an extension it is likely to be at 6. Black 7 spoils any chances of White building eye-space at the edge and White is forced to move toward the center, e.g. to 8 or C. After white 8, Black can continue his attack with A, B or a move around C, depending on his style and the circumstances. Anyway, the bottom line is that White cannot establish a base inside Black's sphere of influence.

diagam3,4,5

Diagram 5 : Arguably, White's stones are not optimally placed as he chooses a joseki (standard corner exchange) in the lower left corner that leaves him with gote. Black has sente, but what should his next move be ?

Gote means to play the last move in a sequence and thereby lose the initiative.

Sente means to play the next move and keep the initiative.

Diagram 6 : (Wrong!) Would you have played at 1 to counter the influence of the White stones ? Probably you wouldn't, but you might have played at A (the best move locally) to counter White's influence. If you had chosen A, you are a fairly strong player already and you might be ready to go to the next level.

Diagram 7 : (Correct) Black 1 is the best move (better than on the 4th line). Even if White makes a long extension to 2, Black has a splendid way of overconcentrating White's stones with the combination of 3 and 5. The moves to 19 are a joseki. Later, Black might even be able to exchange A for white B.

Now look at who has played his stones more economically.

Diagram 8 : The black and white stones on the upper edge of the board have the same value. Now have a look at the sphere of influence of Black's positions (shown with XX's) and White's position (shown with **'s (**'s=two Triangle). Black's combined positions are much larger. White can later exchange A for B, C for D, and E for F.

Solutions to last week's problems

Solution 1 : After black 1, White can exchange 2 to 5, then live with the sequence to 10. However, Black gets to play 11 in sente if he is prepared to answer 12 (which threatens ko) with a move at around 13. White lives but Black's position on the outside suffers while Black gets to play at 11 (a difference of three points in double sente, which is unbearable for top pros).

Solution 2 : If Black mistakenly plays at 1, White will cut with 2 and 4 and again with 6 and 8-Black loses his pivotal marked two stones.

Solution 3 : After Black's marked move, White can force with 1 and 3, then connect at 5 but Black will capture with the sequence to 14 (or a variation, by playing 6 at 8). White loses the capturing race as he can't play at A (Black captures with B).

sol1,2,3

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