Sunday is a big day for go watchers. At 6 a.m. on TV Tokyo, there is a fast game between two professionals. Then, from noon to 2 p.m., NHK 3 broadcasts a program that dedicates the first 20 minutes to a top pro enlightening viewers on aspects of the game ranging from a beginner's course, which focuses specifically on women, to "obscure" themes such as "broadening the go board" and "go for the 21st century." The remaining 100 minutes is spent analyzing a game between two high-ranking pros. You may think the level is too high for you to understand, and the truth is, you probably won't understand everything. But there are many things you will gain an understanding of by watching. Another top pro comments on the game while a female player takes the role of "listener." In fact, by asking the right questions, she guides the pro into revealing key points and how the pros think.

Look and understand-cutting is zilch

The best thing to do while watching these programs is to try and predict the next move-in this way, every move is a new problem. As the game progresses you are forced to concentrate on different parts of the board where various aspects of the game test your insight. While the players are thinking about their moves, you can think for yourself and with the help of the pro doing commentary, answer the problem.

Problem 1 : This situation appeared on an earlier show. The whole board is not shown so some things have to be clarified. The marked black stones are connected to a group at the top that is alive. Black 1 is an attempt to cut off the marked white stone. The ladder favors White-White can play at A, black B, white C and capture black 1 in a ladder. But then Black can cut through White's position. So how would you deal with this situation ?

probrem1,Diagram1

Diagram 1 (Bad for White) : If your argument is "the ladder is good for White, the result must be good," you are wrong. After white captures black 1 in a ladder with 2 and 4, Black discards that stone and captures the marked white stone.

Diagram 2 (Bad for Black) : You might think White could threaten to cut Black with 4 and therefore Black connects at 5, after which White can capture black 1 in a ladder with 6. True, the reasoning is correct but there is a black countermove missing. In other words, this diagram is wishful thinking.

Diagram 3 (Disaster for White) : Instead of 5 in the previous diagram, Black would give atari at 5 first. If White connects with 6, black 7 follows. Now if White tries to capture black 1 in a ladder by playing at 8, Black can run away with 9. This is not a ladder as white 8 will be put into atari immediately.

Diagram2-5

Diagram 4 (Bad for White) : Instead of White answering Black's atari at 5, White could cut through with 6. After Black captures one stone with 7, White captures four stones with 8. Is this favorable for White ? Unfortunately it isn't. Black's thickness in the center is superior to White's profit, especially taking into account that Black's four "dead" stones still have some aji. This result would be inconceivable for pros.

Diagram 5 (Bad for Black) : The answer, then, is changing the order of the moves. White should first play at 2. If Black answers at 3, White captures black 1 in a ladder with the combination of 4 and 6.

Problem 2 : If Black now plays at A, the moves in Diagram 5 will follow and White will get a bad result. So how should this situation be dealt with ?

Diagram 6 : Since connecting at A in the previous diagram isn't worth any points, Black plays at 3 and 5, making his group (almost) alive. White then cuts at 6 and Black cuts at 7. How can we evaluate this result ?

Diagram 7 : Instead of Diagram 6, which is what happened in the game, after White 2, Black had the chance to cut at 3, which would be bad shape and worth close to zero points. After that, White could then cut at 4, forcing Black to make life with 5, 7 and 9. Even if White now tries to capture with 10 and 12, Black lives with 11 and 13 (A and B form two eyes). It is hard to say who is better off in this diagram, but both parties cut without making points which pros really don't like. I hope this will make the result of the moves played in Diagram 6 more understandable.

problem2,Diagram6-8

Diagram 8 (Evaluation) : The two white stones and the one black stone marked with a triangle are worth zilch in terms of points, although they did make White a tad stronger. But the stones marked with Xs scored points for Black. In addition, the ladder as shown in Diagram 1 is still possible if Black cuts. Therefore, White has to be careful that the ladder will stay in his favor, which is a liability. On the other hand, Black spent four moves against White's three. Therefore, on a local level, the exchange is about even. But overall as Black was behind in terms of territory and had a lot of thickness already, this exchange was not so important in terms of thickness, but had a significant impact on the territorial balance in Black's favor.

Solutions to last week's problems

Actual Game Actual Game : White 2 was moving in the right direction. However, white 4 and 6 were a little slow. After Black 21, the game is very close and probably slightly in Black's favor. In the end, Black won the game by 1-1/2(harf) points.

Solution 1 : Instead of the game, White should either have played 2 at A, which would easily make a difference of four or five points. However, Kobayashi (White) may be forgiven for playing at 2 when you think that Black can play B, white C, black D, white E. However white 6 in the actual game was a more serious mistake. He should have played at 6. Sure, Black is strong on the left side but White has a lot of backup from the marked stones and white 4. Had White played at 6, this would probably have ended the game more quickly and in White's favor. Yamashita's win on Black evened the series 2-2. However, in the fifth and last game, Kobayashi won to regain the Gosei title, which he had lost the year before to Yamashita.

Solution 1 Solution 2 (Bad for White) : White 2 is a trick move. Black shouldn't answer it immediately, but first force moves 3 and 5 for 4 and 6, then cut with 7 and 9. White now needs to capture with 10 and Black finishes his wall with the sequence to 13. The cut at A does not scare Black, he just forces B for C then jumps to D. White's cutting stone is in more trouble than either of Black's groups.

Reference 1 (Bad for Black) : Black shouldn't carelessly answer white 2 with 3 and 5. Because now White can play at 6 and 8. Black 9 is the best answer but white 10 definitely splits Black's position. After White gets a stone in at 4, he will no longer answer a black offensive at A and C with B and E. Instead he can play at B and D.

Solutin2,Reference1

By Richard Bozulich

By Rob van Zeijst

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  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