In go, most people have developed their own "style." The most common styles are "thick," "thin," "territory-oriented," "pragmatic" and so on. Personal style usually translates into a view of the game that holds certain truths and excludes others.

Because of this, the question "What is the best move in this situation ?" often does not lead to the desired answer. It does not necessarily depend on a difference in strength, but on a difference in style. So the question to ask might be "What should I be thinking here ?" or "What should I see as my goal ?" "Then you can plan a strategy with an end in mind.

Diagrams
Diagram 1 : Black 1 might be the most popular opening move these days. Not necessarily because it is the best move but because it is representative of today's style, which shies away from long joseki variations.

dia1-3

White 2 is a standard kakari (corner approach). Now Black has a range of options. If you decide your priority is to defend black 1, the moves A to I (in approximate order of popularity) are all standard moves. In this situation there is no best move, it really depends on the moves played after that. One thing to keep in mind is that the 3-3 point is still open to invasion and, therefore, the corner is not black territory.

Diagram 2 :
In addition, Black might want to be more aggressive and pincer White by choosing between the moves J to N (in order of popularity). Note that when I use the word popularity, it does not necessarily denote the quality of the move.

So how do you choose between the moves A through N and tenuki (playing elsewhere)-for a total of 15 different choices? Most people, including professionals, wouldn't consider most of these. Usually the selection process breaks down into two or more phases. Some questions to ask in making your decision are:

1. Playing in the neighborhood of black 1 may not be urgent.
What part of the board is important/urgent ?

2. In what direction do I want to develop? Or, in what direction does the opponent want to develop ?

3. Am I doing well or am I lagging behind ? Even after you think you have found an answer to these questions, the thing to remember is that often there is not a perfect move. Therefore, the most effective plan is one that involves a number of moves.

Diagram 3 :
Let's assume you want to defend the marked stone and develop on the upper side. Then black 1 is a good move. Usually, White will develop on the right side by extending to 2 or A. Next, Black can achieve his goal of developing on the upper side. Once again, note that the corner is still invadable at B, the 3-3 point.

Diagram 4 :
Black 1 is a variation if you want to strengthen the marked stone but not develop on the upper side by playing at 3. White may now choose a different joseki-the moves 2 to 4. Note that black 1 is a little defensive and doesn't have a great impact on White's marked stone. Therefore, White might consider playing tenuki. On the other hand, since Black's marked stone is already stronger than before, Black might play tenuki after white 2, or possibly attack at A.

dia4-7

Diagram 5 :
If you don't need to defend the marked black stone and want to attack the marked white stone, or when you want to develop on the right side, you should consider pincering at 1. White will usually answer with the moves A through C, depending on his priorities and style.

Diagram 6 :
White 2 is a good move if your style is territory-oriented. White gets a comfortable corner while Black develops on the right side. After white 10, Black may play tenuki or play at A to get a good grip on White's marked stone, or at B to increase the scale of his moyo (framework). Note that the marked stone has plenty of potential for revival.

Diagram 7 :
White could also play a double kakari at 2. Although not always true in the past, these days black 3 is pretty much the standard response. The moves to 9 (or 9 at A) are a joseki. Next, Black can aim at B which threatens a placement (oki) at C. White, therefore, has to reinforce with D or E. Alternatively, black F is a large move that threatens to take away White's base in the corner.

Problems

Problem 1 :
This is a recent game played between two top pros. The two joseki in the lower right and the lower left are rare. Black seems to prefer thickness while White seems to go for territory and quick development. Black 23 is the point where the game gets interesting. How should this move be answered ?

prob1,refe1

Reference 1 :
If White pincers around A, Black will play a double kakari around B. If Black gets strong in that area (for example around C) during the ensuing fight, he can play at D, endangering the marked white stones. White has two weak groups and can't afford to fight.

refe1,sol1,refe3

Reference 2 :
White 2 helps his stone in the upper left, but after black 3 (or alternatively black A, white B, black C), White needs to defend around D to prevent a future black attack at E. However, a move at D is not an effective defense for White's marked stones.

Solution 1 :
White 2 is the solution. Strengthening his stone in the upper left, White doesn't leave behind dangerous weaknesses on the left side. Black 3 next hopes for white A, black B. It will be difficult to develop around the upper side with C because Black is strong on the upper left. On the other hand, playing at D instead of at C would make Black answer with E. Next, White needs reinforcement around F, but this creates bad balance.

problem2 Reference 3 :
This might happen if White just follows the joseki in the upper-left corner. He wants to invade the upper side, but after the moves to 15, Black has developed both in the upper left and the upper right while making territory. White has to reinforce his position with 16. Black's development is faster.

Problem 2 : To prevent the situation in Reference 3, White approaches at 4 first. If Black responds like White in the upper-left corner-at A-White will extend to B. How should Black respond in this case ?

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