Who do you think will be more successful in life, someone who takes the initiative or someone who just reacts to what is happening around them? The answer to this question is clear in a game such as go. Although there are many factors involved in winning, most often the player with a game plan triumphs. In other words, taking the initiative is a good thing. In his book on management, The 7 Habits of Highly Effective People, Stephen R. Covey refers to this as "proactive."

Be proactive

The first few diagrams illustrate why taking the initiative often leads to success, and also how to act if you are being challenged.

Diagram 1 :
As in last week's column, we start out with two black stones and two white ones on a 7x7 board. The komi is two points-given by the player who moves first. Black gives White two points (often by handing White two stones, or prisoners). With 1, 3 and 5, Black expands his own territory while limiting White's. White just defends against Black's advance.

dia1,2,3

Diagram 2 :
Seen from White's prospective, he has to defend against any threats posed by Black. Therefore, he must guard with 8 and 10, and again with 12 and 14. The only time he gets a chance to attack is when he plays at 16. Note that Black correctly defends at 17-otherwise White would cut at that point. The final score is Black 18 points in territory and White 10 points in territory, plus two points in komi for a total of 12. The difference is six points in favor of Black. White only played moves he was forced to and still the margin was very large.
How can that be ?

prob1,2,3
Diagram 3 :
Now let's take a look at what happens when Black is passive whereas White is proactive. If Black starts out just defending his territory with a move such as 1 and White aggressively expands his own territory while at the same time taking away potential territory from Black, we might see the result shown here. The final score is Black 14 points, White 16, plus two in komi for a total of 18 points. White wins by four points.

Problem 1 :
If both parties are aggressive, White must inevitably play at 2 in response to black 1. After black 3, how should White proceed ? Try to picture the next few moves for both sides.

Problem 2 :
White plays first and wins the game. What is his first move ?

Problem 3 :
Black's three stones are in trouble. There is a way to save them. Ultimately though, the goal is to win the game. Can Black win this game (with no komi) ?

Proactive young pros

What follows is a game between Keigo Yamashita, 7-dan, who plays White, and Naoki Hane, 8-dan, in the second round for the Judan (10-dan) title. At 23 and 25 respectively, both Yamashita and Hane are breaking into the top group of players.

We have featured Yamashita in this column before, but Hane, the son of Yasumasa Hane, 9-dan, is a relative newcomer.

diagram4 Diagram 4 :
Black's moves 1, 3 and 5 form a conventional fuseki. Traditionally, White splits up the right side somewhere in the middle between 1 and 3 on the third line, but with 6 and 8, Yamashita chooses a different approach. These moves emphasize the center, making it more difficult for Black to expand his shimari (the enclosure of 3 and 5)-see Reference diagrams.

White 12 is a move that is in vogue these days. After black 15, defending the corner at 19 may seem the natural move for White, but then Black slides to A, leaving white 12 in an awkward position. White 16 is therefore the correct move.

For Black, the exchange of 17 for 18 is a necessary evil before jumping into the corner with 19. White 20 is an important move as it takes territory and makes a base, while black 21 only serves to connect. For White the next move would usually be B, which is answered by black C. In terms of territory, this exchange benefits White, but a black stone at C would hurt his stones in that area. So instead, White hits a vital point at 22 before (over)extending to 24. (Note that White will later need to play at C to defend his stones).

Reference 1 :
The shoulder-hit (kata-tsuki) of white 1 is an interesting move. White 1 and 3 keep Black's marked stones under restraint in terms of center influence. One of the questions in this game is whether the exchange of 1 and 3 for 2 and 4 will turn out well or badly.

refe1.2 Reference 2 :
In general a shoulder-hit (at 1) is answered by pushing once with 2 before playing a keima (knight's move) at 4. In the case of a white stone at 3-3, a black move at 1 is quite common. In which direction should White push? In general, if Black has some development around B, White should follow the pattern shown here.

However, if Black has one or more stones around A, pushing with 2 is helping Black as, after white 4, Black can block with 5. With this background information in mind, try to understand moves 6 through 9 in Diagram 4.

diagram5 Diagram 5 :
Black 25 is an important move. Although it allows White to defend with 28-which is necessary, otherwise, Black plays at 28, white A, black B, white C, black D to swallow up White's marked stones-it takes the initiative in the fight that is initiated with black 29 and 31. White 32 is tesuji-if Black cuts at 35 right away, white 32 will be difficult to eradicate and remains troublesome. However, black 33 induces the move white 34. Next, White needs to take care of his stones 32 and 34-he cannot allow both these two stones to be captured. While White is busy saving his stones in the center, Black gets two vital points, 37 and 39. Where should White play next ?

diagram6 Diagram 6 :
Although he manages to cut some black stones in the center with 44 to 50, White has no choice in the end but to make his stones alive with 40, 42 and finally 52 and 54. White 40 and 42 are painful moves because they strengthen Black's stones (black 41 and 43) while endangering White's two marked stones.
Black 55 is necessary-but why ?
If not played, White can force A, black B, white C, black D, white E, black F, white G, black H, white I (to make his own stones alive) and black J. Yes, Black does live, but a White move at I hurts Black's position there, while the moves A, C and E are good for White because they create a lot of territory in sente (while keeping the initiative). In short, 55 might not be, strictly speaking, necessary to live, but the value of a move like this is great.

Problem 4 :
Look at the result of Diagram 6. Black defended at -55-now it is White's turn to attack. Where will he strike?

By Richard Bozulich

By Rob van Zeijst

  1. Example of a pro game
  2. Insight to the pro game
  3. The basics of territory
  4. Be proactive
  5. Take the Initiative
  6. The endgame
  7. The Last Points
  8. Last week's problem
  9. The endgame
  10. Endgame Tesuji
  11. As expected,
  12. Kisei Title
  13. Balancing attack,
  14. Balancing attack and defense
  15. Tobi, kosumi, keima
  16. Tobi, kosumi, keima
  17. The end of the game
  18. O Rissei keeps Kisei title
  19. Solutions to last week's problems
  20. Over the next few weeks
  21. Efficiency calls for good shape
  22. Get an eye for shape
  23. Middle of three stones
  24. Kosumi: pros and cons
  25. Defects of kosumi
  26. Kosumi
  27. Hazama
  28. Attacking
  29. Where there is a keima, there is a cut
  30. Cutting keima the right way
  31. Visualization is a must
  32. Function over form
  33. Rationality
  34. Intuition
  35. Realistic approach
  36. Connecting stones
  37. The so-called cosmic style
  38. Ponnuki
  39. Ponnuki
  40. Ponnuki
  41. Sabotage
  42. Ponnuki and Ko
  43. Fighting ko effectively
  44. Handicap go
  45. Handicap go
  46. The nine-stone handicap
  47. Basics of handicap go
  48. 5 more basic principles of handicap go
  49. Yoda defends Meijin Titlego
  50. Original ideas
  51. The third part of the game
  52. In go, it is easier to...
  53. A good way to improve a game
  54. A big gap between genders
  55. World Championship for Women
  56. Hane defends the Tengen Title
  57. 7-stone handicap
  58. Let's start the New Year...
  59. 9x9 pro game
  60. 9x9 pro game
  61. The following is...
  62. The Go player's...
  63. Of the three most prestigious titles, ...
  64. This is the third installment in a series...
  65. Achallenger has to overcome many obstacles....
  66. In the battle for the 42 million yen.....
  67. Only one week after losing his Kisei.....
  68. After recently losing his Kisei title.....
  69. It is a well-established fact that.....
  70. Go--The first step
  71. Some basics about the pro world
  72. How deep can a pro read?.....
  73. Who are the best go players.....
  74. Can computers play go?.....
  75. Last week, we established.....
  76. Computers have led to a flourishing.....
  77. Though I recommend that you join a go club.....
  78. Last week, we finally got to the point where we discovered that.....
  79. Some people like to offer quotations aimed at showing .....
  80. One of the best and most authoritative Web sites for.....
  81. At the beginner levels, go is an easy game to play.....
  82. We often do things in life without thinking.....
  83. We are often told to do the right thing.....
  84. Following a pattern set by others is easy.....
  85. This week's Go Weekly, a Japanese weekly go newspaper.....
  86. How fast can you do a job and do it right.....
  87. When I am asked by go students how they can.....
  88. Books have been written on the subject.....
  89. Go players are always quick to point out that go is a superior.....
  90. The last few weeks were devoted to tactical issues.....
  91. The fifth and final game in the best-of-five Gosei title match .....
  92. The dividing of land, property, and things of .....
  93. Fireworks are expected between current Meijin .....
  94. Dividing land, property or living space in one's own favor is .....
  95. The dream match between the current Kisei .....
  96. Three games have now been completed in the best-of-seven series.....
  97. We have talked strategy over the past few weeks.....
  98. In study, in all branches of sport.....
  99. The most important things a go beginner.....
  100. In many games and sports,.....
  101. How do you do confront your fears?.....
  102. In go, you cannot expect to deal with.....
  103. When your opponent is much stronger than you.....
  104. Using the power of your opponent for.....
  105. The combination of aggressiveness, .....
  106. Last week, there was some good news for.....
  107. On Dec. 18, in the fifth game of.....
  108. Go Weekly, which hits the nation's newsstands every Monday.....
  109. In go, the beginner must try to master the basics of life and.....
  110. Last week, we started a new series on life and.....
  111. This is the third article in a series on life-and.....
  112. In this article, the fourth in a series, we will take.....
  113. This is the fifth installment of tsume go.....
  114. Practice, practice, practice. This is the way to improve.....
  115. The Kisei title match, worth more than $400,000.....
  116. The Kisei title match, worth more than $400,000.....
  117. For a champion, 25-year-old Keigo Yamashita has.....
  118. In two-day best-of-seven matches.....
  119. Naoki Hane has iron nerves.....
  120. The game of go can be as easy or as difficult.....
  121. On April 18 and 25, the TV Tokyo network will.....
  122. Give and take is widely used in daily life to strike.....
  123. Although go has a history of almost 4,000 years.....
  124. The adage "Chess was invented but go was discovered".....
  125. Unlike chess, in which a board position.....
  126. Over the past few weeks we have concentrated.....
  127. Go is sometimes perceived as a more difficult game than chess
  128. Last week, I stressed that the objective of go was to.....
  129. Anyone can learn the basics of go.
  130. Go can be considered a zero-sum game as .....
  131. If you play a strategic game like go, taking or keeping .....