Every year, five or six players receive professional status. In that respect, there is nothing special about Yuta Iyama becoming a pro. What is special is that he still attends primary school and is only 12 years old. Although that is young, in the mid-19th century, Honinbo Shusaku, the ultimate go genius, entered the professional ranks at the age of 10.

Most players who become pro by the age of 14 win titles and the reverse is also true-most titleholders become pro before or by the age of 14.

The endgame

We started a discussion about the endgame a few weeks ago. We discovered that one of the most important principles is the difference between sente (a move that keeps the initiative by forcing a response) and gote (a move that loses the initiative). A difference even more compelling is that between double sente and double gote. Of course, counting is important, too.

Problem 1 :
Black plays first and wins the game (no komi). The important thing to remember is to keep sente.

prob1,sol1,refe1

Solution 1 :
Black should first play 1 to 3, because the hane-tsugi (a diagonal connecting stone and its connection) is double sente. Next, black 5 to 7 are sente, as are 9 to 11 and 13. This way Black keeps the initiative throughout the endgame to win the game by 2 points. Black 17 takes the last point (actually it forestalls a white point here). Moves 18 through 21 are worth zero points, but are played to fill in the dame points, meaning areas that have no value.

Reference 1 :
For comparison, if Black starts out with 1 and 3, which seem like sente, White will ignore him and play 4 to 6 first, which is double sente. If the game follows the same course, White wins by 2 points. As you can see, the difference in result is 4 points, exactly the value of the double sente moves.

Reference 2 :
So what happens when Black ignores the principle of first playing sente moves ? Up to 10, the game follows Solution 1, but then Black deviates by playing at 11, which is not sente at this stage. White takes the opportunity to counter with 12 to 14, to take away Black's sente combination here. White loses 1 point in the center, but he gains 3 points on the left side. The game therefore ends in a draw, or jigo.

Problem 2 :
Black plays first and wins the game (no komi). There are no sente moves here, and therefore counting is your first priority.

prob2,sol2,refe2

Solution 2 :
There are six main endgame situations still to be played, but all of them end in gote. In such cases, you must always play the biggest move. Black 1 is worth seven points. That is the biggest move, so Black plays here first. Each side then plays his remaining biggest move. White 2 is worth 6 points, black 5 is worth 5 points, white 6 has a value of 4 points, black 7 scores 3 points and white 8 is worth 2 points. Moves 9 through 13 are dame points.

Reference 3 :
So what happens when Black does not count properly? For example, if Black connects his three stones, figuring that saving three stones is better than saving one stone and capturing two stones, what will happen? If the game follows roughly the same course, it becomes a draw. As you can see, the difference in value between the two situations is accurately reflected in the game result.

Problem 3 :
Black to play first and win (no komi). This is an interesting problem as it demonstrates the importance of sente/gote. There are one sente situation and six gote situations. The answer to this problem will appear next week.

dia1,prob3,refe3

Iyama-Yamada game

Diagram 1 :
This is the first game Yuta Iyama played as a pro. His opponent Kimio Yamada, 8-dan, played White. As compensation for the difference in strength, Black receives 5 points komi. This is the opposite of the usual 5-1/2(harf) points komi that Black has to give as compensation for playing the first move. In other words, Black may lose on the board by 4 points and still win the game.

Moves 1-5 form the low Chinese fuseki (opening maneuvers), a favorite among aggressive players. Black 17 threatens to set up a great moyo (framework) on the right side and White has to reduce with 18. Moves 21 and 23, and again 27, are excellent moves to attack the White invasion from a distance-this is a typical professional approach to an invasion. Black 29 is a little slow (see Reference 4).

After white 30 and 32, the attack as demonstrated in the reference diagram is not nearly as effective, but black 33 is definitely too nice. He should have played at A threatening C. In that case, White would have to defend at B, instead of the move he actually made in the game-white 36.

Reference 4 :
Black should have played at 1-followed by white 2-and then cut at 3. If White plays at 4, black 5 cuts White's stones effectively. Note the role black 1 plays here. If Black cuts first with 3 to 5, then plays at 1 later, White will no longer connect at 1, but make a bamboo connection at A.

dia2,refe4

Diagram 2 :
Black 45 is the professional approach. Capturing white 42 by playing at 46 instead would allow White to capture the corner while Black would end up in bad shape. White 46 feels like an overplay, but it puts Black's skills to the test. Finally Black gets into trouble, because he connected at 55 in response to white 54. This exchange allows White to defend at 56 and pull out his stones with the combination 58 through 66. Black keeps playing for another 80 moves, but he has no real chance anymore. White wins by resignation.

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 .....