Over the next few weeks, we will concentrate on situations that trigger pattern recognition among pros. We will use pro games to understand the shapes, and, hopefully, the triggers as well.

This is the sixth and final game in the Kisei title match between defender O Rissei (Black) and challenger Ryu Shikun. At our starting point this week, Ryu finds a good combination that has everything to do with pattern recognition at the highest level-molding a shape to match a famous tesuji (locally clever move) and taking the lead in Diagram 1, only to lose it again in Diagram 2-and finally make a crucial mistake and lose the game in Diagram 3.

diagram1

Diagram 1 :

(White plays 18 in between 12 and 14.) The first 89 moves were covered in the previous two columns. Black 1 was the last move given last week, and it was also used for Problem 3 in that column. Moves 2 through 6 form the solution. White 2 is the instigator, encouraging black 3, after which White can drive a pole through Black's position with 4 and 6 in sente (taking the initiative), followed by a severe cut with 8. Compare this to References 1 through 3.

There are several alternatives to the sequence that follows, but once White plays 12 and 14, Black has no choice but to bottle up several stones (the stones around white 8). In the meanwhile, White breaks into the center and gains massive influence in this area, which once was Black's sphere of influence.

Reference 1 :
Black 1 is the move that started it all. If White plays a hane (diagonal play around an opponent's stone) with 2, Black's cut at 3 will be severe. White can try to save this stone with the sequence to 8, but black 9 through 13 put these stones in acute danger of dying.

refe1,2,3

Reference 2 :
After Black's cut at 3, white 4 is a tesuji, but the situation is already beyond recovery. White is able to push through with 6 and 8, if Black plays at 7. This is still not a really good result for White, as Black can easily lay waste to the lower side. However, instead of 7, Black might play at 8, which makes it even worse for White.

Reference 3 :
When Black answers with 3 in response to 2, White can then play at 4. If Black insists in cutting White with 5 and 7, White pushes his way through Black's center. These stones are virtually immune to attack, while the black ponnuki (capture of one stone with the minimum number of stones, four, as in the four stones capturing white 2) does not affect White's lower side much.

diagram2

Diagram 2 :
(Black plays 9 at 2) Black played at 1 to gain territory, although a move at A is honte (proper move, removing all bad aji). White immediately seizes the chance to force the sequence 2 through 9, to build even more center thickness. At this moment, White could have solidified his lead by stopping four black stones in the center by playing at B. After white 12, Black keeps sente throughout 26, then saves his center group with 27 and 29. Still, the game favors White. White spends a move to eliminate the aji (potential) in the corner-see Problem 1. Black next had a chance to take the lead by playing 35 at C, worth about six points in reverse sente (it is gote for Black but sente for White).

diagram3

Diagram 3 :
Instead of 8, White should have played at 11, nibbling away at Black's territory while threatening to cut around 23. This would give White a certain victory. Upon seeing 8, Black seized the opportunity to stop the hole with 9 and 11. White 14 is another mistake, as it enables Black to exchange 15 for 16 (worth two points in sente). At this moment, the game is dead even. Any mistake by either side would be fatal. It is then that White, severely handicapped by lack of time, plays at 30, miscalculating his ability to dive into Black's territory here. In the sequence to 37, he loses about five points. Black, on the other hand, takes no risks and securely plays the endgame to win the game and the title by 2.5 points.

Solutions to last week's problems

Solution 1 :
Black 1 is the right move to connect in this shape.

sol1,2 refe4

Reference 4 :
On the premise that Black can't capture white 8 in a ladder, and Black has to compromise with 9, White can immediately start cutting with 2 and 4. Next, after exchanging 6 for 7, cutting at 8 is a tesuji if the ladder is good, ensuring that White can push once more with 10, before playing 12, 14 and 16 to stay alive, while capturing the corner. Even if the ladder is unfavorable, and White can't cut with 8, the threat of white 2 is imminent.

Solution 2 :
When Black cuts with 1, white 2 is the correct answer. The sequence to 6 is a joseki (standard corner exchange), and 1 is the right move to connect in this shape.

Reference 5 :
If Black foolhardily insists with 3, White deploys the tesuji 4 through 8, then drops back to 10. Black now has to add a move at 11. This is also a joseki, with the advantage being more thickness for Black, but the drawback is that he ends up in gote (plays the last move in the sequence and loses the initiative).

refe5,6 prob1

Reference 6 :
First playing atari at 2, then playing at 4 lacks style. Black can now extend to 5, and White has no choice but to push with 6 and 8, giving Black territory on the fifth line, a recipe for a sure loss. After white 10, Black doesn't need to reinforce at A anymore, and is free to play at B or C.

Problem 1 :
In the game, White played 30 in Diagram 2. Why was this move necessary? In other words, if it is Black's turn, how can he stir up trouble in this seemingly secure corner ?

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.....
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  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 .....