Last week, we talked about intuition--improving your intuition will improve your game. But what is intuition, exactly? The dictionary defines it as an act or faculty of knowing or sensing without the use of rational processes. Pros develop intuition by playing and watching thousands of games throughout their careers.

Going by the dictionary definition, intuition and rationality would seem to be mutually exclusive, but in my view, we can become more intuitive by using logic and rationality. Last week, we took a look at the fundamentals of the QARTS (Quantitative Analysis of Relative Territory and Strength) system, which I created as a tool to assess position and get a feel for what part of the board is important, which stones need reinforcement and which ones should be abandoned. We concentrated on invasions and their value. This time, we will focus on positions that already have a base.

Diagram 1: The white stones have a base, but how strong is it when bracketed by the marked black stones? And by extension, what would the value then be of either or both of the marked black stones?

Diagram 2: The white stone position is the same, but the black configuration is slightly different. Should Black play at 1 early on, or should he play elsewhere?

Diagram 3: This situation occurs frequently. The fuseki (opening) strategy to 7 is commonly employed and one of my favorites when playing Black. A white approach at 8 is also common in response. Black 9 initiates a joseki (standard corner exchange) in which white 10 is the usual move. The question is should Black now play at A or B?

Diagram 4: If Black prevents a white shimari in this area by playing at 1, the moves to 10 are a possible continuation. The exchange white 8 for black 9 strengthens the marked white stones even if it does not prevent a black invasion at A. However, it will be White who takes the initiative in that case--after all if Black plays at A, White's stones form a 3 to 1 material majority. Somehow, it looks as if White got the better part of the deal.

Diagram 5: On the other hand, if Black starts an attack with 1 to confine the marked white stones, a continuation to 13 as shown here is a possibility.

First of all, black 1 induces the white jump to 2, allowing Black to make territory naturally with 5. White makes a shimari with 6 and Black extends to 7 (while limiting the extension possibilities of the white shimari). White 8 seems a natural invasion, but black 9 profits in aggressively denying White a base in the corner. Black 13 relieves pressure on his own group while keeping pressure on the white group.

White then has two relatively weak groups (8, 10 and 12 and the group with the marked stones), making it difficult to invade at A or B as this would create a third weak group. In retrospect, black 1 pressures the marked stones and allows him to make territory on both the lower side and in the upper right.

How does this really work?

Problem 1: What is the value of black 1? Use the QARTS system, in which weak groups without eyes are valued at 20 and those with just one eye are valued at zero to minus 10 points (depending on the ability to make territory).

Problem 2: Where should Black play? Can you give a quantitative reason?

Problem 3: Locally, where should Black play? Once more, justify your answer using the QARTS system.

Solution 1A: To work out the answer to Problem 1, we need to compare a couple of alternatives. Let's first assume that White ignores Black's move. Black can follow up with the sequence to 10. Black has now built up a large center framework and increased the value of this territory by at least 20 points.

Furthermore, he has secured the upper right corner, which compares favorably to a possible exchange of white A for black B (if Black hadn't played the marked stone), and increased his territory in the marked area (about 8 points). On the other hand, White made a few points with his group (about 8 points).

Overall, this tilts the balance in Black's favor by at least 20 points--the number of stones in this diagram is the same for Black and White, so the positive balance is entirely due to the marked black stone.

Solution 1B: What if White did answer the marked Black stone? Then Black would still get the marked points in the upper corner and he would probably defend at 5, which also makes points. Black has increased the value of this territory by at least 10 points, plus the territory in the upper right (8 points) against White's 6 points, for a total of 12 points in Black's favor.

Solution 1C: Here is the situation if Black doesn't play at 1 in Problem 1. Then White would probably slide into the corner with 1. Black 2* is big--it enables him to play the sequence black A, white B, etc., and in the end capture white 1 with black 1. But even that would leave the marked white stones stronger.

White 1 makes the corner smaller by at least 8 points in sente but it also strengthens the marked stones, changing the status from a weak group of about zero points to a strong group with more than 10 points in territory and a possible invasion at K (worth another 10 points or so).

The differences between Solutions 1A, 1B and 1C should be fully assessed. But, as you see when you start assigning points for strengths and weaknesses, it quickly becomes too difficult to make an accurate assessment.

At the same time, it gives you a good idea of the real value of black 1 in Problem 1 or white 1 in Solution 1C. The difference could easily be 20 to 30 points (depending on surrounding circumstances).

* To be really fair, we should consider the possibility that Black plays somewhere else, which means White would have the opportunity to march even farther into the corner--that is also part of the value of white 1 here.

Next week, we will discuss Problems 2 and 3. Make diagrams similar to the solution diagrams for Problem 1. Try to put a rough value on a move instead of vague qualifications such as "large" or "small." After some practice, it will help you develop a feel for the value of moves, which in turn will make you more intuitive.

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.....
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  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 .....