The birthrate in Japan may be on the decline these days, but the go population is increasing, thanks largely to a popular manga. Hikaru no Go, published in the weekly magazine Shonen Jump, has also been animated, and is reaching young audiences nationwide.

For a recent article on upcoming trends, a newspaper interviewed a group of young people about their interest in go. The general consensus was that go was "more exciting than computer games" because it involved real opponents and you really had to think about what you were doing, instead of just reacting to circumstances.

The convenience of haya-go (speed-go), which can be played with friends during lunch breaks, was another point in favor of go. And one kid said he really liked the tumultuous situations that resulted from the ko.

Fighting ko effectively

Let's start right away with the solution to Problem 3 that I posed two weeks ago. This is a marvelous game for the study of the ko.

Diagram 1: In this game between Akira Hasegawa (Black) and Go Seigen, Black starts a ko out of the blue by playing at 1. Couldn't he have connected at 2? The question is, why is black 1 better than just connecting at 2? It does not seem to make sense to create a ko when you can avoid one, but let's see what actually happens before jumping to conclusions. White 2 is a natural move, but Black has a perfect ko threat in 3. White is bound to answer with 4. Next, Black can recapture the ko with 5 (where the marked stone is). White 6 is an attempt to increase the positive gain from the ko, while reducing the negative effects (see References 1 and 2).

Black 7 puts a white stone in atari. White needs to recapture the ko by playing 8 at the white 2 spot, but now Black attempts to free his stones on the upper side by playing at 9. What should White do next?

Reference 1: If Black connects after white 1 (6 in Diagram 1), White also will connect. Moves 4 through 11 show one possible continuation. The result is that Black's three stones at the top will be captured, while Black cannot capture the white group consisting of white 1, 5, 9, etc.

Reference 2: If White passively connects with 1, Black can then capture the marked stones with the sequence through 6. Even though this result is not bad for White, he thought he could get a better one and, therefore, continued the ko fight.

Diagram 2: At this point, White has the choice of capturing the stone marked X or cutting off the stones marked with triangles. But considering that capturing two stones by playing white 10, 12 and 14 also frees the white stones marked with triangles, White's choice is obvious. On the other hand, Black plays a ko threat with 13 and completes the capture of the white group in the lower right corner by playing at 15. What should White do next? Should he capture the marked black stone?

Diagram 3: Before capturing the marked stone, White also has the option of starting a huge ko by playing at 21. At the moment, though, he has no ko threats that are large enough. So he first probes with 16 and 18. Black answers in a seemingly passive way, but he cannot afford to lose the ko that White is threatening to start on the right. After Black's conservative moves on the left, White decides he does not need to start a ko and ends that option peacefully by capturing the marked stone with 20. Black must play at 21, or that group will die. White sets up another ko with 22 through 28. Black captures with 29. Why does White start a seemingly illogical ko?

Diagram 4: This is not a ko that Black can afford to lose, so he neutralizes it with 33. White wraps up the game quickly with 34 through 40. Now the purpose of the marked stone (the move that started the ko) becomes obvious. It forces Black to add a move at 41, allowing White to strike with 42. In the sequence through 54, White has made sabaki (light shape with eyes) in the lower right, and this ensures a great victory. White wins by five points. This game includes three ko fights, which all had different purposes. Let's try to establish the benefits of starting a ko:

1. Shape--Winning a ko can avoid an empty triangle.

2. Good aji (getting rid of nasty problems)--winning a ko and thereby getting a double ponnuki (as exemplified by black 2 and 6 in Diagram 1, white 10, 12 and 14 in Diagram 2 and white 20 in Diagram 3)

3. Kikashi (forcing moves)--the moves 22 through 28 (Diagrams 3 and 4) are an example. Black has to defend his territory with 27 and 33.

4. Life and death problems--This can be any kind of ko fight, ranging from direct ko fights, in which one party loses his group while his opponent's survives, and a one-sided ko in which one group is fighting for its life, to multistep and multistage ko fights, double ko fights or combinations thereof.

5. Spoiling shape--This is more like a combination of 1 and 3, in which you force your opponent into a bad shape by threatening to make the ko fight bigger. White 6 in Diagram 1 is an example of this.

Almost all ko fights fall into one of these five categories.

Another problem

Here is another great example of how the ko can be used as an aggressive weapon. On Sept. 6, Lee Chang Ho of South Korea and Yu Bin (Black) of China played the semifinal of the Toyota Denso Cup. Lee established himself as probably the best player in the world when he won the world championship at the age of 16, 11 years ago.

Diagram 5: The fight immediately starts when White invades with 14. The moves through 24 seem natural, but black 25 appears unyielding. However, White's cuts of 30 and 32 seem crude and in the sequence to 38, he ends up having played two stones (24 and 30) unnecessarily. Black 39 is a difficult move to assess. Full of fighting spirit, White immediately extends with 40 and 42. Black 43 stops this movement, leaving White with no choice but to go either up or down. White chooses to go down with 44, and black 45 starts a semeai (capturing race between two groups). Who will win this race? There is an interesting ko that White can start. Can you see how it would work?

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 .....