Let's start the New Year by looking at some of the questions I often get asked. How important is strategy compared to tactics? How many moves can a pro read ahead?

We ended last year with a problem that could be solved on several different levels. The "real" way is to visualize the situation move by move--completely in your head and without putting a stone on the board--and solve all problems as they arise. The second method to solve a problem like this is to place a stone on the board only when you are sure it will lead to the final solution. The third way is to do everything on the board using actual stones. A beginner should not expect to solve this problem using the third method, while a dan player should. A medium-ranked dan player should be able to work out a solution using method two, but only a strong amateur would be able to solve it with the first method. If you can solve the problem within, say, three to five minutes, you can probably rank yourself among professionals in this field.

As you can see in the solution, you have to read or calculate 23 moves ahead, including all the side branches. This may seem like a lot of moves, but for a pro, it should be a routine task. There are many problems in actual games that require reading as many as 50 or 60 moves ahead. And, of course, if a mistake is made in the reading somewhere, that will often lead to defeat. On the other hand, solving a problem may not win the game, because the go board is such a vast space. As a matter of fact, this is often the case when sacrifices--routinely taking 10 moves or so--are made. So yes, being able to read accurately and quickly is vitally important, but this ability must serve an overall grand strategy to win the game.

The best examples of intricate tactics serving a grand strategy can be found in the games of Go Seigen, a Chinese player who came to Japan after the war and is generally regarded as the top player of the 20th century. He was especially active in the '50s and '60s.

The problem

Solution 1A: The problem was whether Black will be able to capture the three marked white stones if he plays at 1. Notice that the white stones in question have three liberties, indicated by the X marks. The moves to white 4 are straightforward. Black 5 is the first move where you may stumble. Other likely problem areas are 7 and 10 (see References 1 and 2). White 6 constitutes another stumbling block (see Reference 3). Black 7 is the next move that might be missed--if you have another move in mind, see Reference 2.

Solution 1B: Along the way, there are some minor pitfalls, but the last problem is posed by black 23. Do not follow Reference 4. Thanks to the moves leading to black 23, Black finds himself with four liberties--marked by the crosses--against White's three liberties. No matter where White plays next, Black can win this capturing race by one move.

Reference 1: (Black plays 7 where he captured white 4.) Some players might be inclined to play at 1, because it is sente (White has to answer). And if White does so with 2, black 3 looks promising, but the throw-in of white 4 and 6 through 12 keep Black in atari and foil his escape.

Reference 2: Black 1 looks like a promising move, but white 2 and 4 spell problems for Black's liberties. Even black 5 and 7 cannot save Black. In the sequence to 10, he gets stuck with the short end.

Reference 3: White 1 is another way of keeping Black's liberties reduced to just two, and the moves through 7 accomplish the same goal--but black 8 before 10 is clever. White's stones are in atari now, and if he tries to save them with 11, black 12 captures the two marked white stones.

Reference 4: (Black 5 is played where 2 was captured.) Instead of black 23 in Solution 1B, black 1 looks like a strong move, as it reduces White's liberties immediately. However, the throw-in at 2 puts Black on the spot. He has no choice but to capture with 3. But white 4 puts the whole group in atari once more. Even if Black plays 5 to connect at 2, white 6 finishes Black off.

9x9 tournament

To celebrate the New Year, NHK broadcast a tournament featuring eight pros in their teens. For the tournament, a 9x9 board was used instead of the regular 19x19 board. Commentator Masaki Takemiya, 9-dan and winner of many titles, said it was hard to tell which version of the game was harder, especially since only 10 seconds were allowed per move, in addition to one minute twice for each player. The games are pieces of art, balancing intuition with fast reading for the best result and calculating total territories and prisoners for the ultimate outcome.

Diagram 1: Ko Iso, playing Black, was born in Taiwan 15 years ago and is a 2-dan at the Nihon Kiin now. His opponent is Taiki Seto, an 18-year-old 4-dan, who, with an impressive win-to-loss ratio, was considered the favorite to win the tournament.

Black immediately starts a fight with 3 and 5. White 6 looks OK, but after the exchange 7 through 12 that naturally follows, black 13 looks like a winning move. White 14 takes the empty corner, but black 17 threatens to completely seal off White's territory on the left side. If White passively answers, he will lose for sure. And even though it seems unreasonable, he invades with 18.

Diagram 2: Black naturally resists with 19 and 21. White 22 looks like it may make life in the corner, but Black answers perfectly with 23 through 27. White 28 and 30 are a hopeless final attempt. Instead of 32, White could have been more aggressive by extending to 33. This might have proven more tenacious (see Reference 5). After white 38, Black forces with 39 and 41, then finishes off White's group by connecting at 43. White resigns.

What is the status of Black's group in the lower left? (See Reference 6)

Reference 5: If White extends to 2, Black cannot cut at 33--White will just connect at 6 and black 33 cannot escape. He has to block at 3, and to keep White from getting two eyes, he must play all the moves through 9. However, even after White's cleverest moves, earning more liberties and forcing a capturing race with the large Black group that extends all through the board, in the end White loses by one liberty. The question is, if White had played more aggressively, would Black still, with just 10 seconds per move, have found the right answers at every turn?

Reference 6: White 1 and 3 look clever, but black 4 connects his groups.

Next week, we will resume our discussion on the 7-stone handicap.

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 .....