Professional go in Japan

Although go was always esteemed by the upper classes in China and Korea, it was in Japan that it achieved its highest level of play and became widely popular with the masses. The game reached the zenith of its theoretical development at the end of the Edo period (1603-1868), but the prosperity it had achieved was swept away in the 1860s amid the confusion resulting from the collapse of the Tokugawa Shogunate. The system of government patronage it received was abolished in 1868, and the heads of the four go houses and their pupils found themselves adrift in a new world where ancient traditions were cast aside.

Around 1880, interest in go was revived, this time under private auspices. Newspapers started publishing game records, and The Yomiuri Shimbun, nowadays a leading sponsor of go in Japan, was one of the first when it started publishing game records in 1885. By 1910, there were more than a dozen newspapers with go columns, and it became feasible to make a living as a go player again. In July 1924, the Japan Go Association was founded, and professional go in its current form began. Today, there are nearly 500 active professional players in Japan.

Professional go players can make substantial earnings through game fees and prize money from the many tournaments they compete in. In addition, they can also earn money by officiating at tournaments, making TV appearances, teaching amateurs, and receiving royalties on books and videos.

How does one become a professional go player? In Japan, the usual way is to become an apprentice at the Japan Go Association or the Western Japan Go Association. The associations usually accept only youngsters from age 5 to 18 who show exceptional talent. Every Saturday and Sunday, these young students compete with each other in a rating tournament. To qualify as professionals, they must work their way up to the upper echelons of the tournament. Out of 48 aspirants, only five are admitted to professional rank each year.

Once apprentices have become professional, they start out at the rank of 1-dan. To rise above this rank, they play against other professionals in a rating tournament. The system for gaining promotion is complicated, but, in essence, if a player wins a certain percentage of an increasing number of games, he or she will be promoted to the next rank. The highest rank attainable is 9-dan.

More about capturing

This week I am going to review the game I presented in last week's column to help you understand what to do when you find one or more of your stones threatened with capture.

Dia1-2When White threatens to capture the marked stone with 12 in Diagram 1 (Figure 2 in last week's column), you might wonder why Black didn't try to escape with Black 1 in Diagram 2. If he does, he will fail. White pursues him with 2 and the two black stones are still threatened with capture. If Black persists in escaping with 3, threatening to capture the marked white stone, White takes the last liberty of this three stone group with 4 and captures three stones before Black can capture the marked white one.

After Black 15 in Diagram 3 (Figure 3 in last week's column), it seems as if the two white stones in atari could escape by extending to "a." Why doesn't White try?

Dia3-4White can't escape unless Black blunders. When White extends to 1 in Diagram 4, he increases his liberties to three, but Black pursues him with 2. White is at the end of his rope: He has no way to increase his liberties after Black 4. If White plays 5, Black ataris with 6 and captures with 8.

Dia5However, Black must not block from below with 2 in Diagram 5. White will turn at 3, and now the two marked black stones have only two liberties, while the white group on the right has three. White captures the two marked stones with 5 and 7.

As a general rule, when your stones have no hope of escaping, it is often best to leave them as they are and play elsewhere.

By Richard Bozulich

By Rob van Zeijst

  1. Problems and answers
  2. How go is played / Four basic rules / The object: to control territory
  3. The origins of go / Four basic rules / The rule of capture
  4. Go comes to Japan / Six basic rules of go / Capturing two or more stones
  5. The development of go in Japan / Capturing stones in a game
  6. Professional go in Japan / More about capturing
  7. Defending territory / Illegal moves
  8. Go in China / More on illegal moves
  9. Go in South Korea / A review of the rules/ Eyes and living groups
  10. International go tournaments / Eye spaces
  11. Lee Chang Ho, Cho Chikun -- the superstars of go / False eyes
  12. Go and computers / Seki
  13. Rankings and handicaps / The rule of ko
  14. Go and intellectual development in children / An example of ko in a game
  15. Meijin title match / Double ko
  16. Kisei title and Cho-Kobayashi rivalry/ Triple ko
  17. Takemiya's cosmic go
  18. Go Seigen, the 20th century's greatest player
  19. Go equipment / How go is played / The rules / Elaboration /
  20. Kitani and his disciples / The rule of capture
  21. Atomic-bomb game / More on capturing stones
  22. Dosaku and Shusaku: The saints of go
  23. Go and the Immortals
  24. Women in go / Capturing races
  25. Eio Sakata / Capturing techniques
  26. Shuko Fujisawa, the first Kisei of the modern era / Capturing techniques: Nets
  27. Cho Chikun defends Kisei title / Illegal moves / Living groups
  28. Opening strategy / False eyes
  29. Joseki
  30. Lee Chan Ho, the undisputed world go champion
  31. Kobayashi wins Judan title
  32. Fujitsu Cup
  33. Tesuji and Intuition
  34. Go and business (1)
  35. Go and business (2)
  36. Japan-China Tengen match
  37. Go and war
  38. Legends on origin of go (1)
  39. Legends on origin of go (2)
  40. World Amateur Go Championship
  41. Go in Europe
  42. Go online
  43. Cho Chikun loses Honinbo title
  44. The 11th TV Asia Cup
  45. Long and short games
  46. Fujitsu Cup
  47. Go proverbs