Go an educational tool

Last week, U.S. educator Milton Bradley was introduced along with his ideas about including go in the school curriculum. The main reason for this, he asserts, is because go, more than any other popular intellectual game, teaches reasoning skills in an entertaining way. The huge board size of 19x19 lines that offers a total of 361 possibilities for the first move, makes it certain that no two games have ever been played in the same sequence in the game's 4,000-year history. The sheer size of the board makes simultaneous battles on different fronts possible, which can influence each other. A ladder is an example of this. (See Diagram 4.)

In addition to, or rather, due to the sheer number of possibilities, tactics with innumerable variations have to be considered. And eventually, as the skill of the players improves, the fuzzy relationship between the stones will be understood by recognizing shapes and patterns. This process is not so much analytic as intuitive and creative. As they play, children gradually start to understand the relationship between action and result, cause and effect, developing the left hemisphere of the brain.

At the same time, their imagination and creative faculties, which are linked to the right hemisphere of the brain, are stimulated. For example, what we did in last week's game, was to roughly analyze the possibilities-problems and solutions-in specific situations while considering strategy. This is not an accidental activity, but a natural one once people get hooked on go. This process of reasoning and intuitive processing takes place at every level at which the game is played, and becomes increasingly sophisticated as one improves. These considerations all add up to lead one to believe that Bradley was right in proposing that go be included as the fourth 'R' in the school curriculum as it seems to be the best game to provide situations simulating real-life problems that also demand reasoning skills. He also asserts that it is not uncommon for "underachievers" who become captivated by go to become transformed into superior students !

In the real world, one tries to answer such questions as: What is the current situation? What if I do this ? What happens if I do that? How do they compare? Is this an idealized picture of the situation or is it a pessimistic projection? Do outside influences change or they do stay the same? These are questions asked when developing a new product, trying to earn a promotion, solving a human resources problem and when playing go.

Whole board relationships

In Diagram 1, the black 3 in response to white 2 is quite common. Now White has to choose between A and B, both standard responses. The possible variations are endless but Diagram 2 and Diagram 3 are representative of each choice. Diagram 3 involves a ladder. If the ladder is bad, White cannot follow this variation as it gives Black too much influence. If, on the other hand, the ladder is good, White benefit. Under what circumstances is the ladder good for White? If there is a stone in its path, the ladder will be upset. Diagram 4 shows the ladder when played out.

Diagram1-4

Note that in the last couple of moves of the ladder-Black can change direction a little.

Now if there is a white stone at any place indicated by a 'W', the ladder is broken. Note that a white stone at one of spots marked with an 'A' would not influence the ladder. So in Problems 1 and 2, can White play A, black B, white C ?

Problem1-2

Solutions to last week's problems

Diagram 5, Black has just played the marked stone. White 1 is a kikashi (forcing move) and 3 takes the pivotal point. This move, which strengthens the white group while making territory, aims at an invasion at 21 and also threatens to isolate

Diagram5-6 Diagram7-12
and attack the black group on the right with white A, black B and white 12 or C.

Diagram 6, it is clear that instead of the marked stone, Black should have played at or in the vicinity of 1. Naturally, white 2 follows. Black can now force 3 to 11 to finish his center moyo on the upper right and then come back at 13 to attack White. White 14 defends while profiting but with 15 and 17, Black aims at cutting with black A, white B and black C. If White defends against this cut, Black plays D and secures a lead.

In Diagram 7, black 1 takes the vital point-no matter what White does, some of his stones will be captured. In Diagram 8, Black 1 is the only move. White 2 is natural, but Black now wins the capturing race. In Diagram 9, one's first instinct is black 1 here, but the atari of 2 induces damezumari (shortage of liberties) in Black's shape. Black loses the capturing race by 1 liberty. In Diagram 10 and 11, black 1, 3 and 5 are the winning combination. Resistance by White is futile as these diagrams demonstrate. In Diagram 12, thanks to his two stones on the left, Black can change the direction of the ladder. This type of ladder does not just appear in problems-it also stirs up trouble in actual games.

Problems much more complex than the ones appearing here are omnipresent on the go board at any stage of the game. The only thing you can do to solve problems isthrough lots of practice.

By Richard Bozulich

By Rob van Zeijst

  1. How to teach go
  2. The last rule--ko
  3. Basic strategy of go
  4. Go as a second language
  5. Building castles
  6. The secrets of the lazy
  7. Don't mistake movement for action !
  8. Madmen and common sense
  9. Breaking down the borders
  10. Go the 4th R in school curriculum
  11. Go an educational tool
  12. Mixed-doubles go
  13. Problems and answers
  14. The answer is in the doing
  15. Upsetting common sense
  16. Believing is winning
  17. The art of tenuki
  18. Classification and association
  19. Being in good shape
  20. Keeping in shape
  21. Games of Culture
  22. Deduction and Induction
  23. Asking the right questions
  24. War or peace ?
  25. Avoid simple solutions
  26. The master player
  27. The Ing Memorial Cup in Europe
  28. new ruler on the Kisei Throne
  29. Expectations and reality
  30. Quantity or quality ?
  31. Fujitsu Cup
  32. A Slip of the mind
  33. Losing your bonus
  34. Get out of that groove
  35. New lease on life
  36. Games people play
  37. Changing your mind
  38. Pick your fight
  39. Sanrensei-Part II
  40. Invasion tactics
  41. sanrensei strategy
  42. JAL Cup World Amateur Go Championship
  43. The Honinbo Title: Up for grabs
  44. O Meien becomes new Honinbo
  45. Rote memory vs calculation
  46. The problem with go
  47. The art of stealth
  48. Keep your options open
  49. Where Zen and go meet
  50. Think globally, sacrifice locally
  51. Yamashita the new Gosei king
  52. Toughing it out
  53. The leaning technique
  54. Learning by example
  55. Proverbs guide your hand
  56. Yoda, the new hero
  57. Young turk wars
  58. Evolving game
  59. Solution to last week's problem
  60. Every move is a new board situation
  61. King of ko
  62. Get stronger at ko
  63. Solutions to last week's problems
  64. Answers to last week's problems
  65. Go Training in Europe
  66. Kikashi and Nozoki
  67. Tips from the Pros
  68. Applying the theory
  69. Answers to last week's problems
  70. More on honte
  71. Aggressive players know boshi
  72. Boshi-old hat for go-getters
  73. Boshi-erasing influence
  74. Rui Naiwei-top woman player
  75. last week's problems
  76. Making the connection
  77. More connections
  78. professionals use connections
  79. Solutions to last week's problems
  80. Sometimes a person might wonder
  81. Solutions to last week's problems
  82. Solutions to last week's problems
  83. Guidelines for explaining the game
  84. Handicap in golf and go
  85. Atari-The last liberty
  86. The second technical rule
  87. Concept of territory
  88. The Concept of Life
  89. Mine is bigger than yours
  90. Third line vs fourth line
  91. How low can we go ?
  92. Wariuchi
  93. Changing your perspective
  94. Solution to last week's problems
  95. O Meien defends Honinbo title
  96. O Meien retains his title
  97. Thickness-a hard issue
  98. Upping the ante
  99. Look and understand-cutting is zilch
  100. Bad style vs good style
  101. Solutions and references
  102. In go, most people have,,,,
  103. Two eyes