Mixed-doubles go

In mixed-doubles go, one plays with a partner of the opposite sex, alternating turns without mutual consultation with one's partner. As part of a team, one cannot just think for oneself but has to take into account what one's partner wants and what he or she can understand. Sometimes misunderstandings lead to hilarious behavior in which partners avoid looking at each other or start laughing.

On Nov. 13 and 14, the annual mixed-doubles go tournament took place, marking its 10th anniversary. In addition to the main tournament with hundreds of participants, the international event counted 32 pairs from 22 countries. Last year, the winning team was from South Korea where go is very popular, and this country was expected to be one of the top contenders. However, unexpectedly, the finals was played between two Japanese teams.

Serious business

You may believe that mixed-doubles go would not be taken seriously by professionals but nothing is further from the truth. As a matter of fact, the Ricoh Cup 2000 for professional pairs with a first prize of 5 million yen will launch its first round on Dec. 11 and 18. It will be held at the Garden Hotel near Ebisu Station in Tokyo. Happily for go fans in the Kansai area, the finals will be held in Osaka on Jan. 8.

Does the level of play go down very much when two minds play instead of one? Let's have a look at last year's finals of the Ricoh Cup with Meijin titleholder Terumi Nishida, and Shikun Ryu, 7-dan, on White and Kikuyo Aoki, 7-dan, and Kunihisa Honda, 9-dan on Black. It may not be a coincidence that the male half of the pairs were not titleholders but the female halves were among the strongest women as a pair may only be as strong as the weakest of the two players.

Here are the first 50 moves of the game.
Note that the first moves by Black and White are made by the female partners, so it is possible to figure out who was responsible for what move.

Diagram1-2

In Diagram 1, the moves to 26 are common, but Black 27 is aggressive. White quietly descends to 28 and then counterattacks with 30, the vital point of Black's shape. Instead of immediately escaping with the stones around 15, black 31 provides an escape route for those stones while taking territory on the upper side. Black makes use of the cross-cut technique with 33 and 35 in order to make sabaki, a light way of treating one's stones and with the willingness to sacrifice one or two stones if called for. White 36 and 38 force Black to live on the edge. But before doing so Black plays forcing moves himself with 43, 45 and 47, creating defects in White's shape. Professionals don't like to be forced to do anything-they are likely to counter. See Diagram 2.

Black 43-instead of B or first exchanging A for 50-is a high-level technique that often stuns amateurs. Professionals in general do not like to fix the shape as this removes possibilities, e.g. once Black exchanges A for 50, he cannot cut at C anymore. This is the very reason that before defending at D, White plays 50 to eliminate the threat of a black cut at C.

After white 50, in Diagram 1 should Black connect at B or play at A ?

Diagram 2 illustrates the reason why pros don not like to passively answer every move. Here, if White responds to every threat Black makes, he loses the game by a large margin. Just roughly comparing the territories on the first and second line (as all other conditions have stayed the same) shows Black has about 22 points in the lower left, 22 in the upper left, and 18 on the right for a total of about 62, while White's territory amounts to 14 in the upper right, 14 in the lower right, and 10 on the left for a total of about 38. While the conditions were exactly the same for both players at the beginning of this diagram, 36 moves later there is a difference of about 24 points. That is a loss of roughly two-thirds of a point per move, just because White answers each and every one of Black's moves.

Diagram 3 shows what could happen if White mirrors Black's moves. Whole territories change hands, but the result is still even.

Of course, this is a simplified representation but it offers a clue why a pro is reluctant to answer his opponent's moves.

The solution to last week's Problem 1 is shown in Diagram 4, Black 42 is the key move; after white 45, Black can play the ladder in different ways but this is one solution. This means White cannot play the combination of 1 and 3; therefore he should play at A instead, black B, white C, black D, white 5, black E follow. In Diagram 5, the combination of white 1 and 3 is impossible as this diagram illustrates. But playing the joseki from A to E as indicated in Diagram 4 is not very appealing either. Black's marked stones are working well together with black 1 to 7. Note that all of White's groups are low, effective for making eyes individually, but the groups don not work together as Black's stones do.

Diagram3-4
Diagram5-6

In Diagram 6 offers an alternative. White 2 plunges into Black's sphere of influences, aiming at A later. Black 3 defends against that, white 4 runs away, black blocks his way, and white 6 makes a base. Admittedly this hurts his marked stone, but after white 10, he makes miai of playing at B and C.

Problem1-4

In Problems 1, 2, and 3, White kills a black group. Hint for Problem 4: the first move is obvious but White's second move seems to be counterproductive.

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