Problems and answers

First, let me answer some questions I asked last week. In Diagram 1, Black 1 is the correct answer here. It takes away a liberty from the three marked white stones and by doing so increases the threat of a black move at 4. White 2 is sente forcing Black to answer at 3 to make sure he lives by making two eyes, one at C and the second at D. Finally, White defends his position with 4. Black plays 5 with the aim of cutting at E.

This is what happened in the actual game. This also answers another question I posed last week. How does mixed-doubles go effect the level of play ? It does up to a point, but more at a strategic level than a tactical one, as professionals can already read extremely difficult problems by the time they turn pro. So when problems are local, pros are able to solve them as a pair, because the question that has to be answered is clear. But when there is no question to be answered, such as at the beginning of the game or after a problem has been solved, it is more difficult to play the next "correct" move. That also partly explains the difficulty of go-the board is so large. It is often not clear where the problem is or where one might arise and, therefore, there is no clear question to be answered. Fuzzy answers are one thing, but fuzzy questions are quite another.

In Diagram 2, Black 1 is wrong. It looks natural but only serves to provide White with a good answer at 2. If we assume the same moves for White as in Diagram 1, this sequence to 6 will follow. Of course, Black could next play 5 in Diagram 1 but in this case, white B would protect against the cut at A, after which C would be sente as well (if Black does not answer, white D captures two stones).

Diagram1-2

In Diagram 3, Even though Black's eye has five spaces, white 1 hits the vital point. Black's best answer is 2 but after 3 he can plays neither 5 nor 6 as he would put himself into atari and therefore he plays somewhere else. So what happens after that ? White 5 puts Black into atari and Black has to capture with 6. In Diagram 4, white 1 takes the vital point and kills Black.

In Diagram 5, White can play either at 1 or 3. After 1, Black would like to play at 3 himself to make two eyes but this would put his marked stones in atari. After 3, Black is dead.

In Diagram 6, the sequence to 7 is correct because it puts the marked stones in atari as black cannot connect them.

In Diagram 7, one would tend to play at 1, but after black 2, white 3 is not answered by 5 but by black 4. After black 6, White cannot connect at A as black B would capture four white stones. So he has to play at B after which black A makes two eyes.

In Diagram 8, White 1 takes the vital point-so far so good. But after black 2, what to do? White 3 is an unlikely candidate but it works. In the sequence to 9, White puts the three stones around 6 in atari.

In Diagram 9, This is an alternative. If after white 3, Black plays 4, the sequence to 9 kills the black stones. To make eyes Black needs to have a stone at A and B, so when Black captures at A, White will play B.

Diagram3-9

Problems

In each of Problems 1 to 6, Black moves first to kill White. Since Problem 6 is difficult, here is a hint: Don not give an atari unless White forces you to.
Problem 1-6

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