Upsetting common sense

It is common sense to believe that a professional is much more highly skilled than an amateur. Because a pro by definition spends most of his time working at improving his choice of sports or game, this is true for most sports. Go is no exception. However, even if the level of go professionals has gone up over the past decades, that of amateurs has risen even more dramatically. This is mainly due to the fact that information is more widely available now with books shining light on every conceivable aspect of the game.

The European Fujitsu Finals, played Dec. 11 and 12 in the European Go Centre in Amstelveen, Netherlands, provided a splendid example of how amateurs can sometimes cause an upset in the widespread belief that pros are unconditionally stronger than amateurs. This was the strongest field to ever play a tournament in Europe. Out of the 16 participants who had each earned a place by winning an important tournament or otherwise proven to be among the top Europeans, there were two pros currently playing in Japan: Hans Pietsch, 3-dan pro from Germany, and Catalin Taranu, 4-dan pro from Romania. Then there was Russian-born Alexandr Dinerstein, insei, or professional pupil, in South Korea who scored 10 wins out of 10 games in this year's European Championship.

In addition, an ex-pro 5-dan from China who has acquired Dutch citizenship, Guo Juan, and three ex-insei, Emil Nijhuis, Ion Flurescu and myself, were present. On paper Guo and Catalin were the strongest, while Pietsch and Dinerstein should be in the running for first prize. But when Victor Bogdanov from Russia first beat Dinerstein, then Pietsch, due to a technical mistake by the latter, it became clear he has a winning streak. But when Bogdanov beat Guo as well and I was fortunate enough to beat Catalin in the third round, an unlikely final was played out between two amateurs.

The final game was not of a very high quality with numerous mistakes due to the nervousness of both players, but after recovering from an early mistake, I was fortunate enough to clinch the win. The tournament winner will represent Europe in the 12th World Go Championship-The Fujitsu Cup in April 2000.

Since the final was not so interesting for study, I'd like to present my semifinal game with Catalin Taranu, who played White

Diag1-varia 1
In Diagram 1, white 4 to 8 are a rare combination. White 4 is usually played at 7. White 10 is a good, light move. Black 11 is a common answer to this move. But Black could also consider A, B, C in Variation 1. It is not clear which is the best answer. Black 15 could also be a pincer as 1 in Variation 1. The problem is that now the exchange of Black X and White X is bad for Black. I don not know the best way to respond, but I feel that this area of evaluation marks an important difference between amateurs and professionals.

Diag 2-varia 2
White 20 forces black to play on the second line with 21. I felt I had fallen behind at this stage, although seen objectively the positions are roughly even.

In Diagram 2, black 23 marks the beginning of a long and difficult fight. White 30 is a clever move threatening the eyes of the black invaders 23-29. But Black does not give way and the fight spills over to the lower left corner. There are hundreds of variations in the moves to 87 but I would like to discuss only a few major variations.

After black 59, can White save his stone? Variation 2 shows what happens next. White 1 is exactly what Black wants. In the sequence to 18, Black manages to capture four white stones. This is clearly a disaster for White. There are some variations along the way, but basically Black can always capture one or more stones of the White group.

Diag3-varia 3
In Diagram 3, Black 61 may be a little simplistic but it allows for no variations and induces White 62 enabling Black to capture the all-important marked white stone in the center.

If Black 67 is played at 1 in Variation 3, Black will have no real answer after white 6. If black 7, white 8 puts Black on the spot making miai between capturing the marked stones and the pivotal stones at 3 and 5.

In Problem 1, Black 1 here represents black 75 in Diagram 3. What happens if White plays at 2 here?

Problem1-2
In Problem 2, after black 1 (85 in Diagram 2), can White take away Black's second eye by playing at 2? Next week, we will look at the rest of the game.

Answers to last week's Problem 1

Diagram4-6
In Diagram 4, the combination of black 1 and 3 kill the white group. Because of a shortage of liberties, White cannot play white A, black B, white C.

In Diagram 5, black 1 is wrong because after white 4 we get the situation in Diagram 6. White has now made miai (playing one or the other) between the combination of black A, white B and black C on the one hand and playing at D to make two eyes at X and X. Answers to Problem 2 will appear next week.

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