Believing is winning

What are the ingredients one needs to win a game,not just go but any game? Of course experience, knowledge and technique are indispensable, just as is the will to win. However it is a rare case that the score for all these elements is not similar among the top contenders. There is a Kasparov in chess and in go there are Cho Chikun in Japan and Lee Chang Ho in South Korea, who have dominated their opponents for an extended period. I believe that what sets these giants apart is their ability to stay objective under high pressure and in the face of the fear of losing. The pressure to succeed, or fail for that matter, their combativeness, and their ability to see the same situation with new eyes are all key elements. In other words, to stay conscious of a decision-making process that is usually automatized or unconscious. For example, it is an unusual athlete who does not need to relearn the basics of running, jumping, or kicking in order to take his or her place among the world top competitors. That is the reason why top coaches continuously keep reinforcing the basics.

Unlike top chess players and top athletes, go players and most common people including business executives, school teachers and students don't have coaches that stimulate them to ever higher achievements. So what to do? I started preparing for this tournament by doing tsume-go, or problems involving reading or calculating, every morning before breakfast for about six weeks, starting with easy ones to slowly work my way up. I also played through about 30 or 40 recent professional games. On the morning of the matches I also used visualization techniques-very simple ones. For example, I would imagine being congratulated by my friends upon winning the match. Psyching myself up was another important element of the morning routine. During the game itself I would often feel exhausted but I kept reminding myself that I would be just as tired losing, maybe more so. Therefore, I told myself, winning was the way of the least resistance.

Arguments, like this one, do not need to be logical-your unconsciousness will believe anything as long as you keep repeating it over and over to yourself. This seems to be most vital ingredient of the psychology of winning.

First we will have a look at last week's problems

Diag1-3
Diagram 1 shows the solution to Problem 1 last week . White 2 looks like the logical move, but Black squeezes with the sequence to 7, then squeezes again from 9 to 14. After white 14, Black can play where the marked stone is, or he can play at A or B if he is in a combative mood, while C is also a good relaxed move, defending against the cut at D and preparing for an attack on the white center group later. Note that Black can always exchange E of F so he is quite strong here.
Diagram 2 is the answer to Problem 2. If white 2, black counters with 3 to 7 to start a ko. In the sequence to black 23 in Diagram 3, White has run out of ko threats and loses the capturing race.
Part II of my game with Catalin Taranu, 4-dan, on White
In Diagram 4, in light of Diagram 2 and 3, White has no choice but to play 86 allowing Black to live with 87. The skirmishes in the lower left corner have proven a great success for Black. White has to do something and 88 is a good start. Black 89 could have been at 90 as everybody was eager to point out to me
Diag4 varia 1
after the game. But I believe 89 is better. However 93 and 95 are almost fatal due to White 96. To make the most of it, Black has to play at 97 and 99, but 98 and 100 almost kill the black group on the lower left. Instead of 93, Black should have played as in Variation 1. There are many possibilities, but the sequence to 19 seems likely. Black can also exchange A or B (for white C) to come back to D. This leaves Black's position thick while White stille has many problems. Note that after white C, a white move at E will be answered at F.

Note that after black 100 it is not easy for White to kill Black. Variation 2, if white 1 and 3, black 4 and 6 form a tesuji that threaten to connect underneath while taking away White's liberties. Instead of 12, Black can start a ko at 13 as well, but even the sequence to 18 should be good enough for Black.

Diag5 varia 2 Diag6 varia3
Diagram 5, with 3, Black manages to capture the marked white stones. White 4 is a standard invasion, possible because of his thickness on the left. Playing in overtime with only 30 seconds a move by now, Black 5 was another mistake. Variation 3 offers an alternative. First Black forces with 2 and 4 and then calmly encloses the white stone at 1. In the sequence to 23, White lives but at the cost of strengthening Black's outside position. In the moves to 28, Black threatens to take a large territory in the center and is clearly leading. Although it looks really clever, Black 5 in Diagram 5 has no effect on the white stones on the left and misses the point of the fight. After White plays 6, Black manages to split himself into three weak groups. By the end of this diagram White has the initiative and threatens to kill the marked black stones in Diagram 6.

But when White plays 34 in that diagram he wants too much. The exchange 35/36 also attacks the white group on the left as it takes away his eye in ko. Therefore, White has to be careful. Black 37 is a good tesuji (locally the best move), and White, also in overtime with 30 seconds a move, blunders with 40, 42, and 44. Black 47 should have been at 50, and also white 48 should have been at 50, but when White finally plays 50, he was very shocked that black 51 captured the marked white stones.

Winning this game and the next one earned me the right to represent Europe as the only amateur to compete with professionals in the Fujitsu World Championship.

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