Classification and association

Ihave been told that classifying and associating are the most powerful tools for acquiring new knowledge. Of course, one needs to be intelligent when assigning data to the correct classification, and classification is associated with intelligence. In short, a wonderful Catch-22. How to get out of it ?

Becoming aware of the way one classifies may help. For example, how do you remember the names and faces of people you meet for the first time? This is the theme of many books that try to help improve the memory in business management situations.

Furthermore, many IQ tests focus on pattern recognition and arriving at solutions to problems through a series of logical steps. In my experience, most of these tests are based on classification and association. Of course, this only views these words in a positive way but negative connotations are everywhere. We can think of classification according to your own or society's standards in that a person for instance, is good or hard-working. The other side of the coin includes racism and class difference. In short, classifications are often associated with emotional, cultural and moral judgements.

These judgments are intertwined at such a deep level that the logical link has disappeared, leaving only the emotional factors involved in the original association. You can't change reality, but you can change your interpretation of it.

Since go is more limited in its reality than real life, though, it is easier to verify one's interpretations of one's sense of reality. It then becomes clear that by making the correct associations one can become stronger. In order to facilitate the way you learn go, from now on I will classify the column according to the level of difficulty.

** represents beginner's level while **** most advanced.,

Connections (*-**)

Instantly recognizing if two stones are connected or not is important to understanding reality on the go board. Basically there are four classifications of how two stones are connected and two types of each of them.

In Diagram 1, these black stones are connected in the most basic way. In Diagram 2, these two black stones are connected only by the virtue of A and B being miai (White plays A, then Black plays B, and vice versa). This connection is called kosumi. In Diagram 3, these two stones are connected by an ikken-tobi (one-space jump). There is an obvious weakness at A. In general these stones are connected, but watch out. In Diagram 4, the black stones here are connected through a keima (similar to the knight's position in chess). This connection is weaker than the one in Diagram 3 because there are two places for attack, A and B. In Diagram 5, this connection is called the nikken-tobi (two-space jump) with serious weaknesses at A and B. In Diagram 6, this is the ogeimaDiag1-8 (large knight jump) and this move has its virtues, especially close to the edge on the second, third and fourth line. It combines speed with flexibility but sacrifices strength and White could start a cutting action with A through D. In Diagram 7, this could be called the sangen-tobi (three-space jump) but in practice this reference is rarely made, simply because it is only used as a sort of an extension on the third and fourth line. White can try to cut at A, B or C, but B stands out as the first place to look for a way to cut. In Diagram 8, this is also more an extension than a way of connecting. It is usually employed on the third and fourth line. White has a multitude of ways of cutting. Stones farther away are not viewed as a connection although they can form a framework. There is not a specific trick to knowing the right move. A host of considerations ranging from speed, flexibility, strength, direction and personal style come into play to determine your next move.

Problems

In Problems 1, 2 and 3, Black has serious defects in the way his stones are linked up. What are they? In Problem 4, a common situation arises. How does Black take advantage of the weakness in the connection between the two marked stones? In Problem 5, the development in this diagram is a common one. White 12 is a mistake as he should have reinforced his weak stones 8 and 10. How can black take advantage of White's mistake ? This is a problems for more advanced players, mainly because the solution defies common sense.

Hint: Don't think about invading but about something more rigorous.
In Problem 6, this diagram shows another common development. What to do about the weakness of the three-space jump on the right side? Black A and B look like the correct move, but in fact there is a better approach.

Prob1-4 Plob5-6

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