Being in good shape (* - **)

The satellite broadcast station SKY Perfect TV devotes a whole channel to showing go and shogi all day long. Top professionals provide exhaustive analysis and commentaries on these games that could help you improve your go.

You can record regular go programs every Sunday from 6 a.m. to 6:45 a.m. on Channel 12, when a game a week is featured between two relatively young rising stars. All participants are below 30, and winning this tournament is often a prelude to greater things. But even people with little interest in the game have been tuning into a go program broadcast on NHK's Educational channel from noon to 2 p.m. every Sunday. The broadcasts each show one game from the yearly speed-go tournament sponsored by NHK in which Japan's top players vie with each other with just 30 seconds per move, resulting in spectacular games with heart-stopping action. With such severe time limitations, you might expect mistakes to be commonplace and groups to die all over the board. But actually large groups rarely die and more often than not the best move is played. How can these pros play go at such high levels with such rigid time restrictions?

As they usually started playing go between the ages of 4 and 10, they have an intuitive ability to recognize "shape," a skill refined through playing thousands of games. It is said that some professionals have such good memories that they remember every game they have ever played or seen. But some professionals say they do not remember more than 10 games. I doubt both versions, but I know pros all have extensive knowledge of shape. So what is shape?

Basics of shape

In Diagram 1, making a bamboo shape (two marked black stones parallel to two other black stones, 2 and the marked stone next to it), with black 2 and 4 more effective than connecting as in Diagram 2, in which Black's original move at 2 becomes obsolete. A good shape usually implies that the stones work well together. Successful cooperation among stones depends on the purpose of the moves. So, determining what is a
dia 1-5
good shape and what is not entails a situational judgment. However, there are some general principles you may want to keep in mind. In Diagram 3, the two diagonally placed black stones are connected because A and B are miai, meaning that if White plays A, Black plays B, and vice versa. This type of connection is called kosumi. In Diagram 4, therefore the marked black stone is unnecessary to ensure a connection. This shape is called an empty triangle. In stark contrast to this is Diagram 5, where White has a stone at A in Diagram 3 and Black one at B. You can call this a filled triangle. Is this an effective shape? Yes, of course it is because no stones are wasted.

Solutions to last week's problems

In Solution 1, white 1 effectively cuts the black group as it makes miai of A and B. Black has an eye at C and one at D, but as his group gets cut, it dies.

In Solution 2, White 1 and 3 expose the weakness of Black's tobi and make cutting at A and B miai. Note that if Black answers 1 at 3, White plays at 2 and makes miai cutting at C and D.

In Solution 3, cutting with white 1 and 3 does the job. Diagram 3A shows that playing at 1 is not a good idea for White. In the sequence to 8, White loses 4 stones.

In Solution 4, invading at 1 is the correct move. In the sequence to 8, Black gains a lot, but after 8, White is not unhappy either. Black could follow through with A, B or C, white would play at D, black E would then be the important move. In actual games, be careful not to invade with 1 too soon as White's influence may radiate its power over the whole board.

In Solution 5, the combination of 1 to 5 is correct. In the sequence that follows, White has to struggle to survive and has no time to lend a helping hand to his stones around A. Note that Black should properly defend his corner stones around B, for example by playing 27 and 29-these moves ensure survival.

Diagram 5A shows what happens if Black invades with 1. The moves to 7 seem natural, but now White takes sente by exchanging 8 for 9 and 10 for 11, in order to take the large point at 12. This puts White in a good position.

The final problem was the most difficult one. In Solution 6, black 1 is correct and the sequence to 10 follows. In this game, black 9 and 11 are a good folluw-up, keeping the White group weak while building a moyo (framework) on the lower side.

In Diagram 6A, invading at 1 works at first, but in the sequence to 12, White builds a center moyo with a group that was supposed to be weak. Diagram 6B, the black combination is not very profitable as it provides White with immediate survival. Diagram 6B, if black 5 and white 6, black 7, 9 and 11 give Black a superior result. White's stones are still inefficient, while Black has good shape on the right side.

In Diagram 6D, however, after black 5 in the previous diagram, white 6 is a good move, forcing Black to capture with 7 and then fill with black 9 at 2. When White manages to cut through with 10, he cannot fail to get a good result. Due to the presence of white 10, after white 12, he can aim at A which in turn threatens a placement at B, forcing Black to respond. Even if Black defends against the placement at B, White can always play at C and, depending on the circumstances, he may be able to play at D, hollowing out Black's corner.
(The number of h indicates the levels from one representing beginners to five most advanced.)

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