Games of Culture (*****)

The chess pieces are the block alphabet which shapes thoughts; and these thoughts, although making a visual design on the chess board, express their beauty abstractly, like a poem....
I have come to the personal conclusion that while all artists are not chess players, all chess players are artists.

-Marcel Duchamp (1887-1968), French artist. In an address on Aug. 30, 1952, at the New York State Chess Association.

There has always been an intimate connection between chess and culture in the West. A good chess player is by definition a cultured person and an indication of his or her social and intellectual status. Many novels include references to chess, likening spying to a chess game with the individuals playing the part of chess pieces, or drawing parallels between the game and diplomatic moves between nations.

In similar fashion, go was developed by Chinese literati, who discovered intellectual and moral values in it. The following anecdote is recorded of the scholar and statesman Tu Yu (A.D. 222-284). Tu Yu, who was regarded as the most skillful player in China at the time, was accused of idling away his time. Tu Yu replied, " If I must give an explanation, it is that it serves as a great help to the sacred teachings. "

Shape follows function

Before entering new territory, it may be a good idea to review last week's material. We can do that by providing solutions to problems 1-6 that were carried. After black 1 in Solution 1A, white 2 and 4 make an effective bamboo shape. White 6 to 10, and 12 are forcing moves to prepare for 14, a move that blocks Black's path to the center while opening up space for the white group. Solution 1B shows Black decides to ignore White's threat. White takes the corner (which in itself is worth more than 20 points), while Black has to struggle as it will not be easy to capture the white stone in the center.

sol-1A-1B

Solution 2: Again White builds a bamboo connection to 4. Even though Black gets sente to take the initiative in the center, White makes his second bamboo shape using the standard combination 6 and 8. After 12, White is thick in the center, while Black's three stones are still weak and liable to face attack. Reference 2: If White connects, Black takes the initiative in the center and instead of having thickness, White just has a pile of stones without eyes.

sol-2-Refe2

Solution 3: The sequence to 7 is a joseki, or standard corner exchange. Some people believe one has to learn joseki just like a list of new vocabulary in French. But I believe that getting a grasp of the logic behind the moves is the fastest way to learn go.

Solution 4A: As we saw last week, if White strikes at 1, Black is forced to defend in an ugly, inefficient way. Therefore defending at 1 is the proper move. Some people would play at A, B or C, thinking this would increase efficiency. But black 1 is really the only move.

sol-3-4A-4B

Solution 4B: Improving on the previous diagram, Black may play at 1 and 3 first, to make 5 a more natural move. This technique, called induction, is correct but there is no guarantee that White will supinely put up with Black's plans. The least Black needs is a stone in the lower right corner to back up 1 and 3.

sol-5A-5BSolution 5A: White 1 strikes at the vital point. If Black makes an empty triangle by playing at 2, White can either connect his stone by playing at A or he can pull out with B, tearing the Black position apart.

Solution 5B: If Black resists, he will get into trouble. This diagram is only one example and shows Black's marked stones being captured. In other variations, Black will have more trouble than White.

Solution 6: Once again White strikes at the vital point. This kind of action has to be backed up by reading the board. Understanding the sequence to 15 looks like a difficult task, but the decisive move is 7, after which the other moves follow. Note the exchange of 13 for 14. Black is forced into a bad shape because his stone at 8 is now unnecessary. White 15 is a move that secures a lot of territory in the corner. Of course, if White were behind or more aggressive, playing at A is feasible.

sol-6 What we have learnt here is that the bamboo connection in Diagram 1 and the shape in Diagram 2 are effective. We can combine these shapes to make Diagram 3. This shape is often more effective than the plain bamboo.

Here are some new problems to help you get an even better grip on the shape of things.

Problem 1: After black 13, if White plays tenuki (somewhere else), where is the vital point for Black to attack White's shape ?

dia1-3
Problem 2: What is White aiming at and how does Black defend against this threat ?

Problem 3: White to play and make a good shape.

Problem 4: Where should Wite play to kill the black group ?

prob1-4

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