Deduction and Induction

In logic, we often refer to the two broad methods of reasoning as the deductive and inductive approaches.

Deductive reasoning works from a more general to a more specific approach. We might begin by thinking up a theory about a certain topic of interest. We then narrow that down into a more specific hypothesis so we can test it. This can be pared down even more as we gather data to check out the hypothesis. Ultimately this enables us to test the hypotheses with specific data, confirming (or refuting) our original theories.

Inductive reasoning works the other way. We begin with specific observations and measures, detect patterns and regularities, formulate some tentative hypotheses that we can explore, and finally end up developing some general conclusions or theories.

These two methods of reasoning have a very different "feel" to them when applied to go. Inductive reasoning, by its very nature, is more open-ended and exploratory, especially at the beginning. Deductive reasoning is narrower and is concerned with testing or confirming hypotheses. Usually individuals unconsciously favor one method over the other that then characterizes their type of thinking.

When people ask whether a particular move is better than another, I answer with another question: "What is your motivation for playing those moves ?"A difference in attitude frequently arises depending on whether the player's cultural background is East Asian or Western. East Asians want the teacher's opinion and then inductively establish a theory that suits the situation. On the other hand, Westerners tend to have a theory already that they want to have either confirmed or denied.

At some stage, though, both the inductive and deductive reasoning processes have a place on the board. To accelerate progress, both processes should be used at one time or another.

The keima

The knight's jump, or keima, in Diagram 1 is a hybrid of the kosumi, or diagonal connection, shown in Diagram 2, and the ikken-tobi,dia1,2,3 or one-space jump, shown in Diagram 3. The main characteristics of the kosumi are its sturdiness and the ease with which eyes can be formed. Its obvious disadvantage is a direct result of this; it slows a player down. In contrast, the one-space jump is faster, but liable to cutting attacks. Last week, we saw that a one-space jump away from one's stones could also initiate an eye shape. The keima tries to share the characteristics of both the kosumi and the one-space jump. But its weakness is obvious: the shape can be cut quite easily. So why use it ?

dia4,5,6
Diagram 4 depicts a joseki (standard corner exchange) of which the first move is a White keima approach against black 1, then a keima defense at 3, a keima slide into the corner at 4, a kosumi defense at 5, and finally a keima defense at 6. Although similar, these shapes serve different purposes.

Diagram 5: White's kakari (corner approach) at 2 aims at setting up a double-kakari at A, a suberi (slide) into the corner with B, an invasion at C, or an extension at D, E or F to make a base or to form a larger framework on the right side.

Diagram 6: Black 3, defends against White's most severe threat, namely becoming the target of a double-kakari. This move also contributes in defending against an invasion at the three-three point, called san-san, at A. In addition, if this black formation is attacked, it can now make a base fairly easily by extending to B or defending at C.

dia7,8Diagram 7: if White has decided that making a base is the most desirable result, sliding into the corner with 4 before extending is correct. This decision should be made on the premise that invading the corner is unsuitable. Defending the corner, Black's move at 5 looks only natural, but he could also consider a pincer at A, extending to B, or simply playing tenuki (elsewhere). To better comprehend the next diagram, imagine that there is another black stone at A.

Diagram 8: Once Black has defended the corner with 5, it becomes imperative for White to either extend to 6 or, alternatively, to A. Under special circumstances, such as when there is a white stone around B, White may play at C to construct a moyo (sphere of influence) or at D to settle his shape and make eyes quickly (remember that diagonal moves form eye-shapes).

We will look at other types of keima next week.
Now let's look at last week's problems.

Solution 1: Black 1 strikes at the vital point. White has little choice but to defend with 2, after which black 3 prevents White from cutting. If White plays tenuki, Black can later force 5, etc.

Reference 1: After black 1. White can also try to capture this stone. But in the sequence to 8, Black builds a large wall while White loses its initiative in the end.

sol1,refe1
Solution 2: In answer to white 1, black 2 is appropriate.
Reference 2: If Black forces 2 for 3 in order to jump to 4, White can later (if not immediately) play the placement of 5. If Black resists, he will lose the semeai (capturing race) in the sequence to 15.

sol2,refe2
Solution 3: White 1 makes a good shape as we saw last week. Even if Black forces the sequence to 7, he still has two problems at A and B left.

Solution 4: White 1 takes the vital point and incapacitates Black in the sequence to 7. Black cannot play at A, because White can then capture at B.

sol3.4,problem
Problem: In Solution 1 we took for granted that White was alive after the sequence to 10. That is a correct assumption. But how to defend against Black 1 ?

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