War or peace ? ** - ***

There is a world of difference between a standoff and symbiosis. A standoff suggests two forces or parties neutralizing or counterbalancing each other, while symbiosis describes a situation in which two organisms live together in harmony.

This reminds me of a theme that runs through Kaze no Tani no Nausicaa (Warriors of the Wind), a movie directed by Hayao Miyazaki that is set in a fantasy world 1,000 years in the future. In the film, people live together with omu, a species similar to a gigantic dangomushi (wood louse). In contrast to most people, the heroine, Nausicaa (Princess Zandra), believes that mankind should strive for a balance with nature, including omu, instead of trying to destroy the "enemy." In her refusal to make such value judgments, Nausicaa's attitude has a Buddhist quality.

Would it be possible for a game with a history of more than 3,000 years to reflect these values? Indeed, go does precisely this by including a situation called seki.

Seki

One kind of seki is shown in Diagram 1 where neither White nor Black can play at A or B to resolve the position of the marked stones.

dia1 Diagram 2 presents another type of seki in which each of the marked groups has an eye, but neither side can capture the other by playing at A.

In Diagram 3, the marked black stones do not have eyes, but White's two marked groups do. Even though White's groups have one eye each. White cannot capture the marked black stones at A or B as this would be suicide.

Diagram 4: Black can capture White but not vice versa. But if White fills in all the liberties marked by crosses first and then plays at A or B what will happen then ?

Diagram 5 follows this game plan and Diagram 6 is the result. If white 3 then black 4 and vice versa. That means Black stays alive, while White's four stones in the lower lefthand corner of Diagram 5 are captured.

Diagram 7: Black can capture the three marked stones with 1, White plays tenuki (elsewhere) and Black takes with 3. But White would immediately play inside Black's territory (Diagram 8) to kill the whole black group. Therefore, if Black moves to capture the three marked stones in Diagram 5, he ends up the loser.

Diagrams 5 to 8 explain why the situation in Diagram 4 is really a seki in which the party moving first loses points.

Solutions to last week's problems

Solution 1A: After White 1, forestalling a slide by White at A is imperative. Black 2 does the job. In the sequence to 10 Black defends his territory on the left with 2 and 8, while making new territory on the right with 4, 6 and 10. Even after 9, the White group is not completely free from future harassment.

Solution 1B: White 1 and 3 is a more aggressive approach. In the sequence to 14, White more or less settles himself while Black, again, gets territory on both sides.

sol1A-1B
Solution 2A: Locally, black 1 is the correct invasion point. To prevent Black from sliding in at A and unsettling his base, White 2 and 4 are good moves. But Black improves his position when he extends to 5.

Solution 2B: The above result is too good for Black. Therefore, White tries a different approach by pincering at 2 first. After Black has escaped into the center, defending with 6 becomes paramount in securing a base and stopping Black from making eyes on the lower side. In the sequence to 9, Black manages to move away, leaving behind a threatening cut at Black A, White B, Black C. After strengthening his position, Black can aim at a move around D.

sol2A-2B
Reference 2: Simply chasing Black with 2 and 4 leaves a weakness, which Black promptly exposes by striking with 5 and 7. After Black moves into the center with 9, White is left without enough space to guarantee two eyes and on top of that, Black can look forward to playing at A to make miai before cutting at B or C. This gives White an inferior position.

Problems

prob1-2 Problem 1: I set this problem two weeks ago. With the above information you might be able to solve it. Black has just played 1. How can White ensure survival ?

Problem 2: Black cannot kill the white stones, but how can he force a seki ?

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