Avoid simple solutions

In go, it is best to give an opponent a number of choices to give him a greater opportunity to make mistakes. In other words, we should not make a move that would allow an opponent to make the obvious, or correct, response.

Diagram 1: The marked black stones, which form a keima (knight jump), are cut in the worst possible way while the white stones are placed optimally.

Diagram 2: Even this position is better for Black as at least he has a fighting chance to connect all of his stones.

Diagram 3: Before Black plays a tsuke (adjacent to) at 1, the lone white stone has four liberties. Through the sequence to six, Black only succeeded in increasing White's number of liberties to seven. With the moves 7 to 15 Black succeeds in keeping the number of liberties down to seven but with 8 to 16 White maneuvers his way out. By the end of the diagram, Black is left with the four self-created cutting points A through D. What went wrong ?

dia1-5
After Black saw that White's liberties were increasing by one each time Black played another tsuke, he tried 1 (7 in Diagram 3). In effect, black 1 and the marked black stone form a keima, when White plays at 2, this stone and the marked white stone are positioned optimally to cut Black's keima. Compare this situation with that in Diagram 1.

Diagram 5: Black then plays 3, which again forms a keima with the marked black stone. But when White plays 4, that move teams up with the marked white stone to slice Black's keima in the worst possible way. Black then repeated this procedure a couple of times and the result was catastrophic for him.

In other words, Black forces White to play good moves. Worse still, White has no choice but to play these moves, which are ideal.

dia6-7 Diagram 6 shows a kind of joseki. The moves to 7 are frequently played. White can play tenuki (elsewhere) now, but if there are black stones in the upper left, black 9 is a strong move. White 10 is a standard response and the moves 14 to 18 are aimed at ensuring that White can move into the center in the sequence to 22.

Diagram 7: For stronger players the previous diagram may look natural, but I'd like to single out black 11 as a move that deserves attention. Black could have played at A. White would still have played 12 and then the black stone at A and black 1 would form a keima split in the middle by white 10 and 12. That is the reason that Black drops back to 11. From experience and diligent study, stronger players know that white 12 is the best move in this situation, but it is not nearly as obvious now. Less experienced players might play A, which is not a bad move, or B, which is.

Solutions to last week's problems

Solution 1A: In response to black 1, white 2 is best. Black can now force a seki with the sequence to 7. To understand why is this a seki, refer to Diagrams 4 through 8 in last week's article.

sol1a-1b refe1a-1b prob Solution 1B: White's response at 2 is inferior, because White not only ends up in gote, thus losing the initiative. Black 9 becomes sente and white 10 is forced to maintain the seki.

Reference 1A: White cannot play at 2 (or 4) because Black's combination of 3 and 5 kill him (if White starts out with 4, Black changes the order of 3 and 5).

Reference 1B: To understand why White is dead in the previous diagram, imagine that Black has filled in all surrounding liberties. White 8 captures five stones. The result is shown in Problem 1 below.

Problem 1: Black moves first and kills White.

Solution 2: Black 1 is correct. The moves to 5 ensure a seki.

Reference 2A: White 2 seems more aggressive but after black 5, White has nowhere to go. However, Black can start a ko at A at any time he likes, putting White at a huge advantage.

Reference 2B: Starting with black 1 is incorrect as white 2 to 6 give White an eye, while Black cannot play at A. This means that White can capture the intruders at any time he wants by starting a ko at 2. Black cannot win this ko. Therefore, White does not even need to start it. The black stones are dead.

sol2-refe2a-2b

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