Expectations and reality

When the Nasdaq stock market experienced a sudden drop two weeks ago, with 20-20 hindsight analysts blamed over-optimistic expectations by investors. When prices recovered analysts could explain these trends, too.

Sometimes go is just as muddled and huge gaps can develop between how the players perceive the game and what it actually is. The board is so large that the total number of possible moves will cause most computers to crash. In go, therefore, we cannot possibly calculate what the best move is at every given point when the number of possibilities is so large. However in specific situations when we know what the outcome of a given position is going to be, we can calculate its merit.

This is even true when playing a ko although the value of every move, including the threat it poses, may be different. During the heat of a ko fight we often lose track of what we are doing at that moment, but let's try to remember that we are supposed to win the game, not just the battle.

Semeai and ko

During semeai (capturing race) ko often occur.

Diagram 1: In this situation, White can make a clean capture, if it is his turn to move. However, what happens if it is Black's turn to move ?

dia-1,2 Diagram 2: Black 1 makes a ko by taking the white stone. Now White has to make a ko threat. If Black ignores this threat, he can capture four stones with 3. But now White can complete his ko threat with his next move. In effect, Black gets to play 1 and 3, while White can play 2 and 4 (not on the board), which might have a smaller, equal, or even a larger value.

dia-3,4 Diagram 3 shows the end result after black 3 in Diagram 2. Black's gain is five points (A through E) on the board in addition to the five stones he has captured. This makes a grand total of 10 points in favor of Black.

Diagram 4 shows a similar result if White wins the ko fight. White earns five points in territory (A through E) plus five points in captured stones for a grand total of 10 points.

Therefore, the difference between White winning the ko and Black winning it is 10 plus 10, meaning 20 points. When Black ignores White's ko threat at 2, he therefore gains 20 points by capturing with 3. At the same time, White's two consecutive moves elsewhere may be worth just as much or even more.

The reverse applies if Black decides to answer White's ko threat. Then it would be White who uses two moves to win the ko fight, and, in exchange, Black may make a ko threat and complete it. Consequently, even if one player loses the ko he will usually get some compensation, so not every ko fight is worth winning or even playing. Remember that it takes two moves to win a ko and so the yield per move is only half of the total. In this example, it is 10 points per move. This is true for direct ko fights.

But there are situations in which it takes more moves to win a ko.

dia-5,6
Diagram 5: White 1 starts a ko that Black is forced to fight with 2. But even if White makes a ko threat, he cannot complete the ko with just one move. He must ignore one ko threat to make it a direct ko-this is called a two-step ko.

Diagram 6: Let's suppose White has a ko threat at 3, which Black answers with 4. White 5 takes back the ko. Next, it is Black's turn to make a ko threat with 6. Now, let's suppose that White ignores Black's threat and plays at 7. Ignoring a ko threat can be an enormous risk, but the situation has become a direct ko. And just like any other direct ko, the loser gets compensation by playing two moves elsewhere.

dia-7,8
Diagrams 7 and 8 show how the ko is fought to the end. White wins the ko and he is happy with this situation, but he will have allowed Black to play three moves elsewhere to compensate for 1, 7 and 13 as shown in Diagram 5 through 8.

Now, how many points do you think the ko is worth locally? And, how points per move does that entail ?

Solutions to last week's problems:

Solution 1 to Problem 2: White 1 is the vital point. Due to the presence of the marked white stone, Black has to play 8 first before he can approach with 10. This forced delay for Black means White wins the semeai and captures the marked black stones.

sol1.refe1 Reference 1: Taking away a liberty from the outside is usually a good tactic, but once Black makes an eye, after the tesuji of Black 4 and 6, White cannot play at A as he puts himself into atari.

Solution 2 to Problem 3: After white 1, black 2 puts White on the spot. In the sequence to 10, it has become a very unfavorable three-step ko for White.

sol2.refe2 Reference 2: In contrast, if Black starts the semeai from the inside (or outside) with 2 (or 4), after white 3, Black has to approach from the inside, slowing him down. In the end, Black 10 is not even sente (move that must be answered), because he cannot play at A.

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