Changing your mind (**-***)

When flipping through a recent issue of a popular science magazine, I came across an article that offered support to something I believed in. Intelligence, the article argued, was not related to the number of brain cells but to the number of synapses, connections or junctions through which nerve impulses travel.

If we compare a brain cell to a computer, then the brain resembles a computer network far more extensive than the World Wide Web. In communications, what it important is speed and the number of connections that firms, including Internet companies, offer to users that have different needs-quantitatively or qualitatively.

In the brain, new paths between cells are forged as the need arises for those cells to communicate. And existing paths physiologically widen when the information increases in quantitative terms. Alternatively, a path may wither if few nerve impulses travel across it.

A well-traveled path implies that the same thought or action occurs frequently. This may imply a habit, good or bad. And that is why people behave the way they do. But bad habits can be eliminated. According to one authority, to become as successful or admirable as a person you esteem, you should emulate that person. That is all your brain needs to know to change its way of thinking.

With that in mind, let us start with some solutions instead of problems.

Solutions 1A and 1B: Black 1 adheres to the principle of first restricting White's eye-space (territory) and then striking at the vital point with 3. Black 5 and 7 are a matter of course. Even if White captures black 7 with A or the black marked stone with B, the space that then appears is not a real eye-it is what we call a false eye, because, eventually, White will have to play there (alternatively, Black can play there after first filling in the outside liberties).

sol1A,sol1B,refe1 Reference 1: Basically, this is the same situation as what we see here. Some people may argue that A and B are eyes because White cannot capture the whole group at the same time. But the marked black stones are in atari and White can capture either of them whenever he chooses. As Black cannot prevent this, the black stones are dead.

Death in the hane

First of all, what is a hane? (Hane is pronounced ha-ne "ha" as in hasten and "ne" as in never.)

refe2A,2B,2C
Reference 2A: Black 5 is an example of a hane-it is a move that kind of wraps around the white stones. Black 7 is called a double hane-a technique frequently employed by stronger players. It looks scary enough, but what does it do ?

sol2A,2B,2C
Reference 2B: With 8 and 10, White can capture the marked stone (the double hane), but now Black captures the corner (i.e. two stones). So White captures one stone against Black's two. Very often though, Black will not play this way, because after white 14-a white move at A is sente-black loses the fight for dominance in the center.

Reference 2C: Often Black will choose to not play at 11 in Reference 2B but play at 1 here. If White plays 2 at 3, Black will go back to the previous diagram and play at 11 there. For White, capturing the marked stone with 2 is correct. Black 3 is followed by a white connection where the marked black stone is. And with 5, Black takes control over the center.

Solution 2A: The hanes of 1 and 3 are correct. White 4 is one vital point, but black 5 takes the other one. After black 7, A and B have become miai (White takes one, Black takes the other).

Solutions 2B and 2C: White 2 is a devious move, but if Black just plays 3 and 5 to restrict White's eye-space and then play at the vital point at 7 and 9, White is dead. After white 10, the throw-in of black 11 makes that space into a false eye. If White tries to escape with 12, black 13 stops him from doing so.

sol3A,3B,3C
Solutions 3A, B and C: First of all, the principle of restricting is the same. black 1 does that. Next black 3 hits a vital point and 5 spears another one. White 6 is the strongest response, albeit to no avail. Black 7 connects 5 to the outside world and 9 does the same (these moves on the first line are called "monkey-jumps"). The sequence to 23 is a long one, but straightforward. The move that was difficult to find was black 3.

Solution 4: In jumping as far as 1, Black optimally restricts White's space. In the sequence to 15 it becomes apparent that White is dead.

sol4,refe4 Reference 4: True, black 1 and 3 take two vital points, but white 4 makes use of damezumari (Black's marked stones are in atari on his next move, black 5), making black 7 necessary and giving White the opportunity to play 8 which splits up his territory in two distinct areas, making two eyes.

Next week we will look at some strategy.

(The number of h indicates the difficulty level with one representing beginner and five the most advanced.)

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