The problem with go

When playing go, the scale of the action very quickly becomes so enormous and involves so many variables that it seems insurmountable. What is more, a result that is locally good may be disastrous for the rest of the board

dia1,dia2 Diagram 1: The moves to 17 constitute a well-known joseki. Many medium-level players know this pattern, but actually it involves a lot of sophisticated techniques. For example, the wedge at 8 indirectly induces 11, which enables White to capture black 1 with 12 and 14. The result is that White has sacrificed two stones (white 8 and 10) and captured only one (black 1).

Diagram 2 : If the ladder is good for White, he may want to play at 14. The question of the ladder arises if black plays at 15 now. He now threatens to capture two white stones (2 and 6) in the ladder with 17. Of course, White could defend against this threat by playing 16 at A, but then Black captures three stones (8, 10, and 14) by playing at B.

dia3 Diagram 3 : But let's suppose White has a stone in the lower left corner that prevents the ladder from working. Then after 14 (the marked stone), Black has no choice but to play at 15 to force 16, after which he can capture the two marked white stones in the corner with 17. The sequence to 34 is a rather advanced joseki. In the meanwhile, White uses 22, 26 and 28 to use his marked stones until their last drop of life to build a makeshift position on the right in order to proceed on the left with 30 and 32. Black now counterattacks with 33, but with 34, White is preparing to stage a long battle.
Again this sequence involves a sacrifice by White to build positions on both sides.

Diagram 4 : When Black plays 1 and White approaches with 2, pincering with 3 is a common move. After white 4, Black can play at 6 (more common) or at 5, which leads to the sacrifice shown here. Black 13 makes use of White's shortage of liberties.

dia4.5.6.7 Diagram 5 (continued) : In response to 14, black 15 is severe. White struggles to get an extra liberty by playing the sequence through 22. Finally White can relax and come back to 24 and capture the corner. 25 finishes Black's wall. This quasi-joseki is especially good for Black when he has some stones in the upper right corner, e.g. the marked ones.

Diagram 6 : Here is another joseki. When White attaches at 4 he has to be aware of all the complications Black can inflict on him. For example Black 5 and 7 are strong moves. In response to the white hane at 10, Black sacrifices a stone with 11 in order to squeeze with 13 and 15.

Diagram 7 (continued) : When Black plays 17, responding with 18 is about the best White can do. With the follow-up of 20 and 22, White sacrifices his corner stones (marked) and builds thickness, waiting for a chance to exploit his dead corner stones even more.
Let's now have a look at an example involving sacrifice from a recent professional game between Satoru Kobayashi (White) and Naoto Hikosaka (Black), both 9-dan.

Diagram 8 : Black has just invaded at 1. White can defend at A or he can attack the invader with B, followed by Black C and White D, which starts a fight. However, White starts a maneuver that changes the landscape fully by expanding the magnitude of the fight.

dir8,prob1,2
Problem 1 : In the game White invades at 2 and after black 3, wedges in at 4. If the ladder is good for White this would give a very good result but if the ladder is bad, White's attack looks like a great debacle. White seems blissfully unaware the ladder is not good for him. After black 9, how does White turn this into a good result ?

Problem 2 : In this problem, White is to play first and apply the technique discussed in this column.

sol1,2

Solution to last week's problem :

Solution 1 : The unlikely move of black 1 is the solution. The idea behind it neatly fits in with this week's lesson on sacrifice. With the moves that follow, White manages to capture four black stones (1 and three marked stones). But......

Solution 2 : After the four black stones are removed, the situation shown here appears on the board. Black can now capture the important (marked) white stones with 1 which also provides life for his group surrounding it.

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