Where Zen and go meet

When a person takes up go, he or she initially should try to capture as many stones as possible. But when the player becomes stronger, this quest should be abandoned in favor of surrounding an opponent's stones from a distance. The next stage would be to build up one's own territory, while chipping away at the territory of an opponent. However, even with this larger issue in mind, head-on battles are still the mainstay of fighting for turf.

In addition to an open mind and positive attitude, the skills required for an effective battle are an ability to "read" the board, technique and constant practice. There is no better way to improve one's "reading" aptitude than tsume go, which generally involves intricate life-and-death situations and an ability to determine the best move during a game. In effect, this means that regardless of what stage a game is at, every move should be considered from a whole-board standpoint.

This requires a Zen-like attitude in which one concentrates on the moment, rather than dwelling on the past or fantasizing about the future. This may sound simple, but accomplishing this even for one minute at a time is a major task. In this respect, Zen meditation may help improve concentration when one plays go.

Atari-seduction in disguise !

In the column two weeks ago, I mentioned that when a stone has two liberties left, an opponent can reduce that to one liberty, threatening to capture the stone with the next move. This is called atari. But although it can be gratifying, a player must be careful about playing such a move because it takes away the possibility of playing atari the other way. Quite often, it is best to think twice before making an atari move.
Let's look at some examples:

Diagram 1 : With 1, White tries to capture the corner.

dia1,2,3
Diagram 2 : If Black wants to free up his stones, he can play at 2. If White answers with 3, Black is a splendid tesuji. If White responds with 5, in the sequence to 8, Black captures the original cutting stone with 6 and 8.

Diagram 3 : Alternatively, White can opt to play at 5. But now Black plays 6. White is forced to capture with 7, and again Black captures the pivotal cutting stone with 8.

Note that in Diagrams 2 and 3, the order of Black's moves 6 and 8 are reversed. In other words, Black played these moves only when he knew which one was the correct atari.

Diagram 4 : Now, let's apply the same principle to this situation in which the marked stones seem to be in trouble after white 1. Compare the shape here with the one in Diagram 1 and try to find the weaknesses in White's shape.

dia4,5,6
Diagram 5 : As in Diagram 1, White's shape lacks liberties. Black 2 is the correct answer. If White tries to stop the connection with 3, black 4 and 6 do the job.

Diagram 6 : In this diagram, White plays at 3 after black 2. But Black then plays at 4. A white move at A is countered with B, if white C, black D is a good move. White can then capture the marked black stone, but this stone is not important.

Diagram 7 : Black's moves 1 and 3 form a tesuji combination. He could have extended to B instead of 3, but this looks so slow. There is an atari at A and B, but what should White do ?

dia7,8,9
Diagram 8 : White 4 and 6 fall into Black's trap. White does capture one stone, but after black 7, White has to play at 8 at 1. Now Black can connect his stones with 9, greatly weakening the marked white stone. If White plays at 6 instead of 4, Black plays at 7, White captures with 4, and black 5 follows. This only reverses the order, but the result is the same.

Diagram 9 : Therefore, in most cases, just extending to 4 so as not to give Black any momentum is best. Generally, Black will make shape with a move like 5, after which 6 is the vital point, as it aims to cut at the same time. If Black defends with 7, white 8 grabs a big corner while taking away Black's base. The result is about fifty-fifty.

Solutions to Aug. 19 Problems

sol1,refe1 Solution 1 : Black 1, which threatens to take the ko while putting two white stones in atari, is correct. White 2 is a slow move to which Black 3 is a solid response. White 4 now captures the marked black stone, but black 5 is a splendid move that uses the marked stone fully. White has no choice but to play at 6, but now black 7 is a good move. A black move at B next is severe. (Note that Black must not make atari at A. After White connects, Black has to connect at 7 anyway.)

Reference 1 : White 2 is a much better move that in the previous diagram. If Black plays 3 and 5 now, white 6 will turn the white position into a wall, slowly suffocating the marked black stone.

sol2,refe2 Reference 2 : Black could play 3 and 5 to force White into a bad shape, then connect with 7. White can get one black stone with 8 and 10, but black 9 and 11 are strong moves, too.

Solution 2 : Black 1 without any ataris is best. White cannot play at 4 immediately because of the double-atari at A. White 2 seems best, but even if Black just connects at 3, after white 4, black 5 (again without playing atari) and 7 gets Black out of isolation.

prob1,2 Problem 1 : Black's three stones at the edge are in jeopardy. You can spot atari at A and B. But rather than play at these points, what would you do ?

Problem 2 : White has just cut with the marked stone. Neither the atari at A and the one at B look quite right. Where should Black play ?

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