Professional Documents
Culture Documents
Pieter Mioch - Daigo
Pieter Mioch - Daigo
Pieter Mioch - Daigo
seemed that Yumi Hotta (who by now can buy a house with the royalties
for her successful manga creation "Hikaru no Go") had called Shimojima
and asked, bluntly, "How many games can a professional simultaneously
rig so black wins every game by exactly one point?"
Shimojima, six years the younger, was asking Miyagawa (29) politely for
his opinion. "How about it, Sensei? I had no idea what to tell Mrs. Hotta
and I promised to call her back." Miyagawa: "It's an impossible question,
good luck with it."
"But I have to tell Mrs. Hotta something, don't I?"
Miyagawa: "Look, the problem is that you only can rig a game so closely if
the amateur(s) in question play reasonably well. It is unbelievable if you
seriously start calculating how many points some people just throw away
in the endgame. There's no way on earth, short from filling in your own
territory and other less subtle methods, that you can precisely determine
the outcome when playing against the wrong person. If you really want to,
you can tell Mrs. Hotta that 3-4 games must be doable, but I for one
would never bet my life on it, not if it has to look real."
"Yeah, that makes sense, I guess the 3-4 game number was probably
what she was hoping for. I'll just tell her that."
Now, don't get me wrong. At no moment was either Shimojima or
Miyagawa speaking with contempt for weaker players. This is just a good
example showing that many amateurs, Mrs. Hotta included, think that
professional players are a step closer to god and that they pretty much
know everything about anything. Nothing could be further from the truth.
Aside from extraordinary fighting skills, a lot of pros often have no clue
about the whys and hows; they just don't show it. After all, that's what
they get paid for. By the way, I'm not talking about the world's top ten
players, of course.
On another, later occasion, when I was hanging around again, keeping
Miyagawa company, we came to talk about talent. Miyagawa surprised me
big time and turned out to be a self-made philosopher. "Talent" he
said, "the only talent I believe in is the ability to persevere in one's
studies."
The Game
An e-mail match played over a 4 month period between an up-and-coming
European 5-dan and myself.
The diagrams below are printed in two colors, one for the actual game and
one for the explanatory diagrams and side-tracks, as follows:
Game
Perfect Harmony
Diagrams
There it is again, an
empty board, isn't it
beautiful? Unfortunately
you are going to have to
intrude on this perfect
harmony. It's your move
and whether you look at
Go as a contest between
two people, between two
minds, a fascinating way
of sharpening your mind,
or a cool way to have
fun, you have to get
started eventually.
Game Diagram 0
Right now, I will give you the most important and useful piece of advice
for dealing with the opening stage of the game. Once you know this you
might as well skip the analyses and move on to the middle game. You
would miss out on a lot of stuff but I mean it when I say that this
sentence below is the essence of fuseki:
At your first move(s), please, and by all means, do not have a
plan.
Keep loose, be relaxed and play any move you like, a move you like.
Trying moves you saw stronger players make is good. Going your own
way and playing whatever you feel like is better. Combining the two is
best. Try to remember a bit about what happened and use that
information in your next game.
"But I want to try this or that opening," you say. "But I want to try this
wonderful trick joseki," you say. Well, great, way to go, but aren't you
forgetting that this game is played with two people? If you get a chance
to do everything you planned before touching the first stone, go ahead,
but never, ever, try to force your ideas on your opponent, regardless of
what they are doing. A plan is the worst thing possible, it kills the openmindedness that is the most powerful and most essential thing you need
to counter and adapt to your opponent's every move.
So, right from the start with your first move, you're going to play what
you like, because you want to see the look on your opponent's face when
you play at the 6-6 point, or because you just feel down and want to play
at the 3-3 point.
You've just learned how to double your appreciation of a game of go and,
if you can implement the above, I'm sure you'll be playing two stones
stronger within a week. Are there any rules about where black
should play his first move?
Upper Right
and how it works. This explains why there are tons of best-selling books
written by professional players about the opening; they are often different
but all claim to be correct. Well, as long as the book is actually written by
a pro, of course, they are telling the truth, or at least a part of it. The bad
thing about the truth, though, is that there is so much of it! Most books I
glance through (they have a huge and up-to-date go book collection at
the new library here) dealing with fuseki eventually end up showing rather
down to earth joseki to demonstrate that this or that is good or bad. It
seems that the author, pros to be sure, are extremely reluctant to go out
on a limb and seriously discuss far-out strategies. Even the latest Korean
books are dealing with new patterns of standard opening/joseki moves.
Don't Worry
Diagonal Opening
White 2 at hoshi in the
upper left corner leaves
black the opportunity to
play a diagonal opening,
thus reducing the
likelihood that this will
become a game of big
moyos, each player
claiming half the board.
Note that after black 3,
neither player has made
any sure territory yet;
they prefer to develop
their stones quickly,
playing high at 4-4
instead of playing low
and tight. Usually in a
game like this the points
exactly in between the
corner hoshi (side
hoshi?) are extremely
valuable.
Game Diagram 2
Black is doing O.K.
Something tells me that dias 6 and 6a are both better for black; it feels
as if black 6 is worth more than the standard komi (compensation for
the first move of 5.5 points). This kind of opening pattern always
reminds me of the New Fuseki period of the 1930s and the original
This is not to say that black cannot put his tengen stone to good use when
making a large territorial framework, a moyo. Takemiya's games of the
80s are a very good example of how to make huge side/center oriented
territory. I still, however, would like you to only think about the possible
territory one can make with a tengen stone as an afterthought and not a
prime directive.
Go Seigen Game
Date: 1962-06-27,28
Black: Hashimoto Utaro
White: Go Seigen
Result: W+7 pnt.
This is the right spirit.
Black played his first
move at tengen and is
threatening to make over
a third of the board his.
White has often little
choice when this occurs,
and, as can be seen in
the game example, white
invaded black's sphere of
influence. The only thing
black needs to be careful
about is that the weak
white stones don't easily
link up or make eyes.
Ideally speaking, the
only thing left for white
would be to jump out
and try to escape or
make eyes in the center
of the board, and voila,
there is black's tengen
stone exactly at the right
spot!
Diagram 12
Well, white wasn't born yesterday and he (being Go Seigen), of course,
had read out this whole scenario; he probably invented it himself. After
black 6, white played A, black B and white cut at C. White then had to
sacrifice a couple of stones, but he quite neatly succeeded in making a
living group inside black's moyo while leaving tons of aji to look forward
to.
I'm in love with many moves of this amazing game and the tengen play is
certainly one of them. Putting it to good use is often difficult, but playing
against a tengen opening is no piece of cake either.
Poetic License
Yesterday I was in Gifu,
and I had a chance to
put this on the board at
the pro study group.
Since most of the pro
were finished, and it was
still too early to start
playing Mah-Jong, they
were willing to kick it
around a bit.
To make a long story
short, "Er, that does not
compute, not enough
information, er, does not
compute, not ..." That
was the general opinion.
The tengen stone
changes a lot of the
normal ways of thinking
about fuseki. Having
played an early move
right in the middle of the
board seems to give
black a kind of a poetic
license. Now, he has all
kinds of (crazy) options,
and, although the pro's
were giving it some
serious thought, it is way
too early to decide on
*the* best next move.
Everything depends on
the continuation, and a
rigid state of mind here
would be dangerous. To
show a couple of the
follow-up moves
discussed, those at or
around A, B, C and D all
look playable.
Game Diagram 5
Remember, it's how you use available troops that counts; their
location is but a minor detail. (I'm sure some dead general said this at
one time or another, the argument which followed with his troops doing
him in.)
Over-Extension
Daigo, episode 2
A monthly column by Pieter Mioch featuring a thorough game commentary
tastefully seasoned with go-related stories and clues to the meaning of
life.
"If you never question anything, you won't get very far"
Introduction
Imamura, 8 dan professional is a 33-year old rather handsome pro
belonging to the Nihon Ki-In of Nagoya. Although we're only a month or
two apart in age and in spite of the fact that we both play go I don't know
him very well. As a matter of fact, we never got to talk at all, even though
we ran into each other regularly at the Ki-In.
This is why I welcomed the pro-ama game I had to cover for the Nagoya
Keizai shinbun last month, July 2001. Every month one or more strong
amateurs of some standing get the chance to show what they're worth
against a pro. The July game I attended to was between Mr. Tsuboi,
section chief from "Nihon-Gashi" and Imamura Yoshiaki.
Imamura suggested the handicap used to be 3 stones but Mr. Tsuboi
wouldn't have any of it and quickly placed a fourth stone on the board. It
was a nice and worthwhile game which Mr. Tsuboi unfortunately lost by 4
points, a post-game analyses followed after which I got at my computer to
try and evenly spread the game out over 10 episodes. One of the things I
touched a couple of times through the articles was that even among pro's
there can be quite a difference in strength. I felt justified in making this
point since a while ago when Cho Chikun and O Rissei were fighting it out
over the 24th Kisei title one of the attending professionals mentioned that
he perhaps could not expect to win against Cho, even if he were to receive
a two-stone handicap. A fellow pro dryly added to this: "Well, are you
positive you'll win with three stones then?".
Remarks like this say, of course, quite a bit about Cho's strength, or
maybe it says even more about the 9 (!) dans who made the comment. It
certainly says a lot about the inflation present in the rating system, maybe
in the future pro's will be demoted the moment their results get bad.
So, in the Nagoya newspaper I wrote something like "The color of
Imamura's 8-dan rank is by no means thinning as is sometimes the case
with pro rankings". I half-and-half expected it to be edited out but they let
it stand as I wrote it, they sure know how to please their collaborators.
During the same game comment a few days later I again talked about
Imamura's strength and that a win against him on 4 stones would be of
the same value as winning against a 9 dan player. The next day I got a
telephone call from the Nihon Ki-In. I braced myself for some severe
criticism and somebody asking me who the h-ll I thought I was.
Luckily I was worrying too much, a habit which'll kill me some day, and
the call from the Ki-In was only to provide me with some inside
information! As it turned out I was closer to the truth than I had imagined
with my remarks about Imamura being such a strong pro -- I really meant
it though and was not just turning up the flattery to make a good
impression -- the fact is, Imamura is *strong*.
The Oteai is the official rating tournament in which you have to get x wins
over an y period before you can get promoted. The higher the rank the
more wins you need. The unexpected touch to this system is that once a
player scores enough wins to bring about a promotion the candidate
himself has to make the application for his next rank. In other words, if a
player were to forget to apply although he has a sufficient score, he will
have to start from zero again and once more needs to win x games over
an y period.
The call from the Ki-In informed me that Imamura sensei has consciously
passed (!!) on at least two opportunities to be promoted to 9 dan! So here
we have a pro 8 dan with a heavily positive score, i.e., he's walking over
the better part of his opponents, who refuses to be promoted because he
thinks he does not deserve the highest rank yet. You'll have to decide for
yourself whether Imamura sensei is just forgetful or if he has this rare and
often troublesome gift, character.
The Oteai system, by the way, will not survive next year in its present
shape, I'm not sure about the definite changes but there was a lot of
talking about hooking up the ranking system to the other, newspaper
sponsored tournaments like the Kisei, the Meijin and the Honinbo title. So
maybe Imamura is just waiting for the Oteai system to change and then
win the Kisei title or something, that would be a very impressive way to
get a 9 dan promotion!
When I asked to Romanian 5 dan pro Catalin Taranu when he thinks he'll
make 6 dan he shook his head. "Even if I would win all my games for the
Oteai straight, it won't be in time before the change to the new system is
made. So, I have no idea when and if I can say goodbye to my 5-dan
rating, sigh.
The Game
The diagrams below are printed in two colors, one for the actual game and
one for the explanatory diagrams and side-tracks, as follows:
Game
Keeping Your Stones Together
Diagrams
Diagram 2a
Not to White's liking
Another reason why the
one-space jump shown in
dia 1 is a nice move is
shown in dia 3. Suppose
that black got the chance
of playing an extra move,
somewhere in the future,
for example the
stone at
the left. Now white is
starting to feel a little
claustrophobic. Normally
white would want to run
away to the center but, for
example, a white jump to
A does not look very
promising. If white would
play at A it seems as if the
three
stones are
forming a kind of a faraway net which might very well prove tight enough (with the addition of
a move or two) to keep white from breaking free. This would mean that
white'll have to make eyes locally, something which is not considered
very attractive in the early stage of the game.
Diagram 3
about Tengen.
Diagram 4
A Kind of a Defect
Although this black formation is natural in a
way too, it has the drawback of being
vulnerable to a white invasion at A. If white
plays here too soon black is not really
worried since he can choose between either
blocking at B or C. A black stone at B will
make white's left weaker so black is not
complaining there. Later on, however, black will start to feel the need
for eyes, to get settled he will have to add a full move for a piece of the
board which is territorial wise not at all interesting.
Diagram 5
Learn to Let Stones Go
This is definitely the last word I'm
going to say about this next move
problem, I promise to get on with
the game in a minute.
After the white invasion one point to
the left of A in dia 5a, many a
players' first instinct is maybe to try
to somehow connect the black
stones. Although this is often a good idea, if possible that is, it is not the
only option and it often throws away golden opportunities to attack, all
for the sake of one lousy stone. Black 1 in dia 5a is a move you should
remember and come to like. After white 2 black seems to have achieved
nothing at all but when black plays the skilful shape-moves of 3 and 5
next, suddenly white's capture does not seem so big anymore.
If white really wants the black stone he even will have to add another
move after black 7, although connecting at A makes a rather awkward
shape. If white plays at A black has several interesting moves. The
fancy loose connection play at B is nice to move out to the center but
black C is very attractive, too.
Black C is not cutable and white's stone is afloat. Depending on the
situation black D is also a move worth thinking about (although this
move does not apply to the game). By the way, instead of white 4 a
play at 7 (hane) is sometimes better, for one thing it probably will avoid
making the white stones look like a blob of putty.
Diagram 5a
White Plays Steady
Game Diagram 9
Bold Attack
To play a pincer at for
example white 1 feels like
a challenge to black to
finally show what he's got
and at the same time
gives the black player the
chance to bring Tengen
(back) into the game.
Black, hating Joseki, plays
the fierce counter pincer of
black 6 and if white
continues with an orthodox
approach, the one-space
jump of 7, black goes allout with 8-14. Although
playing a pincer (like white
1) seems possible white
should be very careful to
not end up as in dia 6.
Black's position is still thin but there does not seem to be an easy way
out for white. To avoid being locked up like this perhaps playing a twospace jump with white 5 after which white'll ignore black 10 is better.
Note that black's aim is to put pressure on white and get a strong
position on the outside while holding the initiative which is worth very
much since for either player it will mean the chance of playing around A
first. Black is not thinking about capturing the white stones, of course
not, (coughbucoughllsh coughitcough).
Diagram 6
Going for Influence
Black 15 seems pretty
much in the same spirit as
his previous moves, i.e.,
going for influence and not
worrying about thin
shapes or territory so
much.
By the way, when doing
the post mortem you
always feel like asking:
"But why can't black play
one space to the left?" or
"Isn't playing on the third
line possible?".
Speaking for myself, I
used to not take questions
like this very serious when
there was a difference of
say 5 stones or more. This
not taking the weaker player serious can be rather convenient, it is an
excellent way of masking that you actually have not the faintest idea of
how to answer the question. It goes without saying that I'm doing my
best to atone to the go community for my poor attitude (of the past, I
hope).
Game Diagram 10
In the opening, to correctly explain what all the differences are
between a given play and the same play on an adjacent spot
is very hard
When analyzing with the Gifu professional players they often just put a
white stone on the board when I suggest a certain black move. "The move
you're suggesting might be playable but you have to show what you have
in mind" is what the pro is saying when silently waiting for your next
move. If you don't come up with some interesting continuation you'll get
the cold shoulder: "If you didn't even bother to read out a continuation
what are you asking questions for?" is what the chilled piece of meat is
telling you.
The second way of reacting is less pride-harming and makes you feel like
a pro yourself for a minute or two. Sometimes when you suggest a move
a pro will say something like: "Sore mo ikkyoku". "That move is also a
game" what the pro means is that the move suggested is possible too and
it would take a lot of analyzing see whether is was good or bad and why
exactly.
A Little Low
Black 1 in dia 7 feels too
low. Even if white would
play the most peaceful
continuation somehow
black's stones seem to be
too far apart to make an
effective framework. For
example if the upper side
is threatening to become a
huge potential territory
then white has the nice
reducing move of A to hold
Game Diagram 11
Game Diagram 12
Not Bad for White
Here white entered the
corner at 1, just as black
seemed to hope. At a
glance the result looks
better for black, his tengen
stone really seems to do
something there in the
middle of the board. Dia 9
may look ok for black but
it actually is not too bad
for white either. He
managed to take over the
corner in sente (while
holding the initiative) so
he can choose where to
play next, which usually
makes all the difference in
the world. Besides the
sente issue there is
another reason why white is doing ok here. Black's tengen stone is not
in a very good place. If black would be allowed to take the center stone
of the board and place it elsewhere he would be much helped by adding
a move at A or somewhere around B. Although both these moves are
better moves than tengen this does not necessarily mean that tengen is
useless. White will have to be very careful how he goes about invading
the upper part of the board later on.
White's continuation after black 6, by the way, could be at C, making
sure his bottom left stones will not get in trouble later on in the game
while at the same time inquiring what black is going to do with his stone
at the bottom. After having played out the situation at the lower part of
the board a bit white will take his time thinking out the best move for
invading black's moyo and play there.
Instead of entering at the 3-3 point jumping out with white D feels a
little better. I think, however that both moves, entering the corner or
jumping out are playable here and that neither move is clearly superior.
Although I guess that not a few players would rather jump out and
prevent black from getting a big looking framework instead of entering
the corner. Well, in many situations it is not so much that there is only
one move possible which is determined by pure logic, the game of go is
often about choosing the playing style you like and which fits your
character.
Diagram 09
If I really would start preaching I could say that in these fast, modern
times the emphasis seems to be on standing out, no matter if there's
something to stand out for or not. Standing out can be put in go terms as
playing bold moves, staking out huge moyo's, getting involved in any
fight, regardless of the fact if there's actually is something worth fighting
about. On the other hand, representing the wisdom of time, there is the
patient and quiet attitude which reflects on the playing style. Not
necessarily meaning playing low moves but sometimes low, sometimes a
little higher though never in a hurry is the idea. Getting involved in a fight
is sometimes a must but never something to seek out or go after. Each
generation has go pro's of both styles although it feels that in Japan the
"silent" playing style has the upper hand. Not one of my pro turned insei
buddies has a flashy style. As a matter of fact, Nakane 7p, Nakao 7p and
Hane Naoki 8p all have a very tight, very solid rather slow looking style.
All of them, however, have a convincing positive score in their tournament
games.
Going over a bunch of Go Seigen games I strongly got the impression that
the demi-god from China does not fit either category. All his games are so
fierce and incredible complex but his style always seems to say: "Oops,
there we go again, three groups having only one eye and another two
groups which might be alive if I could get a ko-fight going and set-up
some kind of a swap". In other words, he doesn't seem to be after trouble
but he *never* takes the easy way out once things are starting to get
hairy.
Well, excuse me for getting carried away a bit there, back to the game
Fashionable
Diagram 10
Bad for White
Diagram 10a
Go Seigen
Now, tell me honestly, don't you think that
black 5 is a calm, peaceful move? Go Seigen
played this in a number of games and every
time he played it got really complicated. The
point is that no matter how much white would
like to play at A since the black corner is alive
and not weak black will immediately push
through and cut. When this happens white
suddenly realizes that he is in trouble. White 4
might be fashionable but if you play it without
having thought about dia 10b you're in for a
nasty surprise. (Well you could, of course, count on the fact that your
opponent knows the joseki in dia 10 and is rather proud about it, if
that's the case you don't need to worry about a thing since he'll play the
joseki through to the last move, no matter what.)
Diagram 10b
2000-01-13, Fuchan-Cup, Semifinal
So black does not play at A but plays elsewhere or perhaps the shoulder
hit of B.
Next Move Problem
Black to play, Is black
going to be cut in pieces,
will a trade-off follow
where each party gets to
eat one stone of the
opponent?
Diagram 12
Find out the answer in the next episode of DAIGO.
Daigo, episode 3
A monthly column by Pieter Mioch featuring a thorough game commentary
tastefully seasoned with go-related stories and clues to the meaning of
life.
"If you never question anything, you won't get very far"
Introduction
To fight or not to fight, and, if to fight where to fight? Assessing the value
of a fight and predicting the outcome. Establishing the necessity to fight
which leads to determining the cause, or is this the other way around?
I feel that go is not a fighting game. Contrary to a lot of other, excellent,
games go is more of a building game. Finding a way to do something
constructive while avoiding everything-or-nothing clashes is a better
attitude than trying to capture each and every stone of your opponent.
Besides, the former is also a lot easier to accomplish.
It is funny, however, that in order to get a good game on the board, even
a peaceful one, the ability to fight, fighting skill, has to be of a very high
level. Just dividing the board along approximately straight lines, copying a
joseki from memory and refusing to get involved in any hairy situations is
not what go is about. Although a game like this can at times be nice the
contestants are not pushing themselves to find the best move, the best
continuation. Exploring one's limits and traveling into the realms of your
hidden capacity, playing the sharpest moves without really understanding
completely how you found them, that is the real face of this ancient game.
Going to the limits is what professional players are doing every day for a
living. Every move again never choosing the easy way out and only giving
in to playing a simple sequence of moves after having read out that the
other more complicated moves are inferior. The average amateur can only
hope to play like this a handful moves per game. This number might be
higher during top games where more time is allowed, but not that much I
suspect.
Of course, pro's are not robots either and often without realizing it they
play a sequence of moves which is not the best possible but looks
completely natural. For pro games goes, however, that the exact nature of
the mistake often takes a long time to understand, 30 minutes of backanalyzing or some such. Going with the flow is very important but it's not
a guide which should be followed blindly. Even realizing this and agreeing
with it one hundred percent does not provide full-prove protection against
playing moves that your opponent is glad to see.
Speaking of which, for some time now I seriously have the feeling that
sometimes when playing a game you can actually "feel" that your
opponent wants you to play a certain move. I will get back to you about
this when there's some prove available to show you, don't go holding your
breath now.
What was I talking about? Ah, yes, fighting. Well, I'm going to wrap this
up now and get on with it. As a rule of thumb here are a number of
situations I can think of in which fighting might very well be a good idea:
1. Start a fight when you are certain about the outcome and are
equally sure that the outcome actually favors you.
2. Fight back when your opponent is pushing too much and leaves
plenty of vulnerable and weak points in his stones at which you can
strike (this is an extension of the first rule)
3. Create complications and fight when you are behind, if you have to
lose, go out in flames.
4. Fight for fun and attempt to "bully" you opponent in such a way that
he does not feel comfortable with the game at all and make him feel
he's losing in spite of the fact that the opposite is the case.
When I was playing in Europe I very much felt that 4) is the most
common reason to start a fight and that 1) is rarely seen. It goes without
saying that in pro games situation 4) is as rare as an egg laying elephant.
Among the above-mentioned rules of thumb 3) is rather interesting. "Fight
when you are behind" it says, and this may sound obvious. The
remarkable thing, however, is that the lions' share of people playing go
*always* feel they are behind. Unless a given player is able to waste a
group of enemy stones early on in the game he will not be able to feel
he's doing well. Privately I never feel at ease when I don't have a lead of
at least 20 points. Some time ago I mentioned this to Nakao Jungo 7p: "I
really feel I could get better at go, if I only could get rid of the need to
have an enormous lead before feeling comfortable with the game." Jungo
gave a surprising reply: "Wow, did you really think you are the only one
who feels like that, each and every game I play is like that."
Talking about fighting this and fighting that I realize that I do not have a
crisp and clear definition of what fighting exactly comes to in the game of
go. A struggle for liberties, fighting for eyes, splitting attack, these are all
good enough terms and cover a part of "fighting" but what is the
comprehensive way to describe this phenomenon? I'll be sure to get back
to this in a future episode of Daigo. In the mean time, if you have any
suggestions don't hesitate to let me hear them. pmioch@ma.ccnw.ne.jp
The Game
Daigo 3 has turned out rather technical and goes over 33 diagrams. If
you're in a hurry I recommend jumping to the very last diagram given
which shows all game moves (25-46) handled in this episode in one
diagram and also a brief summary.
The diagrams below are printed in two colors, one for the actual game and
one for the explanatory diagrams and side-tracks, as follows:
Game
Diagrams
Peaceful But?
Black 1 is the "safety-first" approach.
Although it looks as if black is making
efficient shape this way of playing is wrong
for a number of reasons. Even after black 1
and 3 the marked white stone is not
completely dead. Later on in the game white
can start with a move at A and it seems
unlikely that black will be able to capture the
white stones unconditionally. Furthermore,
after the exchange black 3, white 4 it is clear
that the marked black stone cannot hope to
link up with the black stones at the top. Black
3 is effectively pushing white between two black positions. It is too
much to expect that black will be able to get a good result at both, the
top and the right side.
The only reason black could have to play as in dia 1 is that after white 4
he can play a peep at B. After the black peep white might have to worry
about making two eyes sooner or later. Unfortunately this way of
attacking for black is asking too much of the single marked black stone
at the right. If there would be an additional black stone (for example at
C) then black might be doing o.k.
Diagram 1
The Solid Connection
The tight connection at black 1 is much in the
same spirit as the previous diagram. Now,
however, black has to add another move to
fix up his shape and play at 5. Locally
speaking black has made excellent shape,
the white stone has not much room for action
anymore.
Diagram 2
White tries something
complicated situations.
Black 4 is not the sharpest possible move however, and I only use it
when a continuation at 8 is possible. Black 8 is cutable and black must
be careful to not play here when white has stones nearby. Black 8 at A
is possible too, but this combination, black 4 and A really lets go a
chunk of territory and normally you should not want to play like this in
an even game.
After black 8 white has the innocent looking move of 9 which initiates
the sequence to white 13. Instead of connecting at B black normally
plays at C or elsewhere.
Diagram 3
Not the Same
The left side
diagram is from
the game. Notice
that although dia 4
(the right side
diagram) is similar
to the reference
diagram they are
not quite the
same, black should
try to find out if
the presence of a
black stone at A makes white B a questionable move or not. Black's
dream is to connect all his stones and even hook up with .
Reference Diagram 3a & Diagram 4
Black doesn't Buy It
Diagram 5
Black in Trouble?
If white wants to do
something white 28 is the
only move. Of course, this
only means that if white is
dead-set on showing black
that he did not previously
play any strange or
questionable moves he
has no other choice than
to cut.
Instead of black 29
playing atari at A is
probably a bad idea. The
white stones will get a bit
stronger and black still has
to come back and add a
move or two if his
intentions are to stay
alive.
To correctly decide where to play next with white you only need to start
reading out possible variations, read, read, drink a little coffee and
continue to read some more. I guess that these kinds of positions bare
resemblance to chess, the better you can concentrate and the more
moves you can read ahead the better the move is you will finally come
up with.
Game Diagram 17
White Fills in a Liberty
When white starts at 1 it he shows a lot of
confidence and says that his surrounding
stones are strong enough to enable him to
set up a capturing race. If things were to
develop as in dia 6 white is doing not too bad
and although black can capture three white
stones white can live with that because he
too got a rock-solid shape. Strictly speaking
the result is not equal and favors black but
looking at this game it is playable
Diagram 6
Black loses the Capturing Race
Diagram 7
Black's Alive Unconditionally?
Black 4 often helps black to make two eyes in
the corner, and black certainly seems to be
alive in this dia. If things would turn out like
this white will have a difficult game from
here. His outside stones need to get away
and make eyes fast. Black's surrounding
positions will become even thicker because of
the weakness of the white stones, black has
a good game.
Diagram 8
Bent Four in the Corner is Dead, But...
Unfortunately for black white has the
tenacious counter measure of white 1. After
7 the corner is ko but since black cannot
start it himself and white could wait until the
end of the game and eliminate each and
every possible ko-threat this shape is dead
according to the rules. Here, however, white
cannot wait until the end of the game
because his own surrounding positions are
not alive yet, white has to start the ko right
away, never mind the rules.
Diagram 8a
Bent Four Played Out I
Diagram 8b
Bent Four Played Out II
Here you can see a rare case of a bent-four
shape actually played out to the last move.
White comes back at 15 after which black
can throw in a stone at the 1-1 point and
force a ko on white. To do this in this
situation where the only matter of concern is
the amount of liberties the stones have is a
bad idea.
Diagram 8c
A Ko White Can't Win
Diagram 8d
The above diagrams showed only one possible way of playing out the
situation. There are some interesting side-tracks, for example, instead of
white 13 white could connect to the left of 9. Instead of capturing with
black 16 black could throw in at 1-1 first and use 16 as a ko-threat. If
black uses 16 as a ko-threat white can play 17 as a ko-threat next, black
cannot answer this threat and has to solve the ko situation in the corner.
White's right side stones will make eyes and black will be alive too. The
top white stones are all but captured. The variations have one thing in
common, they all favor black.
The Last Word about White 1
After white 1 the sequence up to white 9 is
likely. Now, however, it's black's turn to
read, read and than read some more. If black
feels his stones are not up to it he has to
defend at B and make the corner alive. As we
saw in the previous dias white can get a ko if
black plays at A. The result after this is good
for black.
Even if the ko is not a prospect to look
forward to for white, black can go for his final
option and defend at C which also fills in a
white liberty. Because the reduced amount of
white liberties now he has no choice but to play at D and let black make
eyes at B. After black B white has to add another move to ensure his
own eyes at the right side and we're back again at a result similar to dia
8, which was better for black.
For everybody who just cannot get enough of all the technical details I'll
explain about black C some more.
Black C looks like a situation saving move, and it is, but it has the
drawback of leaving some bad aji at E. If black does not defend at A but
instead plays at C white has the cool clamp at E. This may look like a
silly move and in answer to it black might block at F without thinking
but now white G has become a sente move (black will need to come
back to defend against the cut of H). A white move at G helps a great
deal when making eyes but unfortunately for white in this particular
situation it does not help white. Either with or without a move at G he
has to add another move to make two eyes. Notice that if black were to
answer the clamp white E at H white can cross underneath at F and
make it more difficult for black to capture him. White even might
escape crawling along the second line, although this is hardly a way of
saving stones to look forward to.
Diagram 9
A Troublesome Move?
Game Diagram 19
Black Collapses
Even though black seems to have the edge in
the fight because of his solid connection at 5
he is in trouble once white plays at 10. From
black 11 on it's a one way street but
unfortunately for black after white 20 white
has 3 liberties against black only 2.
Diagram 10
White is Taken in
Diagram 10a
White Doesn't take the Bait
White, however, wasn't born yesterday and
refuses to let him self get tricked. White does
not play any atari at all but just calmly
extends on the second row with 4. Black
cannot block him in time to win the semeai
and white again can capture the whole
corner.
Diagram 10b
Black is Not Alive
Diagram 11
Black Wriggles Out
Game Diagram 21
Semeai
White 1 looks as a fair enough move, the
question here is whether it works or not.
White 3 and 5 are played with the idea of
creating liberties instead of trying to escape.
Unfortunately for white he comes up one
liberty short.
Diagram 13
No Connection
White one smells of bad
weather, only if there
would be a white stone
within reachable distance
to the left of it can you
consider to play like this.
Even if white could escape
like this he has to get a lot
of compensation for all the
crawling he's doing.
Crawling doesn't
necessarily mean you're
doing something bad but because you do it on the first and second line
you are not exactly making a lot of territory. So no points for white but
black is getting thicker and thicker on the outside, black's happy.
And, you guessed it already, white escape plan starting with 1 was
doomed to fail because of the presence of black . I showed you what is
most likely to happen if white will not give up. It is very important to
notice that white did almost not create any extra liberties here. After
black 18 there's nothing white can do anymore. If white, for example,
would capture the two black stones black will come back at the 6 right
away.
Diagram 13a
White to Meet His Maker
Diagram 13b
White Strikes Back
Diagram 15
Find out the answer in the next episode of DAIGO.
Summary
Daigo 3, All In One Diagram (25-46)
Black 25 would be better
style if played at 27
directly. However, black is
not doing badly because of
25. White 28 is a natural
move, white needs to gain
liberties and eye-space.
White 32, if this move
would be play at 36 the
situation would probably
turn into a ko which black
can take first giving white
a bad result. Black 35,
there might be a reason
for the exchange black 35,
white 36 but whatever the
benefit does not outweigh
the loss of a liberty, black
35 directly at 37 is better.
When playing at 40 white opts for making eyes instead of forcing a
struggle for liberties on black which would most likely result if white
were to play 40 one space to the right of 28. After black 41 the stones
at the top cannot hope to win a direct fight against the black right
corner. For the moment white has not a good move at the top so he
plays elsewhere, leaving a lot of troublesome aji. White 42 is only
played if white intends to cut at 44 next. Playing 42 one space to the
left of 39 is a safe way of playing but also will mean that white accepts
a loss. Cutting at 44 shows good fighting spirit and tries to activate the
near dead white stones at the top again. Defending at 45 is necessary
for black, playing at the top and making sure that the white stones are
captured instead of 45 is not good enough for black.
Game Diagram 23
Daigo, episode 4
A monthly column by Pieter Mioch featuring a thorough game commentary
tastefully seasoned with go-related stories and clues to the meaning of
life.
"If you never question anything, you won't get very far"
Introduction
I'll take a break from myself this time; here's a low-key intro.
An entry from the diary I don't have of October 14, 2001. Although this
was a Sunday I had to work at the Nihon Ki-In, helping the 8-dan prof Ito
with the pre-insei class. The day coincided with the Central Japan youth
tournament at which I normally like to help out but couldn't this time.
'Got up 8:20, a bit late but too early I felt. After pastry and a banana with
a glass of water I left home 9:00.
When arriving at the Ki-in I immediately got pinned on a name tag with
the words "come help after you finish children class" from youth
tournament assistant Mr. Urano. Because there was still some time to
spare I sat myself behind a computer at the office section of the Ki-In,
away from the crowd.
The wives of Nakano 9p and Yamashiro 9p were there too and busy
discussing the cost of life in general and kindergarten fees in Japan in
particular. Hane Shigeko 1p joined them a little later. Shigeko-chan
married Hane Naoki 8p, and less than a year ago they had a daughter,
Ranka. She writes for the same newspaper I do and she complimented me
on the articles. I envy her very much because I often have trouble coming
up with a worthwhile but technical correct thing to write. Shigeko-chan
admitted that she too was sometimes at a loss covering technical details
from the pro-ama games and she always makes Naoki check her work
before posting. Hane Naoki is one of the strongest young Japanese born
players. A live-in world class go player can come in handy at times.
Before starting class I went upstairs to the 8th floor to say hello to several
mothers and kids I knew from my go-classes at the Ki-in and elementary
school. Next back to the 2nd floor for the Sunday's children go class. Only
two kids had shown up. Their level was way apart and the stronger one
was left waiting for an opponent who had called in he'd be late and I
started a game on 13x13 with an 8-year-old boy.
The head-sensei, 8p Ito, blamed the children's mothers (not present) for
not letting them play in the tournament upstairs and suggested to
participate instead of 2 hours children's class with 3 children. This was not
really a suggestion as the children's parents were not around and the boys
would not decide on their own accord.
It was clear that Ito hadn't expected that anybody would show up. He did
not feel like teaching too much and went upstairs to see who of the
children's class were playing in the tournament already. Ito didn't come
back soon and I was left with the 2 children, one playing, and one
watching. After 5 minutes a mother dropped by: "Is it still possible for my
boy to participate upstairs in the tournament?"
So, forgetting about class we went all upstairs and the two boys joined the
tournament although the first round had already started as it was about
10:15. They were both glad to play. Because I couldn't find the other
boys' mother I paid his 1000-yen entrance fee. Ito had said something
about the tournament being free for class' students but that turned out to
be wrong. Since I had decided to let one of the boys play without
consulting his parents first I couldn't ask for the entrance money but
fortunately the mother paid me back the moment she spotted me and
thanked me for taking care of her boy. I was grateful because simple
situations like this can easily turn complicated and at times get sticky.
The 8th floor of the Ki-In in Nagoya can not reasonably hold over 220 kids
with parents but somehow it did which didn't make it a comfortable place
to be.
I went back downstairs again because Ito was not moving from the 8th
floor although there still was a chance that somebody would show up for
class.
Checking at the front desk I was told that the belated boy who had called
earlier had gone directly to the tournament and skip go-class. It turned
out that the original call was about being late for the tournament, not for
the children's class, sigh.
All the same, it was a good thing I checked because one boy who got
close to a nervous breakdown had dropped out the tournament and
decided to come for class after all. I played two games with him and
invited the mother to play too. So, playing a game and at the same time
giving mom a beginner crash-course, the three of us had a nice time. The
normally very shy boy helping out his mother and at times making goodnatured fun of her.
Unfortunately Ito dropped by later to give some abuse (a way of
communicating he seems to feel comfortable with) to the kid as well as
the mother. "Connect those three stones, can't you see that they're about
to get captured!?" and stuff like that, remarks which kind of spoiled the
atmosphere.
Eight dan pro Ito is a wonderful teacher but he should be kept away from
anybody below 5-kyu. (If somebody from Nagoya reads this: I did not
write this Ito paragraph) He also could learn another thing or two from his
former teacher, Kitani Minoru. This teacher among teachers didn't say a
word about the games his pupils were playing but only looked on with a
faint smile on his face, probably feeling happy being among young talent.
Later, after class, I decided to use my lunch ticket instead of going
straight home which would have been smarter since my headache was
having the better of me.
All the same, lunch was nice because pro daddies had come to watch their
offspring sweating it out in the tournament. I sat at a table together with
Nishimoto 2p, Baba 9p and Yamashiro 9p directly on my right. Yamashiro
was in a mellow mood and we talked a bit about our children, school and
English education. I asked him rather bluntly about the challenger games
for the Honinbo title ('86-87 and '93). He said that although he had lost all
the three times he had enjoyed the occasion and the special tension of the
event. "It should not matter one bit and this special feeling, the tension
typical of two-day games could be present at any game, a 2-hour fast
game as well as titles games. But we're only human and we need the toptitle games and the atmosphere which always comes with it to get in that
"special" mood."
Yamashiro detail: he plays at IGS on a weekly basis, only fast games and
most of the time is 6d*.
After lunch I did one more guru-walk (kind of moonwalk moving forward)
over the 8th floor and had a closer look at the 6-year old daughter of
Yamashiro. She's not so strong yet, about 10-kyu, but plays every move
within 2 seconds and has unbelievably good go-manners, perhaps
promising a bright go-future. The 13-year old daughter of Baba sensei is
stronger but breaks down if she loses a game.
Making some excuses to the proper people I left the Ki-In to drive back
home. I used what was left of the Sunday to do some reading, as far as
my kids would let me, that is. All in all, a worthwhile day could have done
without the headache, though.
The Game
The diagrams below are printed in two colors, one for the actual game and
one for the explanatory diagrams and side-tracks, as follows:
Game
White 1 is better than "A"
Diagrams
By the way, after black 1 white should not play A because black does
not need to answer at B but instead kill the white stones with a play at
2.
Diagram 1
It is important to notice that if things were to go as in diagram 1 the
marked white stone was not a correct move. White still needs to play
another move in order to avoid being captured. Playing directly at 2 would
have been much better, exactly how much better you can see for your self
in the game diagram.
No Mercy
Black goes for the big fish,
after black 47 white
cannot make eyes
anymore. From here on
white has no choice but to
go for the surrounding
black stones and try to kill
some of them and
resurrect his stones at the
right or, if that proofs
impossible, capture a
sufficient amount of black
stones.
Game Diagram 24
The result in dia 1 is certainly not bad for black and perhaps he should've
been satisfied with it but if you feel that your opponent played a bad move
it is often worthwhile to keep your calm and try to figure out exactly how
bad a move it was.
Of course this takes a lot of reading and counting liberties but why should
you land a left jab if you can deliver an uppercut?
This is, unfortunately, a kind of twilight-zone talk; it could easily be
misinterpreted as greed. Greed is bad and often dangerous (Would it still
be bad if there would be no risk attached?). If black fails he was too
greedy and people will label him a no-good loser. If black can pull it off it's
the red carpet and a laurel wreath. Only a razor thin line seperates
exquisitely sharp moves from overplays.
Black Captures in 3 Moves
Diagram 4
When going for the kill be very keen about 1) finding the killing move
which leaves you opponent with the fewest liberties, and 2) avoiding the
situation turns into a ko-fight. Even a 3-step ko is better for you opponent
than no ko at all.
White Starts Something
After white 48 black needs
to go after the right side
white group. Instead of
49, cutting at A would
capture two white stones
but is dangerous. After
black A white will play at
49 and win the semeai.
Game Diagram 25
We now enter an interesting phase of the game, white has seemingly
taken a bad hit but at the same time this makes the game easier. Now
white simply has to do something and black has to be cautious, playing
tight moves without giving in to the silly but understandable temptation to
every move play "honte", regardless of whether it is actually necessary or
not.
In a lopsided game all the pressure falls on the leading player. It is often
difficult to find the right path between playing solid and playing overly
defensive which sometimes can lose so many points that your opponent is
back in the game before you'll notice it.
In my opinion many players purposefully seek to deliver a forceful
blow or even invite being kicked hard, right from the start. After
one of the parties has taken a loss and it is clear how matters
stand a lot of tension and pressure evaporates. At the same time it
simplifies strategy a lot and will give the players the feeling they
are not just stumbling around in the dark anymore.
The tension can build up again to extreme levels later, of course, but once
the balance on the board is thoroughly distorted it is just not the same.
This kind of automatically fail-safety tension relieve valve will often stand
directly in the way of progress to a higher level, 2-3 stones ahead.
To put this in terms the bench-pressing, wrestlemania watching majority
of go players can understand: The more pain you can take the better your
chances are of seeing your opponent self-destruct.
Am I telling you to never fiercely attack anymore? Am I suggesting that
you always should defend and try to keep the game close? Am I telling
you to wash your hair at least 3 times a week?
No, not at all. I guess that I'm saying that your state of mind when
getting in a difficult situation deserves analyzing check yourself. Are you
playing that overplay-looking move because you honestly think it will do
you good and because you read out that it actually works? Or do you play
that everything-or-nothing move just to get it over with and simplify
matters, any which way?
The most taxing games I ever played were with the top insei. Can you
imagine what it is to play against people who never blow a fuse?
Mistakes? Sure, anybody can make a mistake but throwing away a game
because of mental fatigue, inability to handle a loss or extreme difficult
situation, never.
The pressure start building from move one and does only increase as the
game progresses. The only way out of this self-inflicted hell is to play it
through and stand it to the very end.
Shape
White has two groups with
problems, the big one on
the right side is dead for
the time being and the
group at the top is still
weak. White 50 is a fancy
probe, it is also a shape
move, a move which aims
at making the opponent's
stones come out inefficient
Game Diagram 26
A bit Vulgar
black 6 fills in at 3
Black 2 is the only move which will enable
black to get away. White might get his hopes
up when he starts with throwing in at 3 and
next plays a lot of atari but in the end he will
run out of steam. After black 12 there is no
move for white which will even begin to make
up for the enormous loss he took.
Diagram 6a
Too Tight?
Black 51 looks like good
style, it is not an atari,
which always looks smart.
However, it also looks
pretty submissive and I
can't help but feel that
black started to read out
what would happen if he'd
play 51 at A but got tired
along the line and decided
that 51 was safest. The
white probe (50 last
diagram) was perhaps a
small success for white,
let's see what he can
accomplish by the game
move, the cut at 52.
Game Diagram 27
Good Timing?
Game Diagram 30
More Solid?
Diagram 8
White Attack Runs Out Of Steam
Another drawback of black 1 is the aji left
after white 4, black 5. Black cannot stop
white from cutting at 6 and it looks as if
white has found a way to continue his
"unsettle" strategy. After black 11 white
unfortunately does not have a way to hurt
black, if black starts at A (against which
white has to defend if he wants something)
it only will take black three additional
moves to capture the white group.
Diagram 9
Is There A Tesuji?
What black most would like to do is play
the extremely profitable combination of 1
and 3. There's almost no bad potential left
at the top for white to exploit. At the same
time black has made *a lot* of points.
Black's top stones might be without worries
but the same can not be said for the six
black stones attached to black 5.
White to play, can he accomplish anything
here? (Answer at the end)
Diagram 10
White Sacrifices Big
Game Diagram 31
What Next?
The last game diagram of
Daigo 4. Black 67 is nice,
white could run away with
his single stone but in that
case there's no way to
stop black from moving
out to the center. White is
getting a little desperate
by now and plays 68.
Game Diagram 32
Is white 68 a troublesome move or can it be eaten alive? Can white get
alive and how? Find out in the next episode of Daigo!
Answer to the problem from dia 10: there is nothing white can do
but black should be careful.
Excelent Squeeze
(black 10 fills in at 3)
White 1 is the only move which can hope to
capture at least four black stones. This on
its own is would be enough to decide the
game in white's favor. If the sequence upto
white 13 will get on the board black can go
home.
Diagram 10a
Brilliant Dametsumari
Black 2 is a skilful counter measure, and
white does seem to be at a loss. It is rather
unbelievable, however, but black cannot
escape with all his stones intact! Whatever
atari sequence black comes up with to
wriggle out of the encirclement, white can
bring about a masterful dametsumari,
shortage of liberties-trap.
Diagram 10b
Black Escapes
Black 2 is the only tesuji enabling black to
get out. After black 2 white 3 is the proper
move, but when black fills in at 4 there's
nothing white can do anymore, his four
stones will get captured and white should
start thinking about resigning.
How much time does a pro need to answer
if white can capture black? Well, fair
enough, I can tell you with great
confidence that a pro will not use over 2
seconds:
Diagram 10c
White Has Nothing To Sell
Daigo, episode 5
A monthly column by Pieter Mioch featuring a thorough game commentary
tastefully seasoned with go-related stories and clues to the meaning of
life.
"If you never question anything, you won't get very far"
Introduction
Sunday the 25th of November was a beautiful day with clear skies and a
nice temperature in Nagoya. Catalin Taranu had to play a game for the
Chubu Keizai newspaper pro-ama match for which games are played at
least once a month. The 28 year old Rumanian was chosen (not
completely at random) to defend the honor of the pros in Central Japan.
His opponent was a university of Nagoya graduate from China whose
name in Japanese reads Ri Inri, I doubt if this is read the same in China.
Allow me the liberty of adjusting the Japanese reading to "Li" which seems
a more likely spelling.
Mr. Li works for Denso Information Technology Corporation (Denso
Aitekku) and is a doctor of engineering, developing and working with a
virtual environment in order to design and make car parts for Toyota. If
you're interested and read Japanese you can find more about
CAD/CAM/CAE and PDM at http://www.i-tech.co.jp/ He recently beat the
strongest go player of the Toyota go-team, a Mr. Koike, which made him
the celebrity of the denso go-team.
At the beginning of the game the usual ritual of quibbling and dibbling
about how many handicap stones Mr. Li should (may) take against Catalin
was shorter than usual. If the players would both be Japanese this can
take some time and only after one of the participants managed to
convince the other of his worthlessness and absolute zero skill at go can
the game start. To be sure, Mr. Li did attempt to take 4 stones but after
Catalin's "Well, it's all the same to me, your choice" the issue was quickly
settled at 3 stones.
Japan may or may not be among the strongest go countries in the world
but one thing is sure, when looking at the Rumanian pro playing against a
Chinese amateur and with a Dutchman for the Japanese newspaper
coverage nobody can deny that they did a good job in spreading the game
of go during the last century. If it weren't for Saijo 8p Catalin would
probably not have found his way to Japan. If it weren't for the ChinaJapan Super matches Mr. Li would most likely not have picked up go.
During the pre-game interview Mr. Li mentioned that he got interested in
go because of the China-Japan Super matches and because of the first
Chinese top pro since Go Seigen who could hold his own and stood his
ground against the Japanese top contenders: Nie Weiping.
Usually at these pro-ama matches the pro has a hard time controlling the
damage to the amateurs positions. Although you will not ever find a letter
on paper about it, it seems good manners to keep the outcome of the
game between 1-6 points in either way. A month ago a pro beat the
amateur by 11 points and was visibly embarrassed by the big lead. The
game between Catalin and Mr. Li was not quite the same story, though.
In the post game comment Catalin confessed, "well this nobi loses so
many points for black, I felt that it didn't really matter how I would play
but that I just couldn't lose."
Never count the game before the stones are back in their bowl is but all
too true a proverb. Mr. Li came back with a vengeance and when Catalin
played one move just a bit too quickly black was leading by about 8
points.
Just at that moment a friend of Mr. Li, Ito Youji, 9p came to have a look
why it took so long. Normally these games are over inside an hour but
thanks to slow play by both contestants they were playing for close to two
hours. Catalin grunted at the sight of Ito, the difference on the board was
not enough to resign right out but since there were no places left where
white could hope to turn things around Catalin seemingly was forced to
play out a lost game in front of a senior pro.
You can imagine he didn't really feel like that and played 3 rash moves in
a row, black kept his cool and didn't fumble the ball but skillfully
connected all his stones after which resignation was the only option left
for Catalin.
Game 1
White
Catalin Taranu, 5p
Black
Li Inri, 6d
Handicap
3 stones
Event
Chubu Keizai newspaper pro-ama matches
Date
November 25, 2001
Place
Nagoya, Japan
Result
Black wins by resignation
Game record
White resigns
Game
Diagrams
Back to reality, I'm not Catalin and this Daigo game is not of the kind of
level you might expect from amateur high dan-level players. I'm not at all
satisfied with my own game, but then again, who is. If you once in a while
*are* rather glum with your own game this is often but a
misinterpretation of the facts, such is live. Is ignorance bliss? Well, that's
a hard one but to sidetrack the issue and dismiss the question, I'm pretty
sure ignorance will stand in the way of any significant progress.
Black Makes 42 Points in the Corner
course.
Diagram 1
Game Diagram 34
Just to fill some space to give you the chance to work up a sweat before
scrolling down, here's a bit more about an idea I half mentioned in an
earlier episode of Daigo.
Except for unambiguous words as "atari, eyes, ko and a couple more,
like.
Improving for the average go player -you and me - too has everything to
do with seeing the obvious and making ideas interlock in a new, and
smart, fashion. Starting to name (groups of) ideas and concepts and
applying a term to it is an after thought, it even can help others becoming
aware of the necessity of thinking into a given direction, it also can help
abbreviate long explanations when analyzing among players of very high
level.
For us amateurs go-terms are something we can play with, show off a
little every now and then. At times extremely useful to help others along
but always lacking "that" most important ingredient for which you'll have
to go digging around inside your skull and not outside of it.
White Does not Survive
What about pushing
through at black 1? White
might get his hopes up
when getting the chance
to play the atari of white
2. Next white can connect
his stones crossing
underneath with white 6.
Unfortunately for white,
however, there's no way
he can save all his stones
after black 7.
Diagram 3
Variation
White 2 seems a more
interesting move
compared with the
previous dia, dia 3. After
white 4 black might panic
a bit but there's no reason
to do so, after black 5 the
white stones at the side
are dead as before and
capturing one outside
black stone did not do
white much good.
If white would struggle back and instead of cutting at 4 would play 'A'
black will immediately play at 5, stealing an eye while at the same time
preventing white from cutting at 4.
Diagram 4
Black Connects
Playing at 75 black is
telling white to go ahead,
cut of one stone and make
an eye or two. Black
doesn't mind, ***as long
as his stones remain
strong and he gets the
initiative.
It is worthwhile noticing
that now the triangle
marked black stone
creates an ugly shape.
Does this matter? Well,
yes and no.
There is no such a thing as
dead stones making
beautiful shape, so this
one black empty triangle
is more than compensated
for by the captured white stones. All the same, bad shape has got this
name for a reason, it is inefficient and potentially more dangerous.
When putting a shape on the board which is less than pure art check
whether or not you got any compensation and/or if there lies some
hidden (future) danger around the corner to wreck havoc among your
stones.
Game Diagram 35
About Shape, Again
"Bad shape, uh? Bad shape, what's wrong with it?! If it works it works!"
And more strong language much in the same spirit as what I used to
advocate while still in Europe.
And it's true, however, it is only *part* of the truth. Bad shape it due to
its nature a less efficient way of accomplishing a certain task, it often
causes a premature lack of liberties for one thing. It also will leave more
vulnerable points and weaknesses which somewhere in the future might
be exploited by your opponent. "If it works it works!" is also my motto but
poor shape will limit your future scoop of action. The more less-efficient
shapes you have on the board the harder you have to think and continue
to be aware of the vulnerability of your positions. The better a shape, the
less you need to worry about the future and the more freedom of choice
you can enjoy.
Not worrying about bad shape is only skin deep, after 20-30 moves your
shapes will come back to haunt you and suddenly you discover that there
is almost no room for action left and that you need to reinforce right away
in order to keep your stones together, in order to survive.
Nightmare
One option black does
positively *not* have
because of the shape of
his stone-chains is to play
atari and stretch with
black 1 and 3 in the dia.
Although there is no
ladder for white to aim at
(the marked black stone is
in the way, thank god),
white can combine a geta
with exploiting the
shortage of liberties of
another (pivotal) black
position. Up to white 12 is
a one way street but now
black finds out that he
needs to defend against
'A' as well as 'B' next. This
is black's worst nightmare come true, the presumably captured white
stones suddenly come back to life again and white takes the lead.
Diagram 5
Simple
White more or less used
all the aji at the top and it
gave him a group with two
eyes right inside black's
stronghold. Putting it like
this it might sound as if
white should be happy
here but by now you
understand that he isn't,
shouldn't.
Well, that's exaggerating
matters a bit, especially
when realizing that it is
not clear yet if black can
play elsewhere next or if
he needs to add another
move. What do you think?
Game Diagram 36
No Ko
Suppose that black has
played tenuki and that
white has the opportunity
to start with the hane of
white 1 as shown in the
dia. Blocking with black 2
feels a bit scary and not a
few players probably will
let their emotions get in
the way in deciding on
what to do next. This is
often a bad idea and can
Game Diagram 37
Game Diagram 38
Forcing Moves
Black 1 in the dia is very,
very big. All the same the
game move of black 83 is
proper I think. It is not
that black really must
capture one white stone
but all the same, being
forced to actually take the
captured white stones of
the board is not to black's
liking.
White can get a little
stronger which means just
a little more chance of
staging an upset
somewhere. To be honest,
if black keeps his cool and
plays things out correctly
his bottom stones ought to
be able to create eyes and getting alive, white 12 and 14 are just too
thin and black has too much space to maneuver left. For example black
A-C are all moves black may consider in order to settle his stones.
That said, however, in average every day games white suddenly has a
very good chance of turning things around and black should try to avoid
that white even might start feeling that way, i.e. hopeful and regaining
confidence.
Diagram 7
In every game you have to just sit back one or two times to let the dust
settle and to see how things actually are going. This also is a good
opportunity to try and find answers for all the moves you know your
opponent is going to hit you with.
Evaluating the whole board position, however, does not necessarily mean
that you're supposed to count the score in some detail. Getting the rough
picture is enough. Especially when there are many situations left on the
board which are not decided yet one way or another it is a good strategy
to try to determine about how much you territory you can permit your
opponent to make.
It may be not all that interesting or much fun, but to actually let your
opponent make quite some territory is a perfect way to lull him a bit and
to prevent him from starting wild and unpredictable fighting. I remember
that when I first came to Japan and played with amateur 5-6 dans at local
go clubs I very much felt frustrated because my opponents were not
prepared to get involved in big time fighting. And, what's worse, when
trying to provoke a fight and in doing so attempting to create an
atmosphere I felt comfortable with, I lost (even faster).
Evaluating the Whole Board
Black has made a lot of
points in the upper right
corner, well over 40
points. This means that
black can let white make
all the space marked into
territory and still be in the
lead. (because black
gained some points
elsewhere while white was
busy securing the lower
part of the board)
Further more, the
situation at the left part of
the board looks favorable
for black too. For black
when thinking like this you
come to realize that the
game might be close to
over if black manages to make a living group at the bottom. Or, it is
also possible to just let white do his worst and while checking that white
bottom's territory will not exceed 50 points play a tight game.
Diagram 8
Next Move Problem
going to do now?
Game Diagram 39
Will white find a way to destroy black after all? Is black so confident that
he doesn't realize white is aiming at a quarter of the board?
Find out in the next episode of Daigo!
Daigo, episode 6
A monthly column by Pieter Mioch featuring a thorough game
commentary tastefully seasoned with go-related stories and
clues to the meaning of life.
"If you never question anything, you won't get very far"
Introduction
You might have read through part 1 and 2 of the interview I did
with Catalin Taranu 5p. Part 3 is almost finished and it has
turned out bigger than the first two articles combined. It's
completely about Japan and contains a lot of information about
Catalin you won't be able to find anywhere else so, by all
means, go and have a look.
Recently it has become clear that you don't need to be born in
South East Asia in order to make it to pro level. There was
James Kerwin and others who kind of raised that suspicion
already some time ago but now Michael Redmond has made it
all the way to 9 dan (hope he'll win a title someday) and the
latest pros Hans Pietsch and Catalin Taranu are also doing fine
there's no doubt in my mind, given a little talent and a lot of
stamina anybody can become pro.
Some years ago I would help out as an interpreter (=gofer) at
the world amateur championship and the nicest part of that job
was that you get to sit knee to knee to a strong pro who would
show the participants, both from Europe, useful stuff about
their games afterwards. It was during such an occasion that the
9 dan doing the commentary would mutter to himself: "wow,
how many joseki does this guy know?" while shaking his head
in disbelieve. The pro was visibly impressed by the vast
knowledge of obscure corner patterns one of the players was
displaying (showing of) and most likely he was not the first pro
to be amazed by technical memory of foreign amateur
champions. In Japan, to be sure, the average amateur is not
that knowledgeable when talking about joseki.
Unfortunately this technical skill alone is not enough to make
somebody a pro (although quite a few have tried this approach,
and failed). What is most needed now - also judging from the
Catalin interview - seems to be a change in attitude and
improving the mentality of the player. As to what the exact
nature of these changes would be and how to work such a
miracle you can find a few hints Catalin made in the interview, I
hope somebody will find them (useful).
Please, don't get me wrong I don't say that you have to learn
how to play the sitar and wear bright orange clothing, however
a nice color it may be. You also needn't worry about doing Zen
meditation and Ying and Yang philosophy. Although I'm positive
some people will be helped by this. One thing is sure, most
pro's I met here did not seem to be particularly interested in
the aforementioned. I did, however, meet a pro who confessed
he was a Jehovah's witness.
The Game
The diagrams below are printed in two colors, one for the actual
game and one for the explanatory diagrams and side-tracks, as
follows:
Game
Diagrams
Common Approach
A perfectly
common way of
answering the
white kosumi
would be black
1. It is
important to be
aware that once
you play a move like 1 you make it more difficult to sacrifice
and treat the situation lightly. It is equally important though
to understand that black 1 is not directly played with the idea
of securing eyes at the side yet as it is played mainly to get a
solid formation which black can use to jump from and
somewhere along the line, while attempting to get away,
make life.
If, for example, white descends with 2 black will not block at
the right of 2 but he'll jump out at 3 and although it is not
clear exactly how many eyes the black stones have it seems
unlikely they'll die.
Instead of the keima black 3 he also can think of playing an
attachment at A or an attachment at B. As you'll know for
sure, the weaker your stones the more attachments you
(want to) play because you are not worried about
strengthening your opponent anymore, you're much too busy
securing life.
Diagram 1
Skillful Probe?
The probe of
black 1 is a
very interesting
move in this
situation. If it
works is open
for discussion
but it will
undoubtedly succeed in giving white a headache trying to
find the best way to deal with it.
First of all, black 1 is a light move and it is not really black's
intention to start some big time fighting. After white 2 black
plays another light move, the hane of black 3. Probably the
best thing for white to do is to capture one black stone with
4 and 6. White got stronger where he already was pretty
strong and black is happy since he got a bit stronger, too.
Contrary to the original white position, however, the black
stones were rather weak. Next black has a few moves to
consider. A, B, C and D all have there merits, in my own
game I'd have a hard time deciding on which one to play.
Moves like C and D do not attempt to move out as much as
they are creating local eye shape. Before black chooses
either one he'd better be pretty sure that he's indeed able to
make eyes were white to prevent him from escaping in any
direction.
Diagram 1a
Variation
If white feels
the former dia
is too meek a
way of dealing
with the black
stones he can
play at 2 and
try to stir things
up a bit. Black 3 is the only move here (well, black might
want to keep it in reserve and leave it unplayed, but it locally
would be the most natural move) and from white 4 it feels
like a one way street. Next black A and B are excellent
points, white did not really succeed in putting black on the
spot, although he made a couple extra points in the corner.
Diagram 1b
Attaching
dilemma:
In the game
black choose to
play a probe at
87 right away.
This is a good
move. Playing
an attachment
when your
stones are still
weak and do
not have much
room for eyes is
a powerful
strategy.
Ideally you
would pose
your opponent
with the
following
Diagram 3
Black is Not Impressed
After white
strikes at 1
black is
tempted to
answer at 3 or
5. These
moves,
however, invite
white to cut at the place of black 2 next and black will have
to add another move in order to prevent his three stones at
the right from being captured. If doing so would at the same
time ensure eyes or make a living group there wouldn't be
anything wrong with it. But, you saw it already, adding
another move does not result in more then one eye for black
and next it is white's turn again. The above sequence could
very well be dangerous for black.
So, for this reason there is nothing for black to do but to
patiently connect at 2 in order to hold the initiative. After
black 6 things might not look so good for him but because
the outside white liberties are filled in now black 8 has
become sente and after this black 10 makes an excellent
move. Next black has either the play at A or B to further
make eye space or threaten to do something. Black is not
worried about white playing at C and stealing an eye. A move
like this is still much to early and white only should think
about it if black is completely surrounded and has nowhere
left to make eyes.
Diagram 3a
Black Dodges
Black chose to
play at 89,
maybe in an
attempt to
leapfrog out of
the white
sphere of
influence. I
suspect this
move was much
played because
of the huge
lead black has.
It does not look
like the most
normal move
and it seems a
bit sweet
because black
is running away from a chance to do some damage to the
white corner before worrying about eyes.
Game Diagram 42
On the other hand, black might just be a very calculating
person who has figured out that he can sacrifice a couple of
stones in order to make a safe escape with the rest and still be
ahead in the game. This way of thinking puts things in a whole
different kind of light, black 89 may not be the best move or
not even very sharp but it could turn out to be the move which
is the safest way of keeping black in the lead.
To twist this a little, if black were to lose this game he might
want to blame black 89 although the same move could easily
be interpreted as the winning move in case of the game ending
favorable for black.
Best Move Problem
White 90 is not
an overplay, it
is a normal
move attacking
the black
stones while
strengthening
the corner. In
one aspect or
another it might
even be "the
best move".
The scale of the
attack,
however, is
rather small
and even if
white manages
to capture some
stones the question remains whether this'll be enough to
close the gap.
Black 91 is maybe not a very inspired move (black keeps
refusing to play towards the white corner as in answer to
white 90 a move to the right of 92 looks possible too) but it
is also a kind of a waiting to see what white is going to
do move. White's atari at 92 is, again, a normal move it is
also a bit low, though.
Game Diagram 43
White's Shape
This is the
shape of the
territory white
made at the
bottom before
move 90. The
corner itself and
the three white
stones at the right look all right but the marked stones are
far from being in optimal position.
Granted that white very well might expand his territory, the
low position of the white stones is a valuable indication for
black, signaling that he has no business playing there but at
the same time telling him that letting white get some points
at the bottom is nothing to worry about yet since the white
stones are a bit awkward.
The only way for white to put his low stones to good use in
attacking the black stones is to hope that black will insist on
playing at/ near the lower side of the board. In other words,
the white stones are not ideal for making territory and,
provided black won't lend him a hand, are not very effective
in attacking
Diagram 5
White's Shape II
Now white has
add two more
moves and the
shape of his
territory has
changed a little.
It has become
even clearer
now that the marked white stones are superfluous, they are
not really necessary for making white territory. Yes, yes, I
know, white is making some points with them because there
are some black stones in the neighborhood but the amount
of points made is no way near enough for justifying two
whole moves there (at the second line).
Diagram 5a
What I'm saying is, black played inside the white sphere of
influence and he managed to make white defend with every
move. Sometimes this is just the way things are but most of
the time the moment your opponent gets it in his head to go
and play nearby your strong positions attacking is the most
positive thing to do (mind you, I didn't say "the best thing" ;)
White's Shape III
The exchange
of black 1,
white 2 etcetera
is not a
complete
disaster for
white but it
looks like a
submissive way of playing and missing a chance to attack.
Such a chance is exactly what white is hoping for and by
frustrating white's whishes black is doing fine.
Diagram 6
White captures
at 94 and this
gives him a
very solid
shape, normally
he'd be happy
with it. In this
game, however,
it might feel to
white as if he
has to put up
with some
moldy crusts
instead of the
Tuna sandwich.
To make things
even worse, all
the extra points
white might
gain at the bottom black gets back by attacking the weak
white stones at the right side! White did not gain much,
there still is no weak black group he can attack and he also
does not have any realistic prospects on making a huge piece
of territory somewhere, white is not happy.
Game Diagram 45
A Swap
Suppose white
would play at 1
and feel he has
accomplished
quite
something.
Black will help
him right away
to get a more
realistic view of
matters and
play at 2 (or A,
although this is
just a little
thin). If you
now compare
the points white
made with his
move at 1 and
White played
tenuki because
the right side is
not so
interesting
anymore, there
are still some
points to score
there but that's
almost
endgame and
never enough
for white to
turn the tables
and take the
lead.
Black 97 and 99
are almost
certainly not
the best moves possible, i.e. they're not very sharp and let
white get his way without even attempting to put up a fight.
Instead of black 97 playing at 100 looks more normal, it
secures two eyes in the corner and aims at the same time at
big endgame moves into white's territory.
For black 99 it's the same story, this move looks much better
at the place of 100. Black probably didn't choose this line of
playing because although white cannot hope to make eyes in
the corner there is some aji. In other words, black is digging
himself in, securing life regardless of how many points he
loses, black seems to feel that white does not have a chance
to do something and get back in the game.
Game Diagram 46
Simple
The follow up is
the same story
as in the
previous
diagram, black
uses a well
known joseki to
make eyes in
the corner and
white got some
stones on the
outside.
Game Diagram 47
This seems a good place to stop and let you wonder a little
about what on earth white can do to make the game his. Next
episode of Daigo will bring the climax and lots of stones will die.
It will all be over with one of the players resigning in 30 moves.
Was it white who realized that he might as well sign off and go
home? Did black forget to take care of his stones properly?
And, who were the players anyhow?
Be sure to come back next month for the final battle!
outweighs you by 80 lbs. and works out at a Muay Thai Gym, best
concentrate on the game which, in any case, never can hurt :-)
Q4: Okay, so now I know a bit what go is all about, I read through Gentle
Joseki twice and memorized each and every word from Daigo but I still am
the rock-bottom of my local go club, what did I do wrong?
A: That sounds (honestly) as if you are too serious about the whole game.
Perhaps you pay too much importance to advice in general and books in
particular. All the advice in the world combined with all the written
information is still only good for, say, 20% of things you need to know to
play a good game. So, just remember what superstar Michael Jordan did
in the last (?) game of the NBA finals against the Jazz some time ago, dive
for that ball get down on all fours and get it *no matter what*.
(which sounds wonderful and is by the way meant to tell you that you
should be/get involved with the game yourself and not depend too much
on: "on top of two always play hane" and other well meant stuff like it.
This in turn means, by the way, that proverbs and book wisdom is best
learned the other way around: first you realize through hard work and
experience (and, god forbid, talent) that playing hane at the top of two
stones actually is a kind of nice and only after that revelation will you
study the proverb :-)
Q5: Pieter do you think that religion, any kind of religion, is essentially at
the basis of each and every dispute people on this world are having with
each other and/or do you also think that matters of race, sex and sexual
orientation have a lot to do with it? And where precisely do you think plain
old greed and envy rank on the ladder of possible culprits for the current
situation in the world?
A: *splutter, uh, gargle* Where the **** did that come from? How can I
possibly answer that, or even hint at an answer and not be crucified, shot
or castrated inside 10 minutes!
Allow me to repeat a rather corny, but none the less well-meant and
perhaps appropriate part of a Gentle Joseki article:
1. Make it your goal to every year explain the rules of the game
of go to at least 1 person.
2. Try to care, be it about moves on a go board or daily life.
And that is as far I'm prepared to go.
By the way, the recycling and bulking up I mentioned is not from old go
articles on Jan's site it's mostly stuff originally written for the go news
group rec.games.go. Whether it is worthwhile and deserves to be
immortalized here is certainly questionable but I liked it and by now
confessing that that has always been the main criterium by which I judge
any of my writing comes easy.
The first re-post was in answer to how much and if children benefit from
playing go, the question was, and I quote:
"which game delivers the highest benefit thus, the highest cost-benefit
payoff?"
Apart from the edited out first half this is an exact copy of the original.
Kids Benefit
Date: 2001-04-05 22:00:31 PST
I think there are a number of games which'll help children in one way or another. I
certainly think that go is one of them. Looking at my go class of 40+ children between
6-10 years old I can tell that children who play go about once, twice a week for one
hour or less (and like it) tend to be able to focus on a problem (be it on the go board or
in class) for a longer span of time compared to children who do not play go.
Go helps children develop an academical approach to problem solving, it stimulates to
think out a situation before letting emotion take over (which they usually do anyway,
be it an average young healthy child)
In Japan, by the way, a similar debate, which is the better game to teach a child, has
been going on for centuries between the games of Shogi (Japanese chess) and Go.
The outcome is unclear although Shogi seemingly has the upper hand for the time
being. It is very interesting to note that properly speaking Go in Japan is not referred to
as "game". Go is often mentioned in combination with "Do" (Tao/road) , meaning the
road the enlightenment or the road of becoming a better human being. That makes go a
tool to help children, no matter of what age (7 or 70), growing up, to learn to see the
difference between things which matter and which do not.
Winning was not the ultimate purpose in a game of Go, it was probably thanks to the
newspapers and other big sponsors who took over control of the go world at the
beginning of the 20th century that winning has become the top priority. To not be able,
however, to shed this commercial jacket will hamper an amateurs' progress as well as
the professionals'.
I just had to phone 4 people here (including 2 pros) to get a straight answer as to what
call go if not "game". The above mentioned "road" was the best answer and the same
person continued explaining that go holds the middle between "bigaku" (study of the
arts) and "budo" (martial arts) which brings me to the word "Kido" as the proper way
of referring to go: the way of go. This is also very close to what Wu Quin-yuan (=Go
Seigen, red.)told me (which I'll sit on for the time being for a future article :-)
Go is a wonderful tool to help polish the human mind, it's up to the person,the mind
itself, however, to make good use of it, tools can be corrupted and easily used for
dubious purposes. As tools go, however, Go/Weiqi/Baduk is of a rare high-quality and
without doubt one of the sturdiest I ever encountered.
Throughout the "Gentle Joseki" and "Daigo" article series I kept touching
on (good/bad) shape and "suji" as they say in Japan. Ten something years
ago when I just had arrived in Nagoya I was interviewed for by a local TV
station and the last question asked was: "What do you like about
go?" Everything was in English but when answering I thought to be helpful
and I said: "Well, I particularly like the aspect of "Suji" very much". The
interpreter, not a go player, was at a complete loss what to make of
this."Pieter, suji just means "shape" in English, what do you mean
exactly?"
Since I never actually had thought about an easy explanation of suji or for
that matter, I never had tried to put it in words before, I chickened out
and said: "Ask, them(pointing at a strong insei and the section chief at the
Nagoya branch of the nihon ki-in) they can tell you what I mean in
Japanese". Boy, was I surprised to find out that the insei as well as the
section chief couldn't help me out! The piece below is what I should have
told the TV people but, as usual, I only seem to be able to find a fitting
answer to questions ten years after date :(
Game
Endgame Move?
Diagrams
Game Diagram 48
White Pushes Down (and connects his stones)
Black 1 is not a bad move
in general and it is even
playable in this game.
There is however, a price
black will have to pay for
capturing one white stone
and ruining white's
territory at the side. White
can skillfully let go of a
stone in order to tie his
stones together. Here this
will probably mean that
the black stones close to
the center get isolated and
have to manage making
life on their own.
Note that white might
want to think which move
to play in answer to black
7, the solid connection at A seems natural but a white move at B is
more aggressive towards the isolated black stones. If, after white B,
black captures the ko at A white plays the perfect extension at C, this
would be very much to white's liking.
Diagram 1
more attacking groups, the hunter goes "oops" and usually blushes a
little.
(for best effect the killing move which turns the tables should be ideally
played just when your opponent is about to swallow a mouth full of coffee
or other fluid, spectacular fountain like show guaranteed)
Starting Something ?
White 12 is the kind of
move which could start
something going. It does
protect two white stones
from being captured and it
creates some cutting
potential. Keep in mind,
however, that we're still
talking about remote
possibilities, whether
white 12 was a splendid
move or not will most
likely not effect the game
much. That is, if black
won't start to selfdestruct.
Game Diagram 50
Black's Perfect Shape
Intermission
Go Seigen -the- go player of the 20th century is still living in Japan and
well protected by his manager from rude questions and or the media in
general. Thanks to an introduction and a lot of luck I could meet the gosaint once but was totally overwhelmed by Go's energy and strong mental
presence. For this reason, I very much wanted (and want!) to meet him
again.
future Honinbo + other top titles. (Rui Naiwei studied under Go Seigen
during her stay in Japan...)
Unfortunately the follow-up interview is still not realized and possibly
never will take place. Could it be because the perfect question has not
been found yet?
When I have something more to tell you about the Go-Genius I promise to
get back to you. Just out of sheer malice and a craving to tease you: I'm
still sitting on the literal text of the first interview, I've only used this
sparsely because there was a lot I didn't understand completely and I
needed some time to sort things out.
Besides Go-sensei, his wife took part in the conversation too and although
maybe not on the same go-level as the master himself, she certainly does
match Go's energy and sharp mind.
I've no idea when or/and if I ever will get around to setting all this on
paper, if not, try to obtain the video tapes made during the interview. I
promise to make a treasure-map with an "X" on it showing the place were
I buried them just before leaving for Walhalla.
Back to the game...
Peep of the Century
Well, if this isn't the peep
of the century than I don't
know what is! It might be
a reasonable move but for
now it feels fishy. Black
seems to be over eager to
make white believe that if
white connects solidly
against the peculiar peep
he is in for a lot of trouble.
This could be true, of
course, but this situation
definitely deserves some
closer attention
Game Diagram 52
White 3 Tesuji
Diagram 3
Struggle
Undoubtedly white had
read out the sequence
shown in dia 3 but it
seems white is tired of the
game and looking for a
good opportunity to
resign. Well, he could be
faking this state of mind
and try to lure black in a
sneaky trap somewhere,
couldn't he?
White 20 is questionable,
that is to say, the solid
connection is best but this
does not help white one
iota to get back in the
game so for that matter
are the game move and
the solid connection of
Game Diagram 54
Best What White Can Hope For
Let's make one thing clear
first, white is dead already
(although a few stones
might be able to escape).
If black won't make any
strange moves there's no
way on earth white can
make two eyes.
Dia 5 gives an example
where black did make a
questionable move or two.
In an actual game black
would of course take the
ko once first but in order
to stay on track let's
assume white can and did
win the ko and black has
to defend at 8. The whole
sequence feels natural but
black 12 is a bad mistake, capturing two white stones will make white
13 sente and once white gets to play 15 black only can play the ko in
order to try and kill white. This is a success for white (if black 12 just
defend against the atari by connecting his stones instead of capturing
white 13 will not be a sente move and white dies unconditionally)
Diagram 5
The Final Curtain
Maybe black was lazy or
perhaps he just doesn't
read too well, whichever it
might be instead of
capturing white whole
black cut at 31. Strictly
speaking this is not the
best move, but once again
isn't any move which
brings you closer to
victory a perfect move?
And helping black a lot it
certainly does, move 31
that is. The center white
stones are captured
unconditionally and that is
quite enough.
Game Diagram 55
You still want to know who the players were? Well, if you came this far I
guess you do:
Black: Pieter Mioch (you didn't actually think I'd post a game of mine I
lost, uh?)
White: Filip Vanderstappen, Dutch 5-dan, European rating over 2500.