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Attack and Defense (Elementary Go Series Vol. 5) PDF

250 Pages·2003·4.41 MB·English
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Elementary Go Series, Vol. 5 ATTACK AND DEFENSE by Akira Ishida and James Davies THE ISHI PRESS, INC. Tokyo 3 Caution At several places, such as the ends of Chapters Two, Five, and Six, we have included rather long sequences from professional play. We put them in because we thought the reader might like to see how professionals use the techniques being discussed, but if he finds them uninteresting or incomprehensible, he may skip past them without breaking the continuity. Reminder Go is a game; you are free to devise your own strategies and play wherever you want. If you win - fine; if you lose - so what? The more experiments you try, the more interesting the game becomes. This book will show you plenty of good moves, but we do not mean to imply that they are the only good moves, or that you must bind yourself to them. We encourage every reader to develop on his own. Acknowledgements Our thanks to: Richard Bozulich of the Ishi Press, without whose encourage- ment and prodding we might never have finished. John Power, for proofreading and stylistic improvements. The many professional players, living and dead, from whose games we have borrowed without always giving credit. The Nihon Ki-in, for the use of their facilities. Tokyo, Japan Akira Ishida December 1979 James Davies 4 TABLE OF CONTENTS Chapter One . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Territory and Power Chapter Two ........................ .......... 21 Attacking Strategy Chapter Three . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58 Attacking Moves Chapter Four . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . 86 Defense Chapter Five . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110 Forcing Moves Chapter Six . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . 130 Inducing Moves Chapter Seven . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . 142 Reducing and Invading Large Frameworks Chapter Eight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174 Invasions into Three-Space Extensions Chapter Nine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198 Ko Fights Chapter Ten . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 208 Problems Guide to Further Study . . . . . . . . . . . . . . . . . . . . . . . . . . . 250 5 Chapter One Territory and Power Attack and defense provide most of the excitement in go. If stones could not be captured and groups killed, the game would be dull indeed. Go players are supposed to be a rational, calm, calculat- ing lot, but that does not step them from enjoying the thrill of attack- ing and watching their opponents wriggle and squirm. It could even be argued that go appeals to the same human emotions as do hunting and warfare. Strategically as well as emotionally, attack and defense are of great importance in go, especially in the middle game. They are, in fact, so deeply involved with the middle game that it would be diffi- cult to consider the one without considering the other. Before getting caught up in the subject of attack and defense, accordingly, we ought to make sure we know what the basic purpose of the middle game is. It is not to attack or to defend; these are means rather than ends. It is to be found, instead, in two fundamental balances, which also corre- spond to human drives: the balance of territory and the balance of power. The Balance of Territory By the balance of territory we mean the balance of definitely controlled areas - the territory that Black has secured so far as op- posed to the territory that White has secured. Is this balance impor- tant? Yes, because whoever leads in it at the end of the game is the winner! The balance of territory in the middle of the game is less de- cisive, but it is still important. Since go is a territorial game, the bal- ance of territory is always a primary factor. 6 And since go is a strategic game, knowledge of the balance of territory is a primary factor in planning strategy. Knowing how you stand in the balance of areas secured so far tells you what you have to accomplish in the areas of potential territory and no-man's-land - it clarifies your goals. Knowing your goals greatly increases your chances of finding a winning strategy. Professional players in seri- ous games keep a constant watch on the balance of territory, some- times evaluating it at almost every move. We do not suggest that you go that far - you should not distract yourself in the middle of a fight- ing sequence by worrying about unrelated territorial questions - but whenever the fighting dies down and you find yourself wondering what to do next, it is a good idea to start by estimating the balance of territory. That raises the problem of how to estimate it. Since the bound- aries of most territories tend to be somewhat unsettled during the middle game, an exact numerical value will be hard to obtain. One can try to make reasonable conjectures about what will happen in the endgame and thus determine a precise value for each piece of territory, perhaps using certain averaging techniques, but this is hard for even a professional to do accurately, and the exercise is unlikely to be worth the time required. That leads one to make rough estimates of territories, to what looks like the nearest multiple of five-ten points here, thirty-five there, etc. This method can be useful, but it is still time-consuming and its accuracy is not too much to be relied upon. A few bad esti- mates can distort the total balance by ten to twenty points, or more, and a numerical estimate that is that far off is not worth much. The simplest way to estimate the balance of territory, and the way we want to recommend for the middle game, is to match the black and white areas against each other directly. `This black territo- ry is about the same size as that white one; that black territory is as big as those two white ones put together,' and so on. This method is quicker than any numerical method and is accurate enough to steer one away from gross strategic blunders, which is all that is required. 7 Take the game in Dia. 1 for example. It is Black's turn, and con- sidering the relative positions of the triangled stones a move like A or B seems appropriate. A hasty player would probably play at one of these points. What happens, however, if Black estimates the bal- ance of territory? The upper side is divided in half. Black has the right half, and if we grant White control of the left half, these two areas roughly can- cel. White has a small territory in the lower right and a framework in the lower left. The latter is no-t absolutely secure, but let's not quib- ble about that; let's turn to the white group in the lower right center. It is dead; White would have trouble making even one eye, let alone two. Since a point with a prisoner on it counts double, this piece of black territory is almost twice as big as it looks, and almost twice as big as White's holdings in the lower right and lower left combined. Black has a large territorial lead. With that comforting knowledge to guide us, let's begin consid- ering Black's next move. How about Black A, or Black 1 in Dia. 2? 8 This is a fighting move, and if Black plays it White may fight back by jumping to 2. With a solid white wall off to the right, it is not inconceivable that Black might end up being captured in a big way. The fact that he won the encounter in the right half of the board does not necessarily mean that he will win this one too. This line of play involves all sorts of tactical risks, and if Black adopts it there is a very real chance that White will stage an upset. The same goes for Black B in Dia. 1. What then should Black do about his triangled stone in Dia. 1? Well, since he already has a big territorial lead he can afford to sacrifice it. He can do that with Black 1 and 3 in Dia. 3. If he keeps on in the same spirit with 5 and 7 he gains territory in the center to compensate for the stone he has lost. His territorial lead remains about the same. If he avoids fighting and plays like this, he can hardly lose. There is a Japanese saying that `a rich man shouldn't pick quar- rels.' The player who leads in the balance of territory should try to stabilize the game by playing safe and simple. It is his opponent who will welcome combat. 9 Next let's examine the position in Dia. 4: White to play. Who is leading in the balance of territory this time? What should White do? Consider White A and B. White has nothing to compare with Black's large territory in the upper left, so Black leads in territory at the moment. Can White even the balance by cutting at A, i.e. at 1 in Dia. 5? Black will force him through 11, then defend the lower side at 12. How do Black's and White's territories compare now? The large one White has just made on the right side is about equal to Black's large one in the upper left (count and verify if you wish), but Black's upper right corner is big- ger than White's small upper-side territory, Black's left-side territory is bigger than White's left-side territory, and Black's lower side is, after 12 in Dia. S, bigger than White's lower side. Black has a con- siderable lead. It seems that if White lets Black defend the lower side at 12, he cannot win. If Black has any vulnerability in this game, it is his group in the lower right, which is large but open at the bottom, and lacks definite eye shape. White's only chance lies in taking advantage of its weak- 10 ness, not in a minor way like cutting at A, but in a major way, like invading at B. From B White can escape to either the right or the left. Dia. 6. This position is from one of the Japanese author's games, and the sequence shown is the one actually played. White invaded at 1. Black let him out to the right, sacrificing two stones in order to play 10 and 12 in sente, then defended at 14, but White 15 meant that he still did not have two sure eyes, so he could not stop to con- nect against A. White's invasion was a success. A few moves later White went back to cut at A, and what with the profit taken on the lower side, the game became reasonably close. Black was still ahead, but his group was still weak and White was able to chase it toward the left, then make a move that threatened both it and the lower left corner. Black, under pressure, defended incorrectly and lost the corner. White's strategy was rewarded with victory. 11 Fight, invade, and try to generate confusion - the strategy to fol- low when one is territorially behind is exactly the opposite of the strategy for when one is ahead. Estimating the balance of territory and choosing one's strategy accordingly is not difficult, but many players fail to take this step. The reason may be that they are just too caught up in the excite- ment of the game to stop and consider what is actually happening, but perhaps they are also in the grip of primal human urges. Natural- ists tell us that most animals, man included, have a territorial in- stinct. Much human history can be viewed as a struggle for territory. Men have always been most aroused when their home territory was threatened with invasion. We can see these instincts at work on the go board, too. At one extreme we have the player who is so jealous of his own territory that he protects it against the slightest incursion; who con- stantly forgoes attack in favor of defense; who loses through timidity. At the other extreme we have the player whose jealousy engulfs the whole board; who tries not to let his opponent have any territory at all; who usually ends up losing large groups of overextended stones. These people are deluded. They understand the concept of `territory', but they lack the faintest inkling of the meaning of `balance'. The Balance of Power We have already observed that the balance of territory in the middle game is not decisive. It is constantly shifting. What governs the way it shifts? The two players' skill or otherwise is one obvious factor, but that being equal, the way the balance of territory shifts is governed by what we shall call the balance of power. The player who leads in the balance of power is the player whose groups are stronger, or placed where they exert more influ- ence. This player finds it relatively easy to enlarge his own territo- ries, reduce his opponent's, and take the initiative. He can play with freedom. His opponent, whose groups are weaker or more surround- ed, is more often forced to give way and defend, and finds it difficult to extend his areas or take the initiative. If the balance of territory 12

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