Last week, we mentioned how ...

By Rob Van Zeijst

Last week, we mentioned how Meijin title holder Cho U smiled when he was confronted with a serious problem in his game. That is the mind-set of a great champion--they see such a problem as a challenge, not an obstacle. How about you? When you see a problem, does your mind close down, or do you become excited? Although attitude has much to do with past experience, it may also account for how well you cope with a problem. A problem may seem more difficult if you believe you cannot solve it. On the other hand, you will gain mental toughness if you believe you can.

Tsume-go

Attempting tsume-go (life-and-death) problems will train and toughen the mind to deal with situations you encounter in actual games. Through concentration, imagination, visualization, practice, positive mind-set and perseverance, you will be able to solve almost any problem. The application of these techniques and approaches is not limited to go--you can use them in just about any field. In the Problems section, you will find new challenges.

Diagram 1: As stated before, the third line is to make territory and for extending to make a base, while the fourth line is to expand a framework. However, the third line is also associated with "heaviness" while the fourth line is thought to be "light." Heavy implies stones that are difficult to move, while light means that stones can move quickly. In this diagram, Black cannot fully extend to either side to make a base but he still wants to split the White position. In that case, it is better to play at 1 on the fourth line than at A, because it is easier to move out into the center.

Diagram 2: In this game between two top pros, the moves through 19 seem OK. The right side is the widest open space and White must play somewhere there. The first thing that comes to mind is A, making miai of extending to 23 and 20 to make a base. However, Black will make an ideal extension to B, followed by white 20 and black 21. White 20 is an interesting move. Black 21 is almost imperative, so White gets to extend to 22, inviting black to play at 23, and then reinforcing at 24. This shape is much lighter than white A and 20, even though White does not have a firm base.

Solutions to last week's problems

Solution 1 (White 10, not shown, connects at 1): After white 6, Black plays at 7 and 9 and White captures with 8 and connects with 10. Black 11 then captures the marked white stone in a ladder, a bad result for White.

Reference 1: If the ladder is bad for White, in response to 1 and 3, White will be obliged to play 4 through 8. After 9, White has two cutting points and a defensive move at A should be played as soon as possible.

Solution 2A (White 6 connects at 1): In response to black 1, why should White avoid playing at 2? If he played there, Black would play at 3 and 5, then continue the ladder with 7 and so on. In the sequence through 25, all of White's stones would be captured.

Solution 2B: Instead of this, White replies at 2. However, in the actual game, Black continues the ladder with 3 onward anyway. White escapes with 22 and 24 but black 25 captures five white stones, kills all of the marked white stones and sets his own marked stones free. This is worth more than 60 points and Black wins this game easily.

Problems

Problem 1: Where should White play to kill the entire black group? Advanced players should think more deeply to discover the full extent of this problem.

Problem 2: This is a famous problem. Where should Black play to set his two marked stones free?

Problem 3: This is another problem that focuses on the mind's blind spot (just like Problem 1). Can Black keep his stones alive? Where should he play?

Van Zeijst is a four-time European go champion, and European representative at the Fujitsu World Championship.

By Richard Bozulich

By Rob van Zeijst