A lot of confusion and mystery surround a player...
By Rob Van Zeijst
A lot of confusion and mystery surround a player who completely dominated the go world after World War II, beating every opponent hands-down in juban go series, a series of 10 games either with the same opponent or with a team of opponents. Although at his peak about 50 years ago, Seigen Go commands the respect of all top players whenever he appears in public even now. His is a tale that reads like a suspense novel and includes diplomatic confrontation between China and Japan, the adoption of Japanese citizenship twice, statelessness and a change of name in between, membership of a neo-religious group, and intrigue with the resignation of the then president of the Nihon Kiin and rivalry between major newspapers in the nation. You can read the entire story in The Go Player's Almanac, published by the Kiseido Publishing Co. in 2001.
For real go buffs, there is an interesting story about the outcome of a game between Go and Kaoru Iwamoto. The first game of their juban go in July 1948 had a result as announced by The Yomiuri Shimbun: White won by one or two points. The confusion arose because of an ambiguity in the rules, which the referee could not resolve. Several days later the game was pronounced a one-point win by White, but under current rules the difference would have been two points. In addition, the game featured no komi, the 6.5 points White receives as compensation for Black's first-move advantage.
Diagram 1 (1-34): Before having a look at the game, please try to appreciate the psychology of a match over 10 games, each played over three days. Go had never been defeated in a juban go, but his opponent Iwamoto had just captured the Honinbo title, the most important title. It is hard to describe Go's style, but one characteristic is that he always keeps the bigger picture in mind while reading out long and complicated sequences. At the same time, Go seemed to be able to complicate things when behind and stay calm under the most trying conditions on the board.
The game becomes interesting when Go plays 32. How will Iwamoto (Black) respond? Will he run out with his weak group or make eyes? He does neither and decides erasing White's potential on the left is most urgent and plays 33. However, how should he then deal with move 34?
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Diagram 2 (35-67, White connects with 44 not shown): Black skillfully sacrifices 35 and escapes with 37 through 47. However, White builds influence, which Black tries to neutralize with 67. Note White can connect with A or escape with B.
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Diagram 3 (68-100): With a few moves at 70, 72, and 83, White manages to stake out a large center. On the other hand, he lets Black get away with murder (of the marked white stones, that is). As compensation, White invades and makes a comfortable life in the top right corner. The game is very close, but it seems hard for White to make enough points in the center.
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Diagram 4 (101-150): It is surprising White forces the endgame sequence 4 through 7 so early. On the other hand, it is difficult to predict what happens when Black would play at 4 instead of at 3. If White answers at 6 to make his group alive, that would mean a difference in the final outcome of the game and Black would have won. It is, however, likely White would have seized the opportunity to start a ko at A throwing the game in confusion.
White 12 is a clever move--see Reference 1--destroying Black's territory at the top. White 26 indirectly defends against B. If Black plays here, White cuts at 48 and makes a large center territory. After the combination 50 through 60, White can play at 62 and take a slight lead. The rest of the moves are omitted.
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Reference 1: In response to White's marked stone, if Black descends to 1, White will force 2 through 7, then play the sequence through 16. Black's marked stones are in trouble.
Reference 2: This is the final position in the lower right quadrant. Iwamoto maintained he did not need to capture the marked stone with A because he had more ko threats. Under current rules Black needs to capture the marked stone at the end of the game, but an obscure bylaw, which had not been revised since the Meiji era (1868-1912), ruled Iwamoto was correct. Still, it did not change the winner of the game and Go went on to win the series 7-2 with the remaining game a jigo (a draw).
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Van Zeijst is a four-time European go champion and European representative at the Fujitsu World Championship.