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Strategic Concepts of Go
STRATEGIC CONCEPTS OF GO
by Yoshiaki Nagahara, 5-dan
in collaboration with Richard Bozulich
THE ISHI PRESS, INC.
Tokyo, Japan
1
Published by The Ishi Press Inc.
Central Post Office Box 2126
Tokyo, Japan
© Copyright 1972 in Japan by The Ishi Press
All rights reserved according to international law. This book or any parts thereof may not be reproduced in any form without written permission of the publisher.
This book and any other Ishi Press publication can be ordered from: THE ISHI PRESS, C. P. O. Box 2126, Tokyo, Japan
First Printing February 1972
Second Printing March 1984
Third Printing November 1976
Fourth Printing September 1984
Fifth printing January 1989
ISBN 4-87187-006-5
Printed in Japan
by SOKOSHA PRINTING CO., LTD.
CONTENTS
Preface
....................................…………............………....... 3
Part I The Strategic Concepts
.
.......…….................………....... 4
Chapter 1. Miai
..........................…………................... 4
Chapter 2. Aji
........................…………........................ 5
Chapter 3. Kikashi
.....................………....................... 20
Chapter 4. Thickness
......................……….................. 32
Chapter 5. Korigatachi
...................……...................... 36
Chapter 6. Sabaki
............................….……................40
Chapter 7. Furikawari
.......................….……..............46
Chapter 8. Yosu-miru
...........................……….............47
Part II Problems and Answers
..........…................………...... 59
Problems
...................................……………..................59
Answers
..................................…………….................. 90
Glossary
....................................………..................... 154
2
PREFACE
▲
The essence of Go strategy and in fact the essence of Go itself lies in the eight concepts presented in Part I of this book. An understanding of these
concepts and their interrelationship is prerequisite to appreciating the beauty of Go. However, most "kyu" players are not aware of these concepts
and many "dan" players have only a vague idea of their meaning. Furthermore, no one can advance to the higher "dan" levels without a clear and
working understanding of these concepts. It is the purpose of this book to give the reader that understanding.
In Part I, the concepts are introduced and their relationship discussed. Part II contains problems which can be solved by utilizing the concepts
presented in Part I. A serious study of these problems will in most cases result in great improvement in the skill of the reader.
This book is essentially an outgrowth of my study with Mr. Nagahara. It was written and its structure conceived by me. However, Mr. Nagahara
suggested most of the examples and the others were carefully scrutinized by him.
Finally, I would like to take this opportunity to thank Mr. William Pinckard for reading and criticising the original manuscript, Mr. Stuart Horowitz
for typing and proofreading the manuscript and The Nihon Kiin whose help and encouragement have made this book as well as all the other Ishi
Press books possible. Tokyo, September, 1971 Richard Bozulich
3
PART I - THE STRATEGIC CONCEPTS
CHAPTER 1: Miai
▲
Miai means "seeing together". It refers to two points which are related in such a way
that if one of them is occupied by a player, his opponent can handle the situation by
taking the other.
Dia. 1
With 1, White plays at the central point between the two Black stones at hoshi. This
creates a miai situation. That is, if Black plays tsume at ‘a’, White will extend to ‘b’, but
if Black plays tsume at ‘b’. White will extend to ‘a’. The two points, ‘a’ and ‘b’, are
called "miai" because if Black occupies one of them, White must occupy the other.
Dia. 2
The sequence in this diagram is a well-known joseki. After Black 9, White can leave the
situation as it is because there is no need to worry about the life of his group of four
stones. Should Black attack the White group with the tsume at ‘a’, White can make life
in the corner by playing at ‘b’. On the other hand, if Black attacks from the other side by
playing the osae of ‘b’. White can make life on the side by extending to ‘a’.
Dia. 2
An important point to notice about miai is that the two moves involved are often not
urgent. That is, they are in a state of equilibrium. In Dia. 2 for example, it is not
necessary for White to rush to play either ‘a’ or ‘b’ since either point will give him life.
As for Black, it would be hard to decide which point to play early in the game, ‘a’ or
‘b’. Hence, Black should defer playing either of these two points until the surrounding
situation becomes more defined, allowing a rational choice to be made.
Miai is an important concept in Go strategy and functions very intimately with the other
concepts, especially aji which will be introduced next. In the course of this book, many
examples of miai will be encountered and its strategic significance will be more fully
discussed in those places.
Dia. 1
4
CHAPTER 2: Aji
▲
Aji literally means taste; taste in the sense of food which may taste good or bad. Hence, in Go there are such expressions as "aji ga warui" (taste is bad)
and "aji ga ii" (taste is good).
One of the characteristics of taste is that it lingers. It is this lingering quality which is really referred to when the word "aji" is used as a term in Go.
In Go, aji refers to a condition, whether good or bad, inherently lingering in a group of stones which offers potentialities for future play. This latent
potential need not and usually should not be used immediately because this results in "aji keshi" (elimination of aji). Rather, it should be observed and
studied as the game develops in surrounding areas, so that at the right time the aji can be utilized with the best effect.
In other words, aji is not a precisely defined way of playing with a fixed result, but is a future potentiality which may or may not materialize. In a sense, it
is like thickness. Thickness is not territory, but it has the potential to produce territory. But, even if thickness is not realized as territory, it will have an
effect on the game and, because of its presence, can cause territory to be formed elsewhere. By comparison, although the aji of a certain situation may
never be realized, its existence will always have an effect on the direction of the game.
To make an analogy with war, aji is like a reserve army in the rear. Throughout the battle, even though it may never participate on the front lines, the
enemy must keep considering its possible entry into the battle.
It is because of this lingering and (to one’s opponent) annoying aspect that professional Go players avoid like the plague moves which result in aji keshi.
The paradigm, "Don’t burn your bridges behind you," can be applied to Go in the sense of leaving all possibilities (aji) open just in case they may be
needed at some future time.
When Black has a stone at hoshi (the star
point), it is natural that he adopt a strategy
which emphasizes central development.
However, the placement of a stone on hoshi
leaves behind the aji of an invasion at ‘a’
which will allow White to wrest the corner
area away from Black.
The sequence from White 1 to
Black 12 shows one kind of joseki
in which White secures life in the
corner. However, Black has, as a
result of this sequence, been able
to form a thick wall on the outside
and even though White can retain
sente, the result is considered good
for Black.
Dia. 1
Dia. 2
5
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