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LGGUOSFIG

Strategic Fundamentals In Go

167 Seiten, kartoniert, Yutopian, 1983

20,00 €
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Strategic Fundamentals in Go is the first book of its kind to offer a Chinese perception on the fundamentals of strategy in go. The author, Guo Tisheng (1907-1989), was a renown Chinese player and the teacher of many famous players, including Nie WeiPing.
In this book, Guo talks about ten important lessons in go, namely, sente vs. gote, big vs. small points, attack vs. defense, life vs. death, big vs. small territories, saving vs. sacrificing stones, light vs. heavy shapes, slack moves vs. urgent points, standard moves vs. flexible variations, and persistence vs. playing safe.
These ten lessons cover the many conflicting situations that are frequently encountered when playing go. Sente allows a player to maintain the initiative, but it gives his opponent an opportunity to counterattack; gote on the other hand, forsakes the initiative, but it builds a solid foundation for future attacks. Light moves are flexible, yet they sometimes form loose shapes; heavy moves are inflexible, but they are solid. Thickness leads to profit, but there is a danger of forming overdeveloped shapes; thinness is weak, but more flexible. Making life is safe, yet one loses sente; leaving a precarious group unattended is dangerous, but one gets sente. Thus, the key issues of initiative, profit, safety, and the life and death of groups must all be harmonized within one global, strategic framework. When separated from this global framework, these issues lose their meaning, and the game loses direction.

With the aid of many illustrations, this book helps the reader to master these issues and become a stronger player.
Strategic Fundamentals in Go is the first book of its kind to offer a Chinese perception on the fundamentals of strategy in go. The author, Guo Tisheng (1907-1989), was a renown Chinese player and the teacher of many famous players, including Nie WeiPing.
In this book, Guo talks about ten important lessons in go, namely, sente vs. gote, big vs. small points, attack vs. defense, life vs. death, big vs. small territories, saving vs. sacrificing stones, light vs. heavy shapes, slack moves vs. urgent points, standard moves vs. flexible variations, and persistence vs. playing safe.
These ten lessons cover the many conflicting situations that are frequently encountered when playing go. Sente allows a player to maintain the initiative, but it gives his opponent an opportunity to counterattack; gote on the other hand, forsakes the initiative, but it builds a solid foundation for future attacks. Light moves are flexible, yet they sometimes form loose shapes; heavy moves are inflexible, but they are solid. Thickness leads to profit, but there is a danger of forming overdeveloped shapes; thinness is weak, but more flexible. Making life is safe, yet one loses sente; leaving a precarious group unattended is dangerous, but one gets sente. Thus, the key issues of initiative, profit, safety, and the life and death of groups must all be harmonized within one global, strategic framework. When separated from this global framework, these issues lose their meaning, and the game loses direction.

With the aid of many illustrations, this book helps the reader to master these issues and become a stronger player.

Weitere Informationen
EAN 9781889554501
Gewicht 212 g
Hersteller Yutopian
Breite 10,4 cm
Höhe 16 cm
Medium Buch
Erscheinungsjahr 1983
Autor Guo TishengLu Wen
Sprache Englisch
ISBN-10 1889554502
Seiten 167
Einband kartoniert
005 Preface
009 Sente versus Gote
023 Big versus Small Points
034 Attack versus Defense
074 Life versus Death
100 Big versus Small Territories
108 Saving versus Sacrificing Stones
117 Light versus Heavy Shapes
127 Slack Moves versus Urgent Points
136 Standard Moves versus Flexible Variations
147 Persistence versus Playing Safe
164 Index
Go is a mental competition that uses black and white stones to simulate a war between two armies. The game is played on a grid of intersecting lines, and each player, in turn, is free to place a stone on any unoccupied intersection. Once the stones are placed on the board, they are there to stay. The aim of the game is not to capture the king (as in chess) or the general (as in Chinese chess), but to secure territory. This is the main difference between go and the chess-like games. This unique characteristic results in conflicting situations that occur frequently in every game.
The game is divided into three phases: the opening (fuseki), the middle game (chuban), and the endgame (yose). Even tough there is no clear-cut transition from one phase to the other, each phase will invariably present situations where the players will have to decide between two conflicting courses of action. For example, whether to take sente or gote, whether to take a big point or a small point, whether to attack or defend, whether to make life or not, whether to build up a moyo or go for influence, whether to save stones or sacrifice them, whether to make a light shape or a heavy one, whether to play at the urgent point or elsewhere, whether to make the standard response or play a sound variation. Although these conflicting situations have different characteristics, they all share some degree of interrelatedness, which makes it difficult to treat any one of them in complete isolation.
There are 361 intersections on the board. This means that from a mathematical point of view there are 361! (361 x 360 x 359...) possible outcomes. This astronomical number shows the high degree of complexity and the vast number of variations that can exist in a single game. To master go, therefore, players must be able to harmonize their overall strategy with the decisions they take in resolving the conflicting situations mentioned above. The degree of success in applying this concerted action will largely determine the outcome of a game.
Let's review briefly some of the conflicting situations to give you a sense of what is meant. Sente allows a player to maintain the initiative, but it gives his opponent an opportunity to counterattack; gote, on the other hand, forsakes the initiative, but it builds a solid foundation for future attacks. Light moves are flexible, yet they sometimes form loose shapes; heavy moves are inflexible, but they are solid. Thickness leads to profit, but there is a danger of forming overde-veloped shapes; thinness is weak, but more flexible. Making life is safe, yet one loses sente; leaving a precarious group unattended is dangerous, but one gets sente. As you can see, the key issues of initiative, profit, safety, and the life and death of groups-issues that come up often in every game-must all be harmonized with your global strategic view. When separated from the global view, these issues lose their meaning, and the game loses direction.
Players who remember to keep the whole-board position always in view and who apply the principle that the local situation must always be subordinate to the global one will find it easy to resolve the major conflicts in each game. If two or more conflicting situations arise at the same time, players must try to identify the primary one. Only by proceeding in this way will all problems be resolved easily. There is a saying in go, "One bad move costs one the game." Hence, each move must be played with the aim of resolving the primary conflict within the global point of view, any action inconsistent with this objective is meaningless.
Although go is a complex game, there is a way to master it. But success at mastering go depends entirely on one factor: the willpower of each individual player to succeed. The old saying, "If there is a will, there is a way," is as true in go as in other aspects of life; and the ability to attain the more advanced levels of expertise is within the reach of everyone. The important point is whether the player has the desire to learn. Remember, no one is born a good player. Advanced players reach their levels of expertise through repeated practice and hours of study.
Learning go is like learning anything else: it becomes a reflex of the brain after an objective inspection of a situation. Whether a player can play up to his potential depends on the degree of harmony he can reach between his subjective decisions (thus his subsequent actions) and the objective inspection of any given situation. Acting on his objective observation of a game, a player will decide whether to save or sacrifice stones, whether to attack or defend, and so on. One is successful at go to the extent that subjective behavior concurs with objective behavior, that is, if the conflict between the two is resolved. If it isn't resolved, then one fails.
Another indispensable factor that a player must have when he makes an objective inspection of the situation is an ability to understand his opponent's in-tentions. Sunzi says in The Art of Warfare, "Knowing one's enemy like oneself wins all battles." Once his analysis is complete, a player must act decisively and with authority. He must play down-to-earth, proper moves, and he mustn't rely on luck or shortcuts.
With the aid of many examples, this book discusses the ten most common conflicting situations encountered in playing go. Chapters 1 and 2 emphasize the fundamentals; Chapters 3,4,5, and 6 look at tactics; Chapter 7 talks about shape; Chapter 8 deals with priority in moves; Chapter 9 treats flexibility; and Chapter 10 discusses positional judgment.
We would like to express our gratitude to the players and coaches throughout the country who offered us invaluable comments and suggestions in the preparation of this book.

Guo Tisheng, Lu Wen Beijing, 1983, preface