:: Igo Hatsuyôron 120 (2015)

Variations of the Professional Solution

VARP


Ko:

: ( 732)
Black might try to fight the ko on the left side, instead of continuing with the usual endgame sequence in the top left corner.

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Black will wish to not have played the guzumi exchange early in the game (with ); was at ). Please assume , as substitute for the moves of , , played now as a ko-threat.


Ko: ; ; ; ; ;

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White has several ko-threats on the left side that threaten to get a second eye there.

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Black can use only those moves as ko-threats that threaten to gain more than enough points to compensate for his loss in the top left corner, due to the unfinished endgame sequence there.

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We will end our investigation here. The outcome of the ko now depends on Black's ko-threats in the top right corner, and White's ko-threats in the top left corner. But the value of Black's threats against White's top right corner will decrease quickly, probably soon reaching the critical value necessary to overcome White's lead after ending the ko, and the potential territorial loss in Black's upper left corner. So, we would like to assume that it is more likely that White will win here eventually.

Please note that White has let slip two moments to pre-empt this unnecessary, and complicated, development, by not playing on the guzumi-point earlier. Despite the motivation for Black's simple atari-connecting move is not as trivial as it looks like, it might be superfluous to go any deeper here. In Tsume-Go, an unconditional solution always takes preference over a conditional one. So White should not have played the atari inside the nakade from the very beginning.

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