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KanazawaProblem13

 

Kanazawa Solution 13
Path: KanazawaSolutions   · Prev: KanazawaSolution12   · Next: KanazawaSolution14
    Keywords: Problem

Authors:

Main line: HashimotoUtaro 9p
Variations: DieterVerhofstadt 1k, Bill Spight


[Diagram]
Diag.: White lives

This problem already appeared on rec.games.go resulting in an argument on whether seki is life or not. I hope we are not going to have that discussion here. So, White can live in seki, but that is not the main line given in the book. Anyway, White has to start with 1. There are a lot of interesting variations.


[Diagram]
Diag.: Main line

If Black tries to save his monkey jump marked stone. White throws in at 3 and creates damezumari at a with 5. If Black resolves the damezumari with 6, White plays 7, making miai of b and c.

We will gradually investigate the alternatives back to 1.


[Diagram]
Diag.: Variation 1

Depending on the situation at the upper side, Black can choose not to resolve the damezumari, but instead play 6 here.


[Diagram]
Diag.: Variation 1 (cont)

White 3 captures 4 stones, and Black throws in again at 2.


[Diagram]
Diag.: Variation 1 (cont)

White connects, and gets one eye, and if Black maeks the other one false with 3, White runs away with 4. There seems to be an unwritten convention in life-and-death problems that to escape is to live. If Black is strong in the environment of 4, however, he can kill White, so one has to bear in mind that the status of the white group heavily depends on the upper side conditions.



[Diagram]
Diag.: Variation 2

This is the variation in which Black permits his monkey jump to be cut off by playing 2, and it results in seki. White 3 is important. The rest of the moves is more or less forced. 8 and 9 complete the shape. White has all of her stones in one chain, so in order to capture them, Black has to play either a or b. In both cases a live "bent four" shape results. So Black will play neither of them, giving seki.


[Diagram]
Diag.: Variation 2 (mistake at 3)

White 3 in the above diagram is important for the shape created. If White carelessly plays sagari at 3, Black kills at 4.


[Diagram]
Diag.: Variation 2 (mistake at 3)

(10 recaptures at 8)

Black 4 here is probably even better for killing White.



[Diagram]
Diag.: Variation 3

If Black answers 2 here, White doesn't make a fool of herself and she lives with 3 and 5. Playing 3 at 4, instead, would enable Black to make seki.



[Diagram]
Diag.: Variation 4

If Black 2 at 3, White 3 at 2 reverts to Variation 2. If Black 2 at 4, White 3 at 2 reverts to Variation 1.
Of course, Black prefers this way of allowing White life. ;-)



[Diagram]
Diag.: Wrong

(10 at 7) The points 1 and 2 are both vital points in this position and if White rushes to take one, Black takes the other. Here, throwing in as before with 7 doesn't work any more.



[Diagram]
Diag.: Wrong (ii)

White 1, Black 2, and it's all over.



Problem 14
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This is a copy of the living page "Kanazawa Solution 13" at Sensei's Library.
(OC) 2003 the Authors, published under the OpenContent License V1.0.