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Joseki Heuristics
  Difficulty: Advanced   Keywords: Opening, Joseki, Theory

Joseki is defined elsewhere, as is heuristic (briefly: an empirically derived technique, not proved by theory). A Joseki Heuristic is a guideline for playing joseki when one is unable to remember or has not learned a joseki line of play; or (just as valuable) for what to do when an opponent departs from a known line of joseki play.

This page is under development and thus is more of a discussion for the time being[1]. Please contribute.

Bob McGuigan: 1. Many joseki sequences end up with one side getting territory and the other influence or power. So if you get both territory and power or your opponent does then probably someone made a joseki mistake.

Hu: 2. Get life, Get power (influence, strength), Get territory.

3. Make a move to settle your shape as a first guess.

4. Run out to live as a second guess.

5. Attack, as a third guess.

6. Don't get sealed in, if you can help it.

7. When it is:

1-on-1: you may tenuki.
2-on-your-1: don't tenuki.
3-on-1: may tenuki, really try to.
4-on-1: always tenuki.

8. If a move should be punished, punish it right away.

9. Make good shape in the right direction. (-- steelhead)


[1] Bob McGuigan: This page was referenced on Hu's homepage but hadn't been started. I interpreted that as a request on Hu's part for some discussion of this topic. If I'm wrong, Hu, please feel free to delete my contribution. I'll start off with an easy heuristic.

Hu: Thanks for getting me going on the topic. I've been meaning to for some time.



This is a copy of the living page "Joseki Heuristics" at Sensei's Library.
(OC) 2003 the Authors, published under the OpenContent License V1.0.