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Dan Problems Made Easy
   

rubilia: Since the goproblems.com interface doesn't provide wiki-editable solution attemps with board situation depending context, I'd like to introduce my idea of browsing go problems as well as to come up with a first example problem here (yet to be done).

I am not sure if the page title is appropriate, maybe it should rather be called "multi-level problems" or "multi-level tsumego".



Update sept 2004: Supposedly, I won't realize this idea completely in the near future. After all, it's still inferior to what could be achived by an xml-based successor of sgf (when started to get used, finally). However, a first glance of this concept you can find at Tsumego From Games 41 / Attempts.



Imagine a format showing the interactive board as the central part of each problem, with enough space for the context beneath, that is: questions and comments concerning a particular move are attached to the corresponding board view.

Instead of discussing a 10 moves deep variation in one single lengthy text, the remarks or questions can simply be added along the moves (wherever useful), like it's usual in sgf files. Other people then are allowed to answer to any of these remarks at itīs actual place, and to illuminate alternative moves they consider to be better - without (necessarily) deleting the worse one. To see what happens on deviating paths is something that I regard to be of outmost importance to understand "higher level" problems (as far as possible).

Where the follow-up of a move is not worth to be spread out, it's result may be included in that move's comment (e. g., "The snapback at f doesn't protect the cut either."), but NO follow-up may be given simultaneously in one diagram (--> no numbered stones). Also, each contribution shall refer to the corresponding board view only.

Supposedly, some basic structure is advantageous. For a better readability, only lower case letters should be used as move markers. The top comments preferably (by convention) could deal with what is refered to as the "correct" move (or moves, if there are more than one good ones), given by the initiator or other confident players. A solution of high-dan tsumego often ends at a state which weaker players still consider to be a problem. So, less sure deshis, even beginners, may put move suggestion markers into the diagram and contribute their ideas and questions beneath, too.[1] It seems more interesting to me not to distinguish between "right" and "wrong" moves in the first place, but to let various people gradually evaluate and discuss the pros and cons of each move. A move which is perfect to a professional can be plainly disastrous to a kyu player.

The page containing such a problem will be rather big. (Or should it be even split into one (sub)page per game tree node?) However, because each single comment is related to a particular board situation (or node in the game tree, respectively), the whole discussion remains easily browsable, no matter how bloated it is.



[1] According to the common tsumego conventions, the hidden part of the board is not taken into account. There's hardly any problem where, embedded in any real game, no Tenuki at all is feasible (maybe in some weired whole-board problems it is). Although "approved solution" sequences usually end by moves significantly dropping down the temperature, ending moves can be chosen quite arbitrarily. Even very small yose moves happen, after all. A stronger player just won't continue when having understood the rest of the solution.



This is a copy of the living page "Dan Problems Made Easy" at Sensei's Library.
(OC) 2004 the Authors, published under the OpenContent License V1.0.