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Monkey Jump
Path: Endgame · Prev: SmallEndgamePlay · Next: EndgameClamp
Difficulty: Beginner Keywords: EndGame
A monkey jump (Japanese: saru-suberi) is a large-knight jump from the second line to the first line into the opponent's would-be territory, reducing it by a considerable amount. The stone on the diagram cannot be cut off. If White has a large territory to the right, the move can't be ignored and has to be replied to. A monkey jump is proverbially worth 9 points in sente, although the exact amount depends on the position, and it may very well be gote. In some cases a small jump to a is reasonable as well. This is sometimes known as a small monkey jump. Sente or Gote?
In the diagram above,
But Black can play better than this, as shown in the next diagram:
Later, White will probably get this exchange in sente. But this is still a gain for Black. See Value of a monkey jump for a detailed discussion.
If the marked stone is one line higher, as in this diagram, Black can keep sente with this simpler (and better) line, as White needs to defend the cutting point at a. Monkey Jump FailureThe stone on the second line has to be strong. e.g. monkey jump (Black a) doesn't work here because of the weakness at b.
White can play at See also Endgame Tesuji 4 for a more subtle case where the monkey jump is not an outright failure, but clearly suboptimal.
Malweth I also saw a Monkey Jump failure in one of my current DGS games:
Here I cannot respond at 'a' because white can connect via 2. If I play Ba,
The Monkey Jump into a High Position
What's White's proper defense here?
Chris Hayashida: What about
It looks suprising, but
Therefore, Black should play as follows:
In an actual game Black should be satisfied by the exchange of the marked stones and keep the plays 1 through 10 in reserve. There is no need to play them out immediately.
WTD: I believe Black's play in 'Correct sequence' above, is not optimal. If
The full sequence is shown in 'Better Black reply'.
However, if White plays kosumi in response to the monkey jump as here, Black must play
Relevant sequences are shown (and tested) for a narrower, but very similar position, at goproblems.com in problems Alternative to the monkey jump
If White has far superior ko threats, then this sequence can be expected. So the monkey jump is better by 2 points. (The two points marked with a Square).
If Black can win the ko, White can reply like this, essentially reverting to the original monkey jump diagram. So the one-space jump is never better. (This may, of course, be different in other circumstances.) (White 11 connects at c.)
Harpreet: If I'm not mistaken, black would play like this if there are enough ko threats for him. 5 at 6 is not possible. How to stop the Monkey Jump
The correct White response to
WTD: In 'Monkey Jump Workshop' by Richard Hunter, c is generally dismissed as a reply to the jump, because it loses points unnecessarily. I don't think it should be considered unless special circumstances apply, such as the invader exploiting a gap in the defenders formation, or forming a separate live group.
You should try to read out the answer precisely, as you should neither give up two points, nor lose the game by producing one of the catastrophic failures we have seen above. Try out your reading in the Monkey Jump Problem Series.
Examples illustrating the rule of thumb above follow below:
WTD: If
It comes down to whether Black can capture [1] dnerra: These values assume that White's hane, after preventing the monkey jump by a block on the second line, would be sente. The term Monkeyjump can refer more generally to the large knight's move (ogeima), a loose but fast extension, often used in endgame on the first line (as illustrated above), but also used elsewhere. Bill: Not so. It is specific to the play from the second line to the first, according to the Go Players Almanac. Hu: I agree with Bill, but I think the writer might be referring to how these moves can be used to undercut formations near to the edge but not necessarily right at the edge. Such usage would be less general than ogeima, but a slight generalization of the Monkey jump as it is usually thought of. Bill: Such a move is simply called a suberi, or slide. The monkey jump (saru-suberi) is a particular kind of slide. Contributors: fhayashi, AlexanderYoshi, Jonathan Cano, unkx80, ArnoHollosi, IaGo WikiMasterEdit by dnerra, 2003-12-01. Path: Endgame · Prev: SmallEndgamePlay · Next: EndgameClamp This is a copy of the living page "Monkey Jump" at Sensei's Library. ![]() |