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 "multi-level problems" or "multi-level tsumego" here, as well as to give a first example problem (yet to be done).



Imagine a format showing the interactive board as the central part of each problem, with enough space for comments beneath, which are attached to exactly the corresponding board view they concern.

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 usual in sgf files. Other people then may answer to any of these remarks in place, and illuminate alternative moves they consider to be better - without (necessarily) deleting the worse. To see what happens on deviating paths is something that I`d regard as essential for understanding "higher than the own level" problems (as far as that`s possible).

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

Supposedly, some basic structure is advantageous. For better clearity, letters rather than numbers, might be used as move markers. The top comments preferably (by convention) should deal with what is refered to as the "correct" move, given by the initiator or other confident players.

A typical solution sequence of a high-dan tsumego usually ends at a state which weaker players still consider a problem. Often, that`s at a point where the move value drops down significantly. However in fact, ending points can be chosen quite arbitrarily. If the shown area was embedded in a real game, even very small yose moves would be played, eventually.[1] A stronger player just won`t extend the solution sequence so far. One particular node can be near the end of an advanced problem`s solution and the beginning (or an intermediate) move of a lower level problem`s solution, at the same time.[20061201]

So, weaker deshis may also put move suggestion markers into the diagram and contribute their ideas and questions below. 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. After all, a move which is perfect to a professional can be plainly disastrous to a kyu player.



This concept is still inferior to what could be achived by an xml-based successor of sgf. Anyway, for a first glance, take a look at Tsumego From Games 41 / Attempts. Systematic Joseki and Systematic Fuseki are some (very incomplete) bigger scale attempts. Unfortunately, such giant project can hardly be set up by a single person (at least, not by me), but there don't seem to be enough people at SL currently interested, either. Perhaps in GoWiki format, the interactive linking is too much of a burden?


[1] According to common tsumego conventions, the hidden part of the board is not taken into account. Nevertheless, there's hardly any problem where, embedded in a real game, no Tenuki could be considered meaningful.

[20061201]: I've just discovered by accident that Cho U's Tsumego, published about 2 years after this page, follows a similar idea. I don't mean to claim Cho U was inspired by this concept. ;) - Nevertheless I think, that book illustrates how it would make sense.


This is a copy of the living page "Dan Problems Made Easy" at Sensei's Library.
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