Honibo 1986 title game 1 review with AI


White is Takemiya Masaki, Black is Yamashiro Hiroshi, komi is 5.5 Original review here by Dieter using KataGo.

Moves 1 to 10  

With Katago's assessment of fair compensation being 6-7 points, Black starts with a 1 point advantage. The influence oriented W10 is typical of Takemiya's cosmic style.

Moves 11 to 20  

W12 used to be a common answer to the double approach but nowadays attaching to one of the two approaches is considered better. W12 was Takemiya's typical way to treat the corner lightly and emphasize outside influence.

W14 is another cosmic move not on KataGo's radar. When W20 again stresses the center, leaving a big territorial move like A for grabs, KataGo thinks White has dropped behind to 4.5 points. Locally KataGo prefers the hanging connection at B, globally the urgent C in the upper right corner or any of the cuts in the lower right.

Moves 21 to 30  

While KataGo usually is not easily impressed with such grand scale central play and keeps focusing on corners and sides, the opponents in Takemiya's time would be wary of giving him too much of what he wants. Hence B21 and B23, forming a viable shape amidst White's influence. W26 goes after the shape immediately.

Moves 31 to 40  

When W32 reinforces, Yamashiro probably goes into anti-cosmic mode, attacking White's shape at B33. Easy moves, like A or B, abound but if Black really wants to fight back early, C is a vital point in the fight White just abandoned. White's defence at W34 is likewise inefficient.

The next moves all deal with the left side and the center. Black makes sure this side can't become easy money for White, while White keeps an eye on Black's center stones.

KataGo indicates the left side is wide enough to deal with later and the urgency is still with existing groups at A and B. With each move Black's lead flipflops between 2.5 and 5.5

Moves 41 to 50  

B41 cuts White on a global scale, which again seems to play along with Takemiya's style. KataGo would take up a position on the side. Being an approach in itself, indeed A looks like a natural move to play.

White sacrifices his central power to convert the right side into a huge potential territory. This shows the versatility of Takemiya's game. If the opponent denies him a natural center, he cashes in on the alternate value.

Moves 51 to 60  

It's noteworthy that KG continues to present A as the biggest move, while things are happening elsewhere. B53 invades the lower left.

Moves 61 to 70  

Up until now, mistakes in KG's perception were either small or global decisions. B67 might be the first real big mistake on the technical level. KataGo thinks it's time to play away and B67 is slow. W68 resumes the central pressure. Needless to say, KG thinks the urgency is elsewhere.

Lower side aji  

The reason why Black shouldn't fear the lower left is shown here. ALthough White can create a bent four in the corner, B6 exposes the weaknesses on the outside. Black can cut at A or push in at B, which then creates two cutting points.

Perhaps Yamashiro thought connecting at W2 was honte and a stepping stone for countering White's prospects here?

Moves 71 to 80  

KG thinks B71 could have been played more actively at B73. By now, White's cosmic approach is paying off. Black's groups center and side are surprisingly unhealthy. If KataGo already finds the game even, it is probably becoming difficult for Yamashiro.

White's counter at W76 leaves enough cutting points for Black to tenuki now, says KG. Black obviously doesn't take the risk. W80 destroys Black's shape.

Moves 81 to 90  

W82 continues to turn Black's group into a clumsy one.

Moves 91 to 100  

W92 takes a break from the fighting to finally play where KG wanted to play for a long time. B93 gives sente back to White. The empty triangle of W94 turns up the heat again but KG prefers the calm shape move of A.

Moves 101 to 110  

B1 and W2 are mistakes. B1 should have been at A and the reason is that W2 can counter at B5. KG evaluates the loss of W2 at about 8 points. Let's look at the diagram:


White can solve all his problems at the bottom with good territory and still move out at W5. This would give him a 4 point lead.

Moves 111 to 120  

In contrast, W18 lives very small and Black has sente. Black's lead is about 6.5 points here.

Moves 121 to 130  

However, Black misses a chance with B23 and the lead goes to waste. White can strengthen his stones too easily. See next diagram


Perhaps this severe alternative was dismissed by Yamashiro because the diagonal at A is not easy to see. It threatens a ko to the left, while also affecting the life and death of the other white group. White doesn't have the time to deal with all the cutting points.

Moves 131 to 140  

W36 creates a new front: the upper right. Takemiya will also make use of his overall strength to harass the upper left.

The game continues to fluctuate between 0 and W+4 but on the whole, Takemiya is rather comfortable from now on.

Other commentaries of this game

Takemiya himself reviews this game in his book Cosmic Go (Chapter 3, game 4) under the section title "Dancing in the sky". That book gives the year of 1985 for this game. Here's how his review starts: "It is said that fuseki plays should mostly be on the third and fourth lines. However, I advise you not to believe this. Let me show you a game where I played a very unusual move. The tobi at 10 reflects my character: I like taking my time."

Honibo 1986 title game 1 review with AI last edited by Malcolm on December 11, 2023 - 15:58
RecentChanges · StartingPoints · About
Edit page ·Search · Related · Page info · Latest diff
[Welcome to Sensei's Library!]
Search position
Page history
Latest page diff
Partner sites:
Go Teaching Ladder
Login / Prefs
Sensei's Library