Go, Igo, Weiqi, Baduk Go, Igo, Weiqi, Baduk. Kaz's original Igo-advice & fundamentals of Igo: solving life-and-death problems is like a <strong>life insurance</strong>

iGo players like killing than "life-insurance tesuji"

iGo players like killing than "life-insurance tesuji"

This is the continuation of my last page:
"Do you like my idea of "life-and-death
problem as life insurance"?"

When my students kill a group of stones in a my teaching game,
they are more likely to remember such life-and-death problem.

Usually after a month or so, many of my students couldn't
remember what they have learned a month ago.ふらふら

It's because most of my students are in their 60s and 70s.

So after a month, when I play a teaching game with
the same student, I would try to come up with a similar
situation, in which they could use the same leathal life-and-death tesuji.

(Though trying to make a similar situation is not at
all easy. So I often fail to do so. In that case,
I use a little trick to come out with it...

It's a secret trick... Only those who have taken my
teaching baduk lessons know that...)

If they try the killing tesuji a couple of times
in their real games, the killing tesuji is going to
sink in...

After that, they could use it in their real games... I hope.

ぴかぴか(新しい)Remember that the repetition is the key to learning a tesuji, etc.ぴかぴか(新しい)

In reality, though, a lethal life-and-death situation doesn't
come out in his/her real game easily because his/her opponent
doesn't play according to his/her wish.

But sometimes it does come out.

When that happens, my student happily kills a group
and later tells me what happened.

We both smile. わーい(嬉しい顔)

I've found that it's more satisfactory for
my students to learn about lethal life-and-death
problems than life-insurance life-and-death problems, partly because most people
like to kill stones.

(Wait... I thought iGo is a peaceful game... or not?ちっ(怒った顔))

It's also because when they kill stones, their opponents are more likely to resign. So they could win faster.わーい(嬉しい顔)

Learning a fighting tesuji is wonderful and
definitely important. But your opponent is not
going to resign.

So when you think about it, you might have a greater
incentive to learn life-and-death problems more
from now on.... Or not?

BTW, I've also found that there's a good Wei Chi
: http://playgo.to/interactive/

This has many problems for kyu players.

I guess that you probably know that.

Do you like my idea of "life-and-death problem as life insurance"?

Do you like my idea of "life-and-death problem as life insurance"?

How did you like my idea of "life-and-death problem
as life insurance

Anyway, last time I sad "Many of my iGo students in Japan
complain that life-and-death problems never come
out in their games, so they don't like to solve

There are always chronic complainers... more or less.もうやだ〜(悲しい顔)

But it's good to have complaints. They are the ones
who would improve my teaching. わーい(嬉しい顔)

So I should appreciate their demands.

I listened to them politely, and then I contemplated
for a while.

Then I decided to make life-and-death problems,
which did come out in a real game

Whenever I found life-and-death situations
in my teaching games, I recorded them.

Whenever I found life-and-death situations
in my students' games with a stranger,
I recorded them.

After that, I could provide my baduk
students with real life-insurance
life-and-death problems

So chronic complainers complained less.

But I could tell that they were still not
entirely satisfied, yet.

In Japan we say "customres are god"exclamation×2

(In America "customers are king.")

(In European countries... I don't know.ふらふら)

Anyway, their non-verbal words were important for me and
for my teaching.

So I had to consider considerably in order to find a way to
satisfy them...

How can I gratify them...

Then I decided to come up with life-and-death
problems in my teaching game.

Such problem is not life-insurance life-and-death

It's more like lethal, killing life-and-death

Well, how can I make such a problem in my
teaching game?

First, I had to teach a particular opening (fuseki (布石)).

This opening would lead my students eventually
to a lethal life-and-death situation.

When they don't recognize it, I would ask them to kill my group.

Kaz: Hey, come on! No mercy to your go teacher!

To be continued...

Think of life-and-death problems as a life insurance

Think of life-and-death problems as a life insurance

I've been saying that solving many problems is a good way to
improve your go...

Maybe too much?

Then, an iGo friend of mine told me that a great iGo problem
website: http://goproblems.com/ ひらめき

I guess many of you already know this.わーい(嬉しい顔)

BTW, I recommend that you solve many life-and-death
problems as well.

To become a strong weiqi player, you've got to do
a lot of life-and-death problems

The reason is as follows:

You can learn a lot about fuseki, tesuji, joseki,
fight, and an end game tesuji.

And suppose you play baduk well in each game, but if you make a blunder
at a life-and-death situation at the end of the game,
you lose a game regardless of how well you play.

It's a shame, right?

You could make excuses like many Japanese people say:

"I was winning, but at the end I made a stupid mistake.
I could’ve won this game. I know I'm stronger than
my opponent..."

Sure, you could keep making excuses every time you make a
blunder and lose a game.

But the result is not going to change.もうやだ〜(悲しい顔)

So I'd rather not see that kind of result with many excuses.

I'd rather you win your winnning game.

Yes, baduk is such a fun game, but for most people
winning definitely makes them feel better, right?

So in order to win games, you've got to do many
life-and-death problems.

Think of it this way:

When you drive a car, you usually will have a car insurance
(and a life insurance as well?).

When you get married and have kids, many of you have a
life insurance, right?わーい(嬉しい顔)

So solving life-and-death problems is just like
having "life insurance" without paying any money.

So it's such a good deal 'cause it doesn't
cost you anything!

Many amateur iGo players in Japan tell me
that "I don't like to solve life-and-death problems
'cause they never come out in a game..."

Unfortunately at that time, I didn't have an
explanation of using analogy that
solving life-and-death problems is like
having a life insurance.

But I did come up with a different response!

To be continued...