Saturday, July 14, 2007

Cho Chikun's "A Complete Introduction to the Game"

When my friend first broached the subject of Go it was in a manner that hinted that it was a game, or at least there was very likely a game named Go and that it was very fun. What was once a solidly simple verb was now, to my mind, a trinket of Asian descent with a certain grayscale aesthetic and a reputation as a conduit of quiet meditation. Amongst other distinctly Western perceptions of "oriental culture", like Buddhism, bonsai plants and sushi, Go was just another weakly and commercially interpreted curiosity of a far away land that was both too strange and too complicated for Americans to bother with. Yoga parlors and robust video game consoles would be more than enough to satisfy that strange American craven curiosity, to which I unconciously subscribed.

The tome that dispelled the tired malaise lingering about this droll board was the eminent Cho Chikun's A Complete Introduction to the Game. I think it is more than fair to say that it is very dense - a delicious cheese cake served to the lactose intolerant. The untested beginner will find the pages to be comprehensive, though not exhaustive, at times challenging, but fairly academic. By reading this book the novice signs an implicit agreement that the work heretofore shall be theirs to bear, and at no time is Cho to be held responsible. The penalty of sloth falls entirely on the reader. Scrutiny and a well placed approach to the concepts and diagrams will reward the reader with a strong elementary grasp of such things as snapbacks, stone placement, capturing and life and death, to say nothing of the most basic rules.

Why opt for the austere and ardent Cho over a a more simple and relaxed book? The first objection is whether or not there is something more relaxed - and there is not. Janice Kim's series Learn to Play Go has a few qualities that make it more approachable. The text and diagrams are surrounded by generous pads of white space, the non-sensical sketches are whimsical in their arbitrariness, and while the text is more terse it is simpler and less evaluative. "A Complete Introduction to the Game" allows the reader to guess the outcome of the next example, but if he or she can't extrude the answer, the book will do it for them with all the long-windedness of an English barrister. To that end it was an appropriate book for me, and in my opinion, for any beginner. Many tsumego never really finish the answer. Most bring the solution to a point where all problem solvers, beginners or professionals, are assumed to understand that the answer may still be one or two moves away, but that it should be obvious to anybody with decent eyesight how things should finish. A fetal Go player is still working out the neurons that comprehend Go as a two player game with pieces played on a grid. These early example problems are by no means self-explanatory. Experienced players will see them as self-evident epigrams, their meaning nicely tucked away in the stone configuration. Newbies will see designs in the pieces as if they wre migrating clouds. Here a smiley face, and a few moves later a duck. Running the problem to the very end, and even stepping on its exhausted and beaten body for good measure, do the virginally chaste player a great deal of good.

If there is any complaint to Cho Chikun's introductory canon, it is his temptation to drag the reader into a needlessly complicated analysis of one and two jump stone placement, and why neighboring stones cannot be forcefully pried open if they are located on the 4th and 3rd lines or below, respectively. It is useful to know, but so are factoids about whales and lost Dutch dynasties. At this level of experience it is nothing more than a parlor trick - something to boast about when the player next shows up at the Beginner's Circle for a rousing 9x9 game.

It is my first Go book and I'm glad to have read it. Other Go introductory materials have found their way onto my library account and have been read with a finer appreciation since I got past the most remedial stages of learning, but Cho's book remains on the top of my list for its dogged pursuit of the problem and challenging forays into position prediction.

Thursday, July 5, 2007

The First Move

There are approximately 11,486 websites that can tell you what Go is. There is a horde of players that can tell you why they play. There are professionals to teach, comment and compete. So why does there need to be another inarticulate blog about Go?

1) Despite the game's popularity, there is only a handful of blogs that take the time to plot out relevant, coherent thoughts.

2) You can never have too many blogs about Go.

3) People love to be voyeurs.

Number three is the hook for this blog. See, the thing is, I'm a beginner. An absolute beginner. I'm not even a neophyte. The proper term for my level of experience is "Inept" or alternatively "Primordial". This means that as my playing skills develop, and note that this is a mighty big conditional, then my blog can parallel the development, tracing the steps from my fledgling mewling and puking all the way to the sagacious master, complete with creepy cackle and a fondness for hard liquor.

Where am I in the vast landscape of Go? I've read two beginner books, played approximately seven games on various internet servers, most of then 9x9, read a great deal from other bloggers, and watched the entire Hikaru no Go series. So, I may not be entirely new, but can say I am still rather, very, severely new. I want this blog to be a record of my performance. It will force me to reflect on my multifarious mistakes and errors. Book reviews, commentary and poorly thought out musings will also make appearances here. In fact, this blog will be like every other blog on the internet, except the focus will remain solidly on Go.

I turn to ChiyoDad as a guiding model. His maturity and etiquette are rare qualities these days, but he expresses them in abundance. His acumen for the game is exceptional, and the general quality of his work, including the whimsical sketches of the star-shaped Chiyo are a breath of fresh air in a game whose seriousness can often be stifling.

That's enough blathering for now. Let the games begin!