This is a subpage of the main page about misconceptions. This page contains claims made by people which I consider erroneous, but where the exact correctness can be seen as a matter of definition or opinion and which can be disputed or even controversial.
Thus be warned that the answers to these claims express The definition of joseki is actually quite interesting.
Even professional players disagree on the definition. (I don't mean
they disagree on whether certain sequences are joseki or not, which
is rather normal; I mean that they disagree on the definition of
the concept of "joseki" itself.)
I once had a conversation (online) with a (western) pro player about
whether the standard sequence which follows from a 3-3 invasion (when
there's a lone opponent stone at 4-4) is joseki or not. Another standard
sequence discussed was the one which follows when there's a lone stone at
3-3 and the opponent makes an approach at 4-4.
Rui Naiwei, a Chinese 9-dan professional, writes in her book
Essential Joseki about the latter case as "a perfect example of
a joseki". She defines the former case as a joseki as well.
This western pro, however, stated firmly that those sequences are not
joseki. He was especially firm on the former case (ie. the sequence
following the 3-3 invasion).
It all came down to a different definition of joseki. This
western professional didn't consider those sequences joseki because they
don't give an equal result to both players (in the former case the one
who invaded at 3-3 gets an inferior result).
I was laughed at when I disagreed with his opinion. Of course it's
rather amusing for a mere 4k to disagree with a professional player.
On the other hand I had the word of a 9-dan professional behind me.
I still believe this western pro is wrong: He has a misconception
about what "joseki" means. He thinks that for a sequence to be joseki it
has to give (on the whole-board situation) an equal result to both
players. However, this is not the definition of joseki at all. (I'm
rather puzzled about how someone can become professional and still
have such a misconception about a Go term...)
This is the best definition of joseki which I have come up with based
on different sources:
There are four very important key concepts in this definition which
are extremely relevant in order to understand the concept of joseki:
It's a very common misconception to think that a joseki has to give
an equal result for both players. There are numerous josekis which do
not give an equal result to both players for the simple reason that
one of the players has already more stones in that corner than the
other. For instance, there exist josekis which start from an arrangement
where there are three eg. black stones and one white stone in
a corner. It's naturally impossible for white to get an equal result from
that corner anymore. However, that is not relevant with regard to the
definition of "joseki". For a sequence to be joseki white has to get
the best possible outcome from that situation.
A joseki can also be inferior for one of the players in a particular
whole-board situation. However, this is a question of strategical
choice of joseki and has nothing to do with the definition
of joseki. The fact that the player chose the wrong joseki in a certain
whole-board situation doesn't make the sequence less joseki, it just makes
it a bad strategical choice.
What this western professional actually opposed was the idea of making
a 3-3 invasion against a (lone) 4-4 stone. Doing this too early in the
game is indeed usually a bad idea. However, what this professional (for
whatever reason I cannot fathom) did not understand is that the 3-3 invasion
move itself is not a joseki. It's the sequence which follows from that
which is joseki. In a certain whole-board situation it might give an
inferior result for the invader, but the error was not in the sequence
but it happened earlier: The error was the 3-3 invasion itself. Now,
starting from that situation, when the error was already done,
the best possible outcome locally for the invader is the joseki
(globally it might even be better to play elsewhere, but once again, that's
irrelevant with regard to the definition of joseki).
So the mistake is to think that "joseki" has something to do with
strategy. It does not. Choice of joseki is the strategy, and
there it is where one can easily go wrong. However, that doesn't make
the established sequence less joseki, it just makes it a bad choice.
(Besides, the 3-3 invasion and the joseki which follows it is not
always bad. You can find it in hundreds if not thousands of top-pro
games. It's just a question of when to do it, not if you should
do it at all.)
So, even at the risk of sounding astonishingly arrogant, I dare to
repeat my opinion: This western professional was wrong.
The definition of bad shape is also a rather interesting subject.
There are basically two possible definitions:
vs.
When looking at those two definitions just as they are, it probably
makes one immediately think that the second one must be more correct than
the first one. It sounds more logical. In fact, I think this way too.
However, many people go with the first definition, and this is where,
in my opinion, they go wrong.
I once had a discussion with someone who firmly stated that for example
the so-called "empty triangle" is always a bad shape, regardless
of the situation, that it doesn't matter if it eg. makes a group alive
(while any other arrangment of those three stones would make it dead).
However, there is one problem with that definition: Trying to
define the concept of "bad shape" in such way that certain
arrangements of stones are always "bad" is surprisingly difficult.
In order to understand what I mean by this, think about why
the empty triangle is a bad shape.
A shape can be considered bad if it's inefficient or makes the group
unnecessarily weak or heavy. A group of stones is inefficient if there
are too many stones for what they are doing (eg. with respect to the
influence of that group). A group is weak if it can be attacked and it
has less chances of winning the fight compared to a stronger shape (this
usually means that the group has too few liberties, cutting points or
other similar weaknesses). A group is heavy if it's eyeless, weak and there
are too many stones in it for it to be sacrificed.
The empty triangle is usually an inefficient shape because it
lacks liberties (compared to other shapes) and usually makes the group
heavy. Why is it bad that it lacks liberties? It's bad because it will
be weaker when fighting against another group. Thus there's a bigger
danger for it to be captured.
However, and this is my point, this is not always so.
If an empty triangle for example makes a group alive, it cannot be captured,
it cannot lose a fight and it's not heavy (because a heavy group is by
definition eyeless). In fact, in some situations making a group alive
often makes that group superstrong (it can eg. be used to attack a weak
enemy group). It might not even be inefficient in the sense of having too
many stones for the purpose of what they are doing (in this case forming
a live group).
So, in this case, what is it that makes it a bad shape? How
can you define the concept of "bad shape" so that it also includes this
case? You can't use "it lacks liberties, it's weak, it's inefficient".
If that cannot always be used, then how can "bad shape" be defined?
Wouldn't, thus, a better definition be "an empty triangle is a bad
shape when it makes the group lack liberties, weak and/or heavy"? If this
is an acceptable definition, then it immediately means that whether a
shape is bad or not depends on the situation.
One claim which this person made was that some honte moves
(even in pro games) form bad shape. This is, in my opinion, extremely
contradictory: If a move is honte, it's a good move. Making a bad shape
is a bad move. A move cannot be considered honte if it makes a group weak
or inefficient, because that's about the exact opposite of the definition
of honte: A honte usually removes weaknesses, it doesn't add
them. How can a shape be considered bad if it is not weak, inefficient nor
heavy?
A strong player once told me that Go is not so much about sente, gote,
joseki and so on, but about making good shape (IOW in the context of making
good shape sente, gote and similar things are not all that relevant).
Whether a shape is good or not depends on the whole-board situation.
I think this is a beautiful insight of the game.
Tesuji is actually something which I don't really know how to define well
even myself. Thus it might be a bit presumptuous to claim that many people
define it in the wrong way. However, when discussing about the definition
of "tesuji" with people you get a rather varied and often inconsistent
set of definitions.
I was once watching a high-dan game at KGS when one of the players
made a sequence (which captured some important opponent stones which
clearly were not sacrificed) which I thought was rather beautiful.
I commented "that was a nice little tesuji". Another player (IIRC he
was 2d back then at KGS) said that it was not a tesuji.
When I asked for his definition of tesuji, it was surprisingly difficult
for him to come up with anything concrete and coherent.
It became quite clear that the common short definition of
"clever play" is rather imprecise and ambiguous. "Clever play" suggests
that it's a move which is difficult for the average player to see,
that it requires deep reading. However, this obviously cannot be the
definition of tesuji because there are sequences which are called
"tesuji" but which are very trivial for even an almost complete
beginner to see. The most prominent example of this is the so-called
"crane's nest tesuji".
I once put the initial position of the crane's nest tesuji to a
beginner who had played just some tens of 9x9 games and he guessed
the right move in just a couple of seconds. Still, it's a tesuji
nevertheless. Thus it cannot be a question of difficulty.
"Clever play" may not be a wrong definition per se, but all
by itself it's very lacking and a bit misleading.
Sensei's Library defines
tesuji as: "A tesuji is a clever play, the best play in a local position,
a skillful move, a special tactic. Tesujis come in all forms and shapes,
some are more known than others."
I still find that definition a bit imprecise and lacking. It raises
many questions. For example joseki moves are best plays in a local
position, but can you call a joseki "tesuji"? I think tesuji is a bit
different from joseki. Naturally many josekis contain tesujis
(and these are often mentioned explicitly in joseki moves), but is each
single move in a joseki tesuji? Why would joseki books explicitly mention
that a certain move is tesuji if each single move in all josekis were
tesuji?
In the end, this player at KGS couldn't really explain me very well
why he thought that sequence was not a tesuji and what is required
for a move/sequence to be tesuji.
© Copyright 2005 Juha Nieminen
A joseki is a sequence which gives an (about) equal result to both
players
Joseki: An established/standardized sequence which, starting from an
initial arrangement of stones, gives locally the best possible outcome
for both players.
An empty triangle is always a bad shape
A group of n stones (of the same color) arranged in a certain way is
always a bad shape.
A group of stones form a bad shape depending on the board situation.
The definition of tesuji