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{{Short description|Studied sequences of moves in the game of go and shogi}}
{{otheruses}}
{{other uses}}
{{Italic title|reason=]}}
{{more footnotes|date=December 2011}}
{{GoBoardGame}}
]'' ''jōseki'': Black gets secure territory in the corner, and White gets outside (center) influence. The result is deemed equal, thus the sequence is a ''jōseki''.]]


In '']'' and '']'', a '''''jōseki''''' or '''''jouseki''''' ('']'' characters {{nihongo2|定石}} for go, {{nihongo2|定跡}} for ''shōgi'') is the studied sequences of moves for which the result is considered ''balanced'' for both black and white sides.
]


==''Go'' ''jōseki''==
A {{Nihongo|'''joseki'''|定石|jōseki}} is a sequence of moves in ] which results in a fair outcome for both black and white sides. 定 (''jō'') means "fixed" or "set" and 石 (''seki'') means stones, giving the literal meaning "set stones", as in "set pattern". Joseki is 定式 in Chinese.
In ''go'', because games typically ], ''go'' ''jōseki'' are usually about corner play as the players try to gain local advantages there in order to obtain a better overall position. Though less common, there are also ''jōseki'' for the middle game. In ], ''jō'' ({{nihongo2|定}}) means "fixed" or "set" and ''seki'' ({{nihongo2|石}}) means stones, giving the literal meaning "set stones", as in "set pattern". In ], the term for joseki is ''dìngshì'' ({{lang|zh|定式}}).


The "fairness" often refers to an equitable trade-off between securing '']'' in the corner versus making good '']'' toward the sides and center. In application these concepts are in fact very dynamic, and often ''joseki'' are deviated from depending on the needs of the situation, and the opportunities available. While learning ''joseki'' is a tool to defend against a local loss, players always seek to take advantage of weaknesses in the opponent's ], often deviating from the ''joseki''. The concept of "balance", here, often refers to an equitable trade-off between securing territory in the corner versus making good '']'' toward the sides and the center. In application, these concepts are very dynamic, and, often, deviations from a ''jōseki'' depend upon the needs of the situation and the available opportunities. While learning ''jōseki'' is a tool to defend against a local loss, players always seek to take advantage of weaknesses in the opponent's ], often deviating from the ''jōseki''.


=== Using ''jōseki'' ===
Usually ''joseki'' happen in corners in the ]. However, there are also josekis for the middle game.
''Jōseki'' are not fixed but comprise patterns that have gained acceptance in professional games; they constitute a consensus that may change with certain caveats. Hence, the basic definition may be misleading for new players in that a ''jōseki'' can be misconstrued as foolproof and unalterable and as optimal for all situations. Many ''jōseki'' are in fact useful only for study within an artificially confined corner,<ref>{{cite web|title=Even Game Joseki|url=http://senseis.xmp.net/?EvenGameJoseki|publisher=]|access-date=26 December 2011}}</ref> and in real play are only considered good form when used in proper combination with other plays on the board (i.e. other ''jōseki'' and '']'' moves).


Knowing a particular ''jōseki'' simply means that one knows a sequence of moves, resulting in a balance or fair trade-off between black and white positions. This is in practice much easier than appraising how ''jōseki'' relate to the rest of the board&nbsp;hence, ''knowledge of jōseki'' is regarded as shallow, when compared with the ability to integrate a strategy into a complex game landscape.
The current body of ''joseki'' are not fixed, but patterns that have gained acceptance in professional games. That is, they form a consensus judgement that might change in the future, or with certain caveats. Hence the basic definition may be misleading for new players in that joseki can be misconstrued as foolproof and unalterable, and are otherwise optimal for all situations. Many joseki are in fact useful only for study within an artificially confined corner, and in real play are only considered good form when used in proper combination with other plays on the board (ie. other joseki and fuseki moves).


One ] states that "learning ''jōseki'' loses two stones in strength," which means that the ] of sequences is not advantageous; rather, learning ''from'' a ''jōseki'' should be a player's goal.<ref>{{cite book|first=Toshiro|last=Kageyama|page=152|publisher=The Ishi Press|title=Lessons in the Fundamentals of Go|translator=James Davies|date=1978|location=Tokyo, Japan|isbn=4906574289}}</ref> Hence, the study of ''jōseki'' is regarded as a double-edged sword and useful only if learned by understanding the principles behind each move, instead of by rote. Every ''jōseki'' should be used as a specific tool that leaves the board in a particular shape.
Knowing a particular ''joseki'' simply means that one knows a sequence of moves, resulting in a balance or fair trade-off between their positions. This is in practice much easier than appraising how ''joseki'' relate to the rest of the board&mdash;hence ''knowledge of joseki'' is regarded as shallow, when compared with the ability to integrate a strategy into a complex game landscape.

There is a ] that states that "learning ''joseki'' loses two stones in strength," meaning that ] of sequences is not advantageous. Rather learning ''from'' ''joseki'' should be a player's goal. Hence the study of joseki is regarded as a double-edged sword and useful only if learned (not by rote) but rather by understanding the principles behind each move. Every ''joseki'' should be used as a specific tool that leaves the board in a particular shape.
Just as using an improper tool in machinery can be devastating, choosing the wrong ''joseki'' can easily be worse than improvising one's own moves. In his book '']'', ] compared choosing the proper joseki to choosing the proper medicine: ''Pick the right one, and you feel better. Pick the wrong one, and you die.''(]) ] <!-- not sure-->similarly remarked that ''playing joseki is easy choosing the right one [in a game) is hard.''(par.) Just as using an improper tool in machinery can be devastating, choosing the wrong ''jōseki'' can easily be worse than improvising one's own moves. In his book '']'', ] compared choosing the proper ''jōseki'' to choosing the proper medicine: "Pick the right one, and you feel better. Pick the wrong one, and you die." {{bracket|]}} ] <!-- not sure-->similarly remarked that "playing ''joseki'' is easy choosing the right one is hard."
<!-- source? <!-- source?
It is sometimes also used outside of Go in this sense; in everyday speech, "This is the ''joseki'' here" may apply to just about anything.--> It is sometimes also used outside of Go in this sense; in everyday speech, "This is the ''joseki'' here" may apply to just about anything.-->


A ''joseki'' may fall out of use for various reasons, some of which may often seem minor to the amateur player, and professionals may consider one variation suboptimal for a very specific reason &mdash;one which strong amateurs are not likely to exploit. A ''jōseki'' may fall out of use for various reasons, some of which may often seem minor to the amateur player; professionals may consider one variation suboptimal for a very specific reason&nbsp;one which strong amateurs are not likely to exploit.
There is no definitive guide to what is ''joseki''; the situation with ''joseki'' dictionaries is similar to that of natural language dictionaries, in that some entries are obsolete and the listing is not likely to be complete. There is no definitive guide to what is a ''jōseki''; the situation with ''jōseki'' dictionaries is similar to that of natural language dictionaries: some entries are obsolete, and the list is likely to be incomplete.


=== Basic ''jōseki'' ===
While some claim that studying joseki is an important part of developing one's ] as a player, more regard the study of ] to be more important.
conventionally start with one player occupying a corner point, in an empty 19×19 area of the board, and the other player replying with an ''approach move'' (Japanese: ''kakari''). The initial play in the corner is almost always on a 3-3, 3-4, 3-5, 4-4 or 4-5 point. Other plays that have been experimented with include 5-5, 6-3 and 6-4, all of which sacrifice territory for influence.


Of those plays, the classical 3-4 point ('']'') and more contemporary 4-4 point ('']'') are the most used. The standard approaches are at 5-3 or 5-4 to the 3-4 point, and at 3-6/6-3 to the 4-4 point. The number of subsequent variations is then quite large (of the order of ten reasonable plays for the next one). Recently, some 3-3 invasion josekis became popular after it was used successfully by the ] of models, such as the ].<ref>{{Cite web |title=Flying knife joseki at Sensei's Library |url=https://senseis.xmp.net/?FlyingKnifeJoseki |access-date=2024-09-22 |website=senseis.xmp.net}}</ref>
== Basic joseki ==
Corner ''joseki'' conventionally start with one player occupying a corner point, in an empty 10×10 area of the board, and the other player replying with an ''approach move'' (Japanese ''kakari''). The initial play in the corner is almost always on a 3-3, 3-4, 3-5, 4-4 or 4-5 point. Other plays that have been experimented with include 5-5, 6-3 and 6-4, all of which sacrifice territory for influence.


{| style="margin:1em; width:380px"
Of those plays, the classical 3-4 point ('']'') and more contemporary 4-4 point ('']'') are the most used. The standard approaches are at 5-3 or 5-4 to the 3-4 point, and at 3-6/6-3 to the 4-4 point. The number of subsequent variations is then quite large (of the order of ten reasonable plays for the next one).

{| style="margin:1em;"
| style="border: solid thin; padding: 2px;" | | style="border: solid thin; padding: 2px;" |
{{Goban|= {{Goban
19 | | | | | | | | | | | | | | | | | | | |= | | | | | | | | | | | | | | | | | | |
18 | | | | | | | | | | | | | | | |w4| | | |= | | | | | | | | | | | | | | | |w4| | |
17 | | | | | | | | | | |w6| | |w2| | |b5| | |= | | | | | | | | | | |w6| | |w2| | |b5| |
16 | | | |w| | | | | |x| | | | | |b1| | | |= | | | |w| | | | | |x| | | | | |b1| | |
15 | | | | | | | | | | | | | | | | | | | |= | | | | | | | | | | | | | | | | | | |
14 | | | | | | | | | | | | | | | |b3| | | |= | | | | | | | | | | | | | | | |b3| | |
13 | | | | | | | | | | | | | | | | | | | |= | | | | | | | | | | | | | | | | | | |
12 | | | | | | | | | | | | | | | | | | | |= | | | | | | | | | | | | | | | | | | |
11 | | |b8| | | | | | | | | | | | | | | | |= | | |b8| | | | | | | | | | | | | | | |
10 | | | |x| | | | | |x| | | | | |x| | | |= | | | |x| | | | | |x| | | | | |x| | |
9 | | | | | | | | | | | | | | | | | | | |= | | | | | | | | | | | | | | | | | | |
8 | | | | | | | | | | | | | | | | | | | |= | | | | | | | | | | | | | | | | | | |
7 | | | |b6| | | | | | | | | | | | | | | |= | | | |b6| | | | | | | | | | | | | | |
6 | | |b4| | | | | | | | | | | | | | | | |= | | |b4| | | | | | | | | | | | | | | |
5 | | |w3|b2| | | | | | | | | | | | | | | |= | | |w3|b2| | | | | | | | | | | | | | |
4 | | |w5|x| | | | | |x| | | | | |b| | | |= | | |w5|x| | | | | |x| | | | | |b| | |
3 | | | |w1| |w7| | | | | | | | | | | | | |= | | | |w1| |w7| | | | | | | | | | | | |
2 | | | | | | | | | | | | | | | | | | | |= | | | | | | | | | | | | | | | | | | |
1 | | | | | | | | | | | | | | | | | | | |= | | | | | | | | | | | | | | | | | | |
a b c d e f g h j k l m n o p q r s t
|20}} |20}}
|- |-
| style="text-align:center" | A Go opening with two common Josekis in North-East and South-West | style="text-align:center" | A Go game opening with two common ''jōseki'' in the upper-right and lower-left.
|} |}


Also useful is the '']'' concept of breaking away from a sequence, to play elsewhere, before the 'official' endpoint of the ''joseki''. After a ''joseki'' sequence has ended, a play returning to the same area may be termed a '''''follow-up play'''''. There is no formal theory for these, though numerous set sequences can be seen in professional play. Breaking away from a sequence to play elsewhere ('']'') before the conventional endpoint of the ''jōseki'' is not uncommon in higher level play. There is no formal theory for follow-up plays after ''jōseki'', though numerous set sequences can be seen in professional play.


It is imperative that players should not play josekis merely from rote memorization but adapt according to the overall board situation. It's important to keep in mind that go is a game involving ] and josekis are merely ] of sound play. Playing josekis blindly will not improve one's game. It is imperative that players should not play a ''jōseki'' merely from rote memorization but adapt according to the overall board situation. It is important to keep in mind that go is a game involving ] and ''jōseki'' are merely ] of sound play. Playing ''jōseki'' blindly will not improve one's game.{{fact|date=April 2014}}

== ''Jōseki'' in shogi ==
In ], typically the ] (序盤 ''joban'') consists of a number of relatively fixed series of moves for both players''.'' This standard sequence of moves or a '''jōseki''' (spelled 定跡, unlike in ''go'' where they are spelled {{nihongo2|定石}}) refers to especially recommended sequences of moves for a given ] that lead to a balanced play for both sides. These sequences of moves are considered to be the best for a particular opening from the start of the game to the start of a full-scale battle, and are often recommended to amateur players to be able to master basic strategy.<ref>{{Cite book|last=Habu|first=Yoshiharu|url=https://www.worldcat.org/oclc/883614271|title=Habu yoshiharu no jōseki no kyōkasho|last2=羽生善治.|date=2014|publisher=Kawadeshobōshinsha|isbn=978-4-309-27511-6|location=Tōkyō|pages=3|language=ja|trans-title=]'s Jōseki coursebook|oclc=883614271}}</ref> Jōsekis are typically developed by ] as a result of their individual research and actual games.<ref>{{Cite book|last=Kitao|first=Madoka|url=https://www.worldcat.org/oclc/793802621|title=Joseki at a glance|last2=北尾まどか|date=2011|publisher=Nekomadosha|others=Tomohide Kawasaki, 川崎智秀.|isbn=978-4-905225-01-0|edition=Shohan|location=Tōkyō|oclc=793802621}}</ref> Jōsekis change continuously, some even becoming obsolete when they are reevaluated to no longer end up in a balanced play.

Examples of jōsekis in shogi include the ], the ], and the ].


==See also== ==See also==
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* ] * ]
* ] * ]
* ]


==External links== == References ==
{{Reflist}}
*
*


==External links==
]
*
]


{{Go (game)}}
]
]
]
] ]
]
]
]
]

Latest revision as of 23:04, 22 September 2024

Studied sequences of moves in the game of go and shogi For other uses, see Jōseki (disambiguation).

This article includes a list of general references, but it lacks sufficient corresponding inline citations. Please help to improve this article by introducing more precise citations. (December 2011) (Learn how and when to remove this message)
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A san san jōseki: Black gets secure territory in the corner, and White gets outside (center) influence. The result is deemed equal, thus the sequence is a jōseki.

In go and shōgi, a jōseki or jouseki (kanji characters 定石 for go, 定跡 for shōgi) is the studied sequences of moves for which the result is considered balanced for both black and white sides.

Go jōseki

In go, because games typically start with plays in the corners, go jōseki are usually about corner play as the players try to gain local advantages there in order to obtain a better overall position. Though less common, there are also jōseki for the middle game. In Japanese, (定) means "fixed" or "set" and seki (石) means stones, giving the literal meaning "set stones", as in "set pattern". In Chinese, the term for joseki is dìngshì (定式).

The concept of "balance", here, often refers to an equitable trade-off between securing territory in the corner versus making good thickness toward the sides and the center. In application, these concepts are very dynamic, and, often, deviations from a jōseki depend upon the needs of the situation and the available opportunities. While learning jōseki is a tool to defend against a local loss, players always seek to take advantage of weaknesses in the opponent's shapes, often deviating from the jōseki.

Using jōseki

Jōseki are not fixed but comprise patterns that have gained acceptance in professional games; they constitute a consensus that may change with certain caveats. Hence, the basic definition may be misleading for new players in that a jōseki can be misconstrued as foolproof and unalterable and as optimal for all situations. Many jōseki are in fact useful only for study within an artificially confined corner, and in real play are only considered good form when used in proper combination with other plays on the board (i.e. other jōseki and fuseki moves).

Knowing a particular jōseki simply means that one knows a sequence of moves, resulting in a balance or fair trade-off between black and white positions. This is in practice much easier than appraising how jōseki relate to the rest of the board – hence, knowledge of jōseki is regarded as shallow, when compared with the ability to integrate a strategy into a complex game landscape.

One go proverb states that "learning jōseki loses two stones in strength," which means that the rote learning of sequences is not advantageous; rather, learning from a jōseki should be a player's goal. Hence, the study of jōseki is regarded as a double-edged sword and useful only if learned by understanding the principles behind each move, instead of by rote. Every jōseki should be used as a specific tool that leaves the board in a particular shape.

Just as using an improper tool in machinery can be devastating, choosing the wrong jōseki can easily be worse than improvising one's own moves. In his book A Way of Play for the 21st Century, Go Seigen compared choosing the proper jōseki to choosing the proper medicine: "Pick the right one, and you feel better. Pick the wrong one, and you die." [par.] Rui Naiwei similarly remarked that "playing joseki is easy choosing the right one is hard."

A jōseki may fall out of use for various reasons, some of which may often seem minor to the amateur player; professionals may consider one variation suboptimal for a very specific reason – one which strong amateurs are not likely to exploit. There is no definitive guide to what is a jōseki; the situation with jōseki dictionaries is similar to that of natural language dictionaries: some entries are obsolete, and the list is likely to be incomplete.

Basic jōseki

Corner jōseki conventionally start with one player occupying a corner point, in an empty 19×19 area of the board, and the other player replying with an approach move (Japanese: kakari). The initial play in the corner is almost always on a 3-3, 3-4, 3-5, 4-4 or 4-5 point. Other plays that have been experimented with include 5-5, 6-3 and 6-4, all of which sacrifice territory for influence.

Of those plays, the classical 3-4 point (komoku) and more contemporary 4-4 point (hoshi) are the most used. The standard approaches are at 5-3 or 5-4 to the 3-4 point, and at 3-6/6-3 to the 4-4 point. The number of subsequent variations is then quite large (of the order of ten reasonable plays for the next one). Recently, some 3-3 invasion josekis became popular after it was used successfully by the AlphaGo series of models, such as the flying knife joseki.

A Go game opening with two common jōseki in the upper-right and lower-left.

Breaking away from a sequence to play elsewhere (tenuki) before the conventional endpoint of the jōseki is not uncommon in higher level play. There is no formal theory for follow-up plays after jōseki, though numerous set sequences can be seen in professional play.

It is imperative that players should not play a jōseki merely from rote memorization but adapt according to the overall board situation. It is important to keep in mind that go is a game involving marginal analysis and jōseki are merely heuristics of sound play. Playing jōseki blindly will not improve one's game.

Jōseki in shogi

In shogi, typically the beginning of the games (序盤 joban) consists of a number of relatively fixed series of moves for both players. This standard sequence of moves or a jōseki (spelled 定跡, unlike in go where they are spelled 定石) refers to especially recommended sequences of moves for a given opening that lead to a balanced play for both sides. These sequences of moves are considered to be the best for a particular opening from the start of the game to the start of a full-scale battle, and are often recommended to amateur players to be able to master basic strategy. Jōsekis are typically developed by professional players as a result of their individual research and actual games. Jōsekis change continuously, some even becoming obsolete when they are reevaluated to no longer end up in a balanced play.

Examples of jōsekis in shogi include the Saginomiya joseki, the Kimura joseki, and the Yamada joseki.

See also

References

  1. "Even Game Joseki". Sensei's Library. Retrieved 26 December 2011.
  2. Kageyama, Toshiro (1978). Lessons in the Fundamentals of Go. Translated by James Davies. Tokyo, Japan: The Ishi Press. p. 152. ISBN 4906574289.
  3. "Flying knife joseki at Sensei's Library". senseis.xmp.net. Retrieved 2024-09-22.
  4. Habu, Yoshiharu; 羽生善治. (2014). Habu yoshiharu no jōseki no kyōkasho [Yoshiharu Habu's Jōseki coursebook] (in Japanese). Tōkyō: Kawadeshobōshinsha. p. 3. ISBN 978-4-309-27511-6. OCLC 883614271.
  5. Kitao, Madoka; 北尾まどか (2011). Joseki at a glance. Tomohide Kawasaki, 川崎智秀. (Shohan ed.). Tōkyō: Nekomadosha. ISBN 978-4-905225-01-0. OCLC 793802621.

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