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Then there is that Lee Sedol appears to prefer to fight in his moyo rather than make territory. That is a recognized moyo strategy, but it is interesting that the moyo is wrecked.
Moyo maestro Takemiya Masaki was of the view that fighting inside a moyo rather than making territory was in fact the IDEAL strategy. The way he put it (in a Kido series) was "use a moyo to invite the opponent in and let him live small." I gave a lecture on that in the first London Go Centre, which everyone found eye-opening. Much later, I used some of the ideas from the series when I was producing the GoGoD Concepts Library. Bernd Schmidt of Germany found some incredible examples for it. The best was the following game.
In this game, Takemiya follows his own advice twice and, to boot, in the second case he lets the opponent live by killing. A third moyo wins the game! To quote my own final comment on that game, "It developed into a capturing race which Black (Takemiya Masaki) let White (Kato Masao) win. But this turned out to be a classic case of Oriental
shi strategy, now of great interest to western military planners. They should study this game. Black lost the battle but won the war by concentrating exclusively on his grander aim, to keep his moyo strategy intact. Takemiya won by 2.5, most of his territory in a third moyo!"
Bernd found another example (Honda Kunihisa - Fujisawa Hosai, 1982) where the advice was expanded to let the opponent live not "small inside" but "huge inside."
I found an example myself where two moyo experts met and, because it was only an exhibition game, each gave full rein to their moyo inclinations. It was the following game.
Again I give part of my own final summary. I have bolded the portion that I think is especially worth paying attention to in these days of AI.
"Takemiya Masaki (Black) and Sonoda Yuichi. It was not the first time they have met, and other of their games (in the GoGoD database) show the characteristics we will mention here, but the previous efforts were serious, official games. As this was an exhibition game the headline writers could go to town. Inevitably one headline was Star Wars. Another was Final Battle in Space...
Takemiya had the advantage of being able to declare his moyo intentions first.
What is very characteristic of games between moyo men is not a "my moyo is bigger than your moyo" contest, but a battle in the centre - an aerial battle, the Japanese call it.We see that here with Sonoda's White 50. He is challenging Black's moyo in the most direct way possible, and so is accepting that the next phase of the game will be a struggle to achieve sabaki. As it happens he found a way with 68 and 70, which set up a squeeze play, at the end of which White (Sonoda) stood better - even though, at that point, Imamura Toshiya, the public commentator, thought that Black's territory in the lower right could be counted as 30 points.
Takemiya responded with a ferocious attempt at a come-back. He managed to mount successive waves of attacks, on white groups on the right, in the centre, at the top then in the top right. He engineered three ko fights, but was hampered by carelessly overlooking an atari when answering White 162 in the first one, and finally had to resign. This really was Star Wars stuff!"
I once asked Takemiya in person about his moyo strategy. He answered by showing a typical moyo of his and then putting two hands over it a few inches above the board. He then showed a more general kind of moyo used by other players. These could be encompassed with one hand, he said. The point he was making is that his moyos were so large that the opponent HAD to invade (and be allowed to live small).
It follows in my mind that the sentence "it is interesting that the moyo is wrecked" should be amended to "it is interesting that the moyo is transformed."
There are surprisingly few proverbs about moyos. I quoted some of them in the Concepts Library (as follows):
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Asaku kesu ni wa katatsuki, boushi - To keep a moyo shallow, reduce with shoulder hits and caps
Ippougo wa kiken nari - One-territory go is dangerous
San-san ni uchikomi ari - Invasion at the 3-3 point is always possible
Magusaba de rikimu na - Don't swagger about in no man's land
But there is one heuristic that I have never seen in the Orient yet I have found it the most useful of all for amateur play. There are quite a lot of heuristics that don't get mentioned because they never appear in pro play. I think this is one of them: "Don't chase an enemy group into your own moyo." I got this from British player Piers Shepperson, so I think we can count it as another western proverb.
It is also interesting to think about the contrast between this heuristic which mentions FORCING the opponent into a moyo and Takemiya's Venus fly trap strategy of INVITING the opponent into one. It is also stimulating to think what it is about a Takemiya moyo that equates to the trigger hairs of the VFT.