What Is a Go Problem Database and How Do You Use One to Train?

Updated

A Go problem database is a searchable, ranked collection of Go problems (tsumego, tesuji, and more) that you can filter by difficulty, category, and skill type, rather than working through a fixed sequence in a book. GoProblems.com is one example: it organizes problems by kyu/dan level, groups them into themed collections, and adds training modes like daily problems, time trials, and tournaments. Use a database when you want volume, variety, and the ability to target a specific weakness; use a book or fixed set when you want a single linear curriculum.

What makes it a database rather than a problem set

A book or a single PDF gives you one path through a fixed number of problems. A database gives you:

  • Filtering by rank — problems labeled from 30 kyu up to dan level, so you can pick material near your strength.
  • Filtering by theme — life and death, tesuji, capturing races, joseki, fuseki, endgame, and more.
  • Search and community contribution — users can add new problems, comment, and discuss solutions.
  • Progress tracking — collections show how many problems you've completed.

That combination is what turns a pile of problems into a training tool: you can decide what to practice today, not just how many.

The main problem categories

Category What it trains Example from the site
Life and death (tsumego) Reading, killing and living groups "Encyclopedia of Life and Death - Easy" collection
Tesuji Tactical shape moves Squeeze Tesuji, Snapback
Capturing races Semeai / counting liberties "Semeai / Capturing Race" collection
Connection and cutting Shape and contact fights Connect, Cutting
Endgame Point value and order of play GuanZiPu (endgame problems)
Joseki / fuseki Opening patterns and whole-board strategy listed among the site's study areas

If you're not sure where to start, life and death is the highest-return category for most players below dan level, because it converts directly into won games.

How to pick problems at the right level

Use the rank labels as a starting filter, then adjust based on how you actually solve:

  • If you solve most problems instantly, the level is too easy — move up.
  • If you can't find the first move after a few minutes, the level is too hard — move down.
  • The productive zone is where you sometimes fail but can usually find the answer with real reading.

The site's "Recommended problems" section lists levels from 30 kyu upward, and "Problems of the day" is split into bands (30 kyu Beginner, 19 kyu Easy, 9 kyu Medium, 1 dan Hard), which gives you a ready-made difficulty ladder.

Training modes you can build a routine around

Problems of the day

A daily set at your chosen difficulty. Good as a fixed warm-up: solve the day's problems before anything else.

Time Trial

Timed solving in 3-minute, 5-minute, and untimed modes, with a daily best score shown (for example, "Today's best: 3 min 28 · 5 min 21 · Untimed 22"). Use this to measure speed and accuracy under pressure, not to learn new shapes.

Collections

Themed sets with progress counters, such as Semeai / Capturing Race (3091 problems), Connect (973), Encyclopedia of Life and Death - Easy (741), Cutting (707), Local Choice (583), Snapback (509), Ladder (487), Squeeze Tesuji (487), GuanZiPu (432), and Under the Stones (373). Pick one collection and work through it over weeks rather than jumping between themes.

Tournaments

Live solving events ("Solving royale") with entrants and a winner, plus a countdown to the next one. Useful if competition keeps you motivated.

Tracking progress and reviewing mistakes

  • Use the collection progress counters to see how far through a theme you are, and finish one collection before starting another.
  • Re-solve problems you got wrong a few days later. A problem you failed once and then solved from memory hasn't been learned.
  • Keep a short error log: note the type of mistake (missed a snapback, miscounted liberties, wrong order of moves) rather than the specific problem. Patterns in your errors tell you which collection to open next.
  • Use the time trial best scores as a rough speed benchmark over time, not as your main measure of improvement.

A simple weekly routine

  1. Solve the daily problems at your level.
  2. Work through one themed collection for 15–30 minutes.
  3. Run one time trial to test speed.
  4. Once a week, re-solve the problems you missed.

Adjust the difficulty band whenever your solve rate drifts too far in either direction.