A bit on chunking
Chunking has to do with memory, and short term memory in particular. When we are solving go problems we utilize short term memory (working memory), and probably long term memory, as well. Our short term memory is limited; we can hold only a handful of things in short term memory at one time. However, the amount of information in these things is not fixed. By combining things into larger units we can hold and process more information in working memory. These larger units are called chunks, and the process of forming chunks is called chunking.
Let me illustrate chunking with the problem I composed the other night.
$$B Black to play and kill, mainline
$$ -------------------------------
$$ . . . . O . 1 5 . 4 3 7 8 . . .
$$ . . . X O O . O O O 2 6 X . . .
$$ . . X . X O O X O X . X . . . .
$$ . . . . X X X X X X . . X . . .
$$ . . . . . . . . . . . . . . . .
$$ . . . . . . . . . . . . . . . .
- Click Here To Show Diagram Code
[go]$$B Black to play and kill, mainline
$$ -------------------------------
$$ . . . . O . 1 5 . 4 3 7 8 . . .
$$ . . . X O O . O O O 2 6 X . . .
$$ . . X . X O O X O X . X . . . .
$$ . . . . X X X X X X . . X . . .
$$ . . . . . . . . . . . . . . . .
$$ . . . . . . . . . . . . . . . .[/go]

@ 7
We can make a chunk out of

-

,

. It forms a recognizable pattern of play. Even beginning go players can do so. That is fine as far as remembering this sequence of play is concerned. However, that sequence is meaningful, and the meaning is good for chunking. The sequence achieves a purpose.
Here is the position after

.
$$Bm9 A half eye
$$ -------------------------------
$$ . . . . O . X X . O C . W . . .
$$ . . . X O O . O O O O O X . . .
$$ . . X . X O O X O X . X . . . .
$$ . . . . X X X X X X . . X . . .
$$ . . . . . . . . . . . . . . . .
$$ . . . . . . . . . . . . . . . .
- Click Here To Show Diagram Code
[go]$$Bm9 A half eye
$$ -------------------------------
$$ . . . . O . X X . O C . W . . .
$$ . . . X O O . O O O O O X . . .
$$ . . X . X O O X O X . X . . . .
$$ . . . . X X X X X X . . X . . .
$$ . . . . . . . . . . . . . . . .
$$ . . . . . . . . . . . . . . . .[/go]
The marked point is a half eye. White to play can make an eye there, Black to play can prevent an eye there. The fact that this is a half eye may be something that is already in long term memory, or it may be something that we have discovered while working on the problem. This gives a meaning to

. It takes away the potential eye.
We discovered the meaning of

by considering White's play, even though it is not White's turn. This suggests the well known heuristic of allowing your opponent to make two moves in a row while reading. While doing so may be inefficient in any given case, it may help both in chunking and in coming up with candidate moves.
OC, since we are only talking about one play, we have no chunk yet. But note that

is not necessary to the half eye.
$$Bm9 A half eye
$$ -------------------------------
$$ . . . . O . X X . O C . . . . .
$$ . . . X O O . O O O O O X . . .
$$ . . X . X O O X O X . X . . . .
$$ . . . . X X X X X X . . X . . .
$$ . . . . . . . . . . . . . . . .
$$ . . . . . . . . . . . . . . . .
- Click Here To Show Diagram Code
[go]$$Bm9 A half eye
$$ -------------------------------
$$ . . . . O . X X . O C . . . . .
$$ . . . X O O . O O O O O X . . .
$$ . . X . X O O X O X . X . . . .
$$ . . . . X X X X X X . . X . . .
$$ . . . . . . . . . . . . . . . .
$$ . . . . . . . . . . . . . . . .[/go]
Now let's back up to the position before

.
$$Wm8 Two stones in atari
$$ -------------------------------
$$ . . . . O . X X . O X B . . .
$$ . . . X O O . O O O O O X . . .
$$ . . X . X O O X O X . X . . . .
$$ . . . . X X X X X X . . X . . .
$$ . . . . . . . . . . . . . . . .
$$ . . . . . . . . . . . . . . . .
- Click Here To Show Diagram Code
[go]$$Wm8 Two stones in atari
$$ -------------------------------
$$ . . . . O . X X . O X B . . .
$$ . . . X O O . O O O O O X . . .
$$ . . X . X O O X O X . X . . . .
$$ . . . . X X X X X X . . X . . .
$$ . . . . . . . . . . . . . . . .
$$ . . . . . . . . . . . . . . . .[/go]
What about this position? How many eyes does White have with the two stones in atari? Zero. Black does not have to do anything. If White takes the two stones, Black can just throw in at

.
Now we have a chunk in the play sequence,

-

. We also have a chunk in the shape of the two stones in atari on the first line and the helper stone on the second line. We also have a chunk combining the shape chunk and the play chunk. This zero eye occurs frequently in life and death problems, and experienced solvers will have these chunks in long term memory. It may not occur so often in real games, because the players do not bother to play the sequence out to that point.
Now let's back up one more play.
$$Bm7 A half eye
$$ -------------------------------
$$ . . . . O . X X . O B . . . . .
$$ . . . X O O . O O O O O X . . .
$$ . . X . X O O X O X . X . . . .
$$ . . . . X X X X X X . . X . . .
$$ . . . . . . . . . . . . . . . .
$$ . . . . . . . . . . . . . . . .
- Click Here To Show Diagram Code
[go]$$Bm7 A half eye
$$ -------------------------------
$$ . . . . O . X X . O B . . . . .
$$ . . . X O O . O O O O O X . . .
$$ . . X . X O O X O X . X . . . .
$$ . . . . X X X X X X . . X . . .
$$ . . . . . . . . . . . . . . . .
$$ . . . . . . . . . . . . . . . .[/go]
Now we have a half eye again. The key point is the same for Black, but White can play the hane.

IMX, a lot of players have a blind spot for under the stones play, and could easily miss it. However, if they have the shape chunk for the zero eye in long term memory, they could see the right play.

We have another chunk with the sequence,

-

,

, and another shape chunk for the half eye.
Now let's look at a different, but related variation.
$$Wm4 Variation
$$ -------------------------------
$$ . . . . O . X 1 . 2 B 3 . . . .
$$ . . . X O O . O O O O 4 X . . .
$$ . . X . X O O X O X . X . . . .
$$ . . . . X X X X X X . . X . . .
$$ . . . . . . . . . . . . . . . .
$$ . . . . . . . . . . . . . . . .
- Click Here To Show Diagram Code
[go]$$Wm4 Variation
$$ -------------------------------
$$ . . . . O . X 1 . 2 B 3 . . . .
$$ . . . X O O . O O O O 4 X . . .
$$ . . X . X O O X O X . X . . . .
$$ . . . . X X X X X X . . X . . .
$$ . . . . . . . . . . . . . . . .
$$ . . . . . . . . . . . . . . . .[/go]

threatens to make an eye with 5, so Black plays there. Now

puts two Black stones in atari, but

makes a zero eye shape. This shape is a variant of the other zero eye shape. If White captures Black has the same throw-in at

. The shapes are not exactly the same, but with a little abstraction, they can be combined into one chunk. The same holds for the sequence chunks. Different plays capture the two stones, but they produce the same half eye.
Now let us suppose that the solver overlooked

in the main line, but reads out this variation. Here Black does not have to make an under the stones play to form the zero eye. The player may then transfer the chunks learned here to the other variation.
Chunking is something that we all do automatically. However, we may enhance the process by asking about the meaning of plays, by forming sub-problems and subgoals. Also by abstraction and labeling. The terms, half eye and zero eye, help us to fix the shapes and plays in memory.
