FACTOID # 62: The four largest nations are Russia, China, USA, and Canada.
 
 Home   Encyclopedia   Statistics   Countries A-Z   Flags   Maps   Education   Forum   FAQ   About 
 
WHAT'S NEW
RECENT ARTICLES
More Recent Articles »
 

SEARCH ALL

FACTS & STATISTICS    Advanced view

Search encyclopedia, statistics and forums:

 

 

(* = Graphable)

 

 


Encyclopedia > Go (board game)
Go

Go is played on a grid of black painted lines (usually 19×19 of them). The playing pieces, called "stones", are played on the intersections of the lines.
Players 2
Age range 4+
Setup time None
Playing time casual: 20–90 minutes
tournament: 2–6 hours*
Random chance None
Skills required Tactics, Strategy, Observation
* Some professional games, especially in Japan, take over 16 hours, and are played in sessions spread over two days.

Go is a strategic board game for two players. It is known as wéiqí in Chinese (Traditional: 圍棋; Simplified: 围棋), igo (囲碁?) or go (?) in Japanese, and baduk in Korean (hangul: 바둑). To differentiate it from the common English verb go, it is frequently capitalized or spelled goe.[1] Go originated in ancient China, centuries before its earliest known references in 4th century BC writing. It is mostly popular in East Asia but has nowadays gained some popularity in the rest of the world as well. Go is noted for being rich in strategic complexity despite its simple rules. Image File history File links Size of this preview: 785 × 599 pixelsFull resolution (1024 × 782 pixels, file size: 813 KB, MIME type: image/png) copy of Image:Go-Equipment-Narrow. ... A tactic is a method employed to help achieve a certain goal. ... The game of Go has simple rules and can be learned very quickly, but the immense amount of depth and complexity in the game that evolves from such rules has resulted in a variety of strategy and tactics that have developed over the course of history. ... For other uses, see Observation (disambiguation). ... A shelf of board games. ... Traditional Chinese (Traditional Chinese: 正體字/繁體字, Simplified Chinese: 正体字/繁体字) refers to one of two standard sets of printed Chinese characters. ... This article or section does not adequately cite its references or sources. ... Jamo redirects here. ... Look up go in Wiktionary, the free dictionary. ... The 4th century BC started the first day of 400 BC and ended the last day of 301 BC. It is considered part of the Classical era, epoch, or historical period. ... This article is about the geographical region. ... This is an in-depth discussion of the rules of Go. ...


Go is played by two players alternately placing black and white stones on the vacant intersections of a 19 × 19 grid board. The object of the game is to control a larger part of the board than the opponent. To achieve this, players strive to place their stones in such a way that they cannot be captured, while mapping out territories the opponent cannot invade without being captured. A stone or a group of stones is captured and removed if it has no empty adjacent intersections, the result of being completely surrounded by stones of the opposing color. In graph theory, a grid graph is a graph corresponding to the square lattice, so that it is isomorphic to the graph having a vertex corresponding to every pair of integers (a, b), and an edge connecting (a, b) to (a+1, b) and (a, b+1). ...


On one hand, placing stones close together helps them support each other and avoid capture. Placing stones far apart, on the other hand, influences more of the board. Part of the strategic difficulty of the game stems from finding a balance between such conflicting interests. Players strive to serve both defensive and offensive purposes, and choose between tactical urgency and strategic plans. The game ends, and the score is counted when both players consecutively pass on a turn, indicating that neither side can increase its territory or reduce its opponent's.


Despite the fact that Go originated in ancient China, it is commonly known in the West by its Japanese name, go. This stems from the fact that early Western players learned of the game from Japanese sources. As a result, many Go concepts for which there is no ready English equivalent have become known elsewhere by their Japanese names. The Japanese name igo is linked to the Japanese reading of its Chinese name weiqi, which roughly translates as "board game of surrounding".[2] Go terms and concepts are important in the game of Go. ... The characters for Kanji, lit. ...

In many East Asian cultures, Go was considered one of the most important skills a civilized person could learn. This 16th century screen by Kano Eitoku (狩野永徳) shows Chinese Go players in the Ming Dynasty.
In many East Asian cultures, Go was considered one of the most important skills a civilized person could learn. This 16th century screen by Kano Eitoku (狩野永徳) shows Chinese Go players in the Ming Dynasty.
This article contains Chinese text.
Without proper rendering support, you may see question marks, boxes, or other symbols instead of Chinese characters.
This article contains Japanese text.
Without proper rendering support,
you may see question marks, boxes, or other symbols instead of kanji or kana.
This article contains Korean text.
Without proper rendering support, you may see question marks, boxes, or other symbols instead of hangul or hanja.

Contents

Image File history File links Metadata Size of this preview: 651 × 600 pixelsFull resolution‎ (1,566 × 1,443 pixels, file size: 507 KB, MIME type: image/jpeg) File historyClick on a date/time to view the file as it appeared at that time. ... Image File history File links Metadata Size of this preview: 651 × 600 pixelsFull resolution‎ (1,566 × 1,443 pixels, file size: 507 KB, MIME type: image/jpeg) File historyClick on a date/time to view the file as it appeared at that time. ... This article is about the geographical region. ... The Four Arts of the Chinese Scholar, otherwise known as siyi (四艺), is a term used to describe four main requirements of the Chinese scholar gentleman. ... Kano Eitoku (狩野 永徳 Kanō Eitoku, 1543-1590) was a Japanese painter and founder of the Kano school of Japanese-style painting during the Azuchi-Momoyama period of Japanese history. ... For other uses, see Ming. ... Image File history File links Zhongwen. ... The UTF-8-encoded Japanese Wikipedia article for mojibake, as displayed in ISO-8859-1 encoding. ... Japanese name Kanji: Hiragana: Korean name Hangul: Hanja: Vietnamese name Quốc ngữ: Hán tá»±: A Chinese character or Han character (simplified Chinese: ; traditional Chinese: ; pinyin: ) is a logogram used in writing Chinese, Japanese, rarely Korean, and formerly Vietnamese. ... Image File history File links 書.svg‎ The Chinese character 書, in regular script. ... The UTF-8-encoded Japanese Wikipedia article for mojibake, as displayed in ISO-8859-1 encoding. ... Japanese writing Kanji Kana Hiragana Katakana Hentaigana Manyōgana Uses Furigana Okurigana Rōmaji   ) are the Chinese characters that are used in the modern Japanese logographic writing system along with hiragana (平仮名), katakana (片仮名), and the Arabic numerals. ... Japanese writing Kanji 漢字 Kana 仮名 Hiragana 平仮名 Katakana 片仮名 Manyogana 万葉仮名 Uses Furigana 振り仮名 Okurigana 送り仮名 Rōmaji ローマ字 For other meanings of Kana, see Kana (disambiguation). ... Image File history File links Hangeul. ... The UTF-8-encoded Japanese Wikipedia article for mojibake, as displayed in ISO-8859-1 encoding. ... Jamo redirects here. ... Korean writing systems Hangul Hanja Hyangchal Gugyeol Idu Mixed script Korean romanization Revised Romanization of Korean McCune-Reischauer Yale Romanization Hanja is the Korean name for Chinese characters. ...

History

Main article: History of Go

Go was considered one of the most important skills a civilized person could learn. ...

Origin in China

General Guan Yu (160–219) being treated for a poisoned arm by the physician Hua Tuo while playing Go. 1853 Japanese woodblock print by Utagawa Kuniyoshi.
General Guan Yu (160–219) being treated for a poisoned arm by the physician Hua Tuo while playing Go. 1853 Japanese woodblock print by Utagawa Kuniyoshi.

Some legends trace the origin of the game to legendary Chinese emperor Yao (2337–2258 BC), who had his counselor Shun design it for his son, Danzhu —supposedly an unruly sort—to teach him discipline, concentration, and balance. Other theories suggest that the game was derived from Chinese tribal warlords and generals who used pieces of stone to map out attacking positions or that Go equipment was originally a fortune telling device.[3] Japanese woodblock of Guan Yu by Utagawa Kuniyoshi (1798-1861). ... Japanese woodblock of Guan Yu by Utagawa Kuniyoshi (1798-1861). ... This is a Chinese name; the family name is Guan (é—œ) Guan Yu (關羽) (160–219) was a general under the warlord Liu Bei during the late Eastern Han Dynasty and Three Kingdoms era of China. ... This is a Chinese name; the family name is Guan (é—œ) Guan Yu (關羽) (160–219) was a general under the warlord Liu Bei during the late Eastern Han Dynasty and Three Kingdoms era of China. ... Huà Tuó was a famous Chinese physician during the Eastern Han and Three Kingdoms era. ... Utagawa Kuniyoshi (Japanese: 歌川国芳) (1798 - 1861) was one of the last great masters of the Japanese woodblock print. ... For the volcano in Indonesia, see Emperor of China (volcano). ... Emperor Yao (Traditional Chinese:å ¯, Simplified Chinese:å°§) (2337 - 2258 BC) was a semi-mythical Chinese ruler, one of the Three August Ones and the Five Emperors. ... Shun (Traditional Chinese: ) was a legendary leader of ancient China, among the Three August Ones and the Five Emperors. ... Go equipment refers to the objects which are necessary in order to play the game of Go. ...


The earliest written reference of the game is usually taken to be the historical annal Zuo Zhuan[4] (c. 4th century BC),[5] referring to a historical event of 548 BC. It is also mentioned in Book XVII of the Analects of Confucius (c. 3rd century BC)[5] and in two of the books of Mencius[6] (c. 3rd century BC).[5] In all of these works, the game is referred to as (), a name that is no longer in use today. The Zuo Zhuan (Chinese: ; Wade-Giles: Tso Chuan) is the earliest Chinese work of narrative history and covers the period from 722 BCE to 468 BCE. It was traditionally attributed to Zuo Qiuming, as a commentary to the Spring and Autumn Annals, although many scholars believe it was an independent... Engraving of Confucius. ... Mencius (Romanization; 孟子, pinyin: Mèng Zǐ; Wade-Giles: Meng Tzu; most accepted dates: 372 – 289 BCE; other possible dates: 385 – 303/302 BCE) was a Chinese philosopher who was arguably the most famous Confucian after Confucius himself. ...


In China, Go was perceived as the popular game of the aristocracy, while Xiangqi (Chinese chess) was the game of the masses. Go was considered one of the four cultivated arts of the Chinese scholar gentleman, along with calligraphy, painting and playing the musical instrument guqin.[7] Aristocrat redirects here. ... Chinese chess redirects here. ... The Four Arts of the Chinese Scholar, otherwise known as siyi (四艺), is a term used to describe four main requirements of the Chinese scholar gentleman. ... Junzi (君子) was a term coined by Confucius to describe his ideal human. ... Calligraphy is an art dating back to the earliest day of history, and widely practiced throughout China to this day. ... Wall scroll painted by Ma Lin in 1246. ... This article is becoming very long. ...


Spread to Japan and Korea

Although Go may have reached Korea as early as the 5th century AD, more solid evidence stems from the 7th century AD.[8] By this time, Go had also reached Japan, where it gained popularity at the imperial court in the 8th century.[9] By the beginning of the 13th century, Go was played among the general public in Japan.[10]

Korean players, in traditional dress, play in a photograph dated between 1910 and 1920.
Korean players, in traditional dress, play in a photograph dated between 1910 and 1920.

In 1603, Tokugawa Ieyasu re-established Japan's unified national government. In the same year, he assigned the then-best player in Japan, a Buddhist monk named Nikkai (born Kano Yosaburo, 1559), to the post of Godokoro (Minister of Go).[11] Nikkai took on the name of Honinbo Sansa and founded the Honinbo Go school.[11] Several competing schools were founded soon after.[11] These officially recognized and subsidized Go schools greatly developed the level of play and introduced the martial arts style system of ranking players.[12] Players from the four schools (Honinbo, Yasui, Inoue, Hayashi) competed in the annual castle games, played in the presence of the shogun.[13] Image File history File links Size of this preview: 800 × 561 pixelsFull resolution (1024 × 718 pixel, file size: 269 KB, MIME type: image/jpeg) File historyClick on a date/time to view the file as it appeared at that time. ... Image File history File links Size of this preview: 800 × 561 pixelsFull resolution (1024 × 718 pixel, file size: 269 KB, MIME type: image/jpeg) File historyClick on a date/time to view the file as it appeared at that time. ... Tokugawa Ieyasu January 31, 1543 – June 1, 1616)was the founder and first shogunof the Tokugawa shogunateof Japanwhich ruled from the Battle of Sekigaharain 1600until the Meiji Restorationin 1868. ... A replica of an ancient statue found among the ruins of a temple at Sarnath Buddhism is a philosophy based on the teachings of the Buddha, Siddhārtha Gautama, a prince of the Shakyas, whose lifetime is traditionally given as 566 to 486 BCE. It had subsequently been accepted by... The Godokoro, or teacher to the shogun, was a title that was given in Japan from the beginning of the Edo period until the Meiji Restoration. ... Honinbō Sansa (本因坊算砂, 1559–June 13, 1623) was a Japanese player of Go, and the strongest player of his day. ... The Honinbō (本因坊) school was one of four major schools of Go in Japan. ... In the history of go in Japan, the four go houses were the four academies of go instituted, and supported and controlled by the state, at the beginning of the Tokugawa shogunate. ... Hawaiian State Grappling Championships. ... This article or section does not cite its references or sources. ... A castle game (oshirogo), in relation to high-level Japan during the Edo period, was an official match played by representatives of the four go houses in the castle of the shogun. ... Minamoto no Yoritomo, the first shogun of the Kamakura shogunate Shōgun )   is supreme general of the samurai,a military rank and historical title in Japan. ...


International Go

Go was introduced to the West at the end of the 19th century, when German scientist Oskar Korschelt wrote the first Western treatise on the game.[14] By the early 20th century, Go had spread throughout the German and Austro-Hungarian empires. In 1905, Edward Lasker learned the game while in Berlin. When he moved to New York, Lasker founded the New York Go Club together with (amongst others) Arthur Smith, who had learned of the game while touring the East and had published the book The Game of Go in 1908.[15] Lasker's book Go and Go-moku (1934) helped spread the game throughout the US,[15] and in 1935, the American Go Association was formed. Two years later, in 1937, the German Go Association was founded. World War II put a stop to most Go activity, but after the war, Go continued to spread.[16] For most of the 20th century, the Japan Go Association played a leading role in spreading Go outside East Asia, publishing the English-language magazine Go Review in the 1960s, establishing Go centers in the US, Europe and South America, and often sending professional teachers on tour to Western nations.[17] In 1996, NASA astronaut Daniel Barry and Japanese astronaut Koichi Wakata became the first people to play Go in space. Both astronauts were awarded honorary dan ranks by the Nihon Kiin.[18] As of 2008, the International Go Federation has a total of 70 member countries.[19] Austria-Hungary, also known as the Dual monarchy (or: the k. ... Edward Lasker (Breslau, December 3, 1885- New York, March 25, 1981) was a leading American chess and go player. ... The American Go Association (abbrev. ... Combatants Allied powers: China France Great Britain Soviet Union United States and others Axis powers: Germany Italy Japan and others Commanders Chiang Kai-shek Charles de Gaulle Winston Churchill Joseph Stalin Franklin Roosevelt Adolf Hitler Benito Mussolini Hideki Tōjō Casualties Military dead: 17,000,000 Civilian dead: 33,000... The Nihon Ki-in (日本棋院), also known as the Japan Go Association, is the main organizational body for Go in Japan, overseeing Japans professional system and issuing diplomas for amateur dan rankings. ... As part of the effort to spread the game of go throughout the world, several go centers were founded in the US, Europe and South American. ... For other uses, see NASA (disambiguation). ... Astronaut Daniel T. Barry Daniel T. Barry (M.D., Ph. ... Koichi Wakata Koichi Wakata (若田 光一 Wakata Kōichi, born 1 August 1963) is a Japanese astronaut and a veteran of two NASA space shuttle missions. ... This article or section does not cite any references or sources. ... The Nihon Ki-in (日本棋院) is the main organizational body for Go in Japan, overseeing Japans professional system and issuing diplomas for amateur dan rankings. ...


Rules

Main article: Rules of Go

Although there are some minor differences between rulesets used in different countries,[20] most notably in Chinese and Japanese scoring rules,[21] these differences do not seriously affect the tactics and strategy of the game. The basic rules presented here are valid independent of the scoring rules used. The scoring rules are explained separately. This is an in-depth discussion of the rules of Go. ...


Basic rules

One black chain and two white chains, their liberties shown with dots. Note that liberties are shared among all stones of a chain.
One black chain and two white chains, their liberties shown with dots. Note that liberties are shared among all stones of a chain.

Two players, Black and White, take turns placing a stone (game piece) of their own color on a vacant point (intersection) of the grid on a Go board. Black moves first (If there is a large difference in playing level between the players, black is sometimes allowed to place two or more stones on the board for his first move, see Go handicaps for details). The official grid measures 19×19 lines, though the rules can be applied to any grid size, 13×13 and 9×9 are popular choices to teach beginners.[22] Once played, a stone may not be moved to a different point.[23] Wikipedia does not have an article with this exact name. ... Wikipedia does not have an article with this exact name. ... Within most systems and at most levels, handicap is given to offset the strength difference between players of different ranks in the game of Go. ...


Orthogonally adjacent stones of the same color form a chain (also called a group) that shares its liberties (see below) in common, cannot subsequently be subdivided, and in effect becomes a single larger stone.[24] Only stones connected to one another by the lines on the board create a chain; stones that are diagonally adjacent are not connected. Chains may be expanded by playing additional stones on adjacent intersections or connected together by playing a stone on an intersection that is adjacent to two or more chains of the same color. Go terms and concepts are important in the game of Go. ...

If white plays at A, the black chain loses its last liberty. It is captured and removed from the board.
If white plays at A, the black chain loses its last liberty. It is captured and removed from the board.

A vacant point adjacent to a stone is called a liberty for that stone.[25] Chains of stones share their liberties. A chain of stones must have at least one liberty to remain on the board. When a chain is surrounded by opposing stones so that it has no liberties, it is captured and removed from the board. Wikipedia does not have an article with this exact name. ... Wikipedia does not have an article with this exact name. ...


Generally, it is not allowed to play a stone in such a way that one of your own chains is left without liberties.[26] Such a move is dubbed suicide. An exception to this rule occurs if doing so captures one or more of the opponent's stones. In this case, the opponent's stones are captured first, leaving the newly played stone at least one liberty.[27]

An example of a situation in which the ko rule applies

Players are not allowed to make a move that returns the game to the position before the opponent's last move. This rule, called the ko rule (from the Japanese 劫 "eon"), prevents unending repetition.[28] See the example to the right: Black has just played the stone marked 1, capturing a white stone at the intersection marked with a circle. If White were now allowed to play on the marked intersection, that move would capture the black stone marked 1 and recreate the situation before Black made the move marked 1. Allowing this would result in an unending cycle of captures by both players. The ko rule therefore prohibits White from playing at the marked intersection. Instead White must play elsewhere; Black can then end the ko by filling at the marked intersection, creating a five-stone Black chain. If White wants to continue the ko, White will try to find a play that Black must answer; if Black answers, then White can retake the ko. A repetition of such exchanges is called a ko fight.[29] This is an in-depth discussion of the rules of Go. ...


Instead of placing a stone, a player may pass, indicating that he sees no way to increase his territory or reduce his opponent's territory. When both players pass consecutively, the game ends and is then scored. This is an in-depth discussion of the rules of Go. ...


Scoring rules

There are two basic ways to count the score at the end of a game. The oldest scoring method is territory scoring which is used in Japan, Korea and most Western countries. The other scoring rules —invented in 15th-century China— are called area scoring and are used in China and some other countries.[30] The USA, France and the UK use a scoring system that is a hybrid of these two systems.[31]


With territory scoring, the score is the number of empty points enclosed by each player's stones (after dead stones have been removed), plus the number of prisoners. Prisoners are opposing stones captured during the game as well as those still on the board but unable to avoid capture (so-called dead stones).


With area scoring, the score is the number of stones each player has on the board, plus the number of surrounded empty intersections. Dead stones are removed at the end, as under "territory" scoring, but prisoners do not count toward the score under these rules.


Given the fact that the number of stones a player has on the board is directly related to the number of prisoners the opponent has taken, the resulting net score under both rules is often identical and is rarely more than one point different.[32]


Each of these scoring methods has advantages and disadvantages.[33] There have been some efforts to agree on a standardized set of international rules.[34]


Important consequences

Although not actually part of the rules, there are some consequences of the basic go rules that are so important that they might be considered as derived rules.[35]

Examples of eyes.

The most important of these consequences of the rules are the concepts of life and death. When a group of stones is mostly surrounded and has no options to connect with friendly stones elsewhere, we can describe the status of the group as either alive or dead. A group of stones is said to be alive if it cannot be captured even if the opponent is allowed to move first. Conversely, a group of stones is said to be dead if it cannot avoid capture, even if the owner of the group is allowed the first move. If the status of a group depends on whether the owner or his opponent moves first, the group is said to be unsettled. In such a situation, the player that moves first may either make it alive if he is the owner, or kill it if it is the opponent's group.[35]

Example of seki (mutual life).

For a group to be alive, it needs to create at least two eyes. An eye is an empty point that is surrounded by friendly stones and where the opponent can never play due to the suicide rule. If two such eyes exist, the opponent can never capture a group of stones, because it will always have at least two liberties. One eye is not enough for life, because a point that would normally be suicide may be played upon if doing so fills the last liberty of opposing stones, thereby capturing those stones. Refer to the diagram labeled "Examples of eyes". All the circled points are eyes. The two black groups in the upper corners are alive, as they both have at least two eyes. The groups in the lower corners are dead, as they both have only one eye. The group in the lower left may seem to have two eyes, but the surrounded empty point without a circle is not actually an eye. White can play there and take a black stone. Such a point is often called a false eye.[35]


There is a rare exception to the requirement that a group must have two eyes to be alive, a situation called seki (or mutual life). If two (or more) groups of the opposing players are adjacent and share liberties, the situation may reach a position where neither player wants to move first, because doing so would allow the opponent to capture. Such situations therefore remain on the board. Sekis can occur in many ways. The simplest are: (1) each player has a group without eyes and they share two liberties; and (2) each player has a group with one eye and they share one more liberty. An example seki may be found in the diagram on the right, where the circled points are liberties shared by both a black and a white group. Neither player wants to play on a circled point, because doing so would allow the opponent to capture. All the other groups in this example, both black and white, are alive with at least two eyes. Sekis are unusual (perhaps one game in twenty finished games has one), and usually result from an attempt by one player to invade and kill a nearly settled group of the other player.[35]


Equipment

Main article: Go equipment
A traditional Japanese set, with floor board (碁盤 goban), bowls (碁笥 goke) and stones (碁石 goishi)
A traditional Japanese set, with floor board (碁盤 goban), bowls (碁笥 goke) and stones (碁石 goishi)

It is possible to play Go with a simple paper board and coins or plastic tokens for the stones. More popular midrange equipment includes cardstock, a laminated particle board, or wood boards with stones of plastic or glass. More expensive traditional materials are also still used by many players. Go equipment refers to the objects which are necessary in order to play the game of Go. ... Image File history File links Go-tisch. ... Image File history File links Go-tisch. ... Laminate flooring Laminated core transformer A laminate is a material constructed by uniting two or more layers of material together. ... Particle board is a material manufactured from wood particles (e. ...


Traditional equipment

The traditional Go board is solid wood, from 10 to 18 cm (4 to 7 in) thick.[36] In Japan, it is preferably made from the rare golden-tinged Kaya tree (Torreya nucifera), with the very best made from Kaya trees up to 700 years old. More recently, the California Torreya (Torreya californica) has been prized for its light color and pale rings, as well as its less expensive and more readily available stock. Other woods often used to make quality table boards include Hiba (Thujopsis dolabrata), Katsura (Cercidiphyllum japonicum), Kauri (Agathis), and Shin-Kaya (Spruce).[37] So-called Shin Kaya is a potentially confusing merchant's term: shin means "new", and thus shin kaya is best translated "faux kaya"—the woods so described are biologically unrelated to Kaya.[37] Go equipment refers to the objects which are necessary in order to play the game of Go. ... Binomial name Torreya nucifera (L.) Siebold & Zucc. ... Binomial name Torreya californica Torr. ... Binomial name Thujopsis dolabrata (Thunb. ... Species Cercidiphyllum japonicum Cercidiphyllum magnificum Katsura (Cercidiphyllum) is a genus of two species of plants, the sole members of the family Cercidiphyllaceae. ... Species See text The genus Agathis, commonly known as kauri or dammar forms a relatively small group of 21 species of evergreen trees in the family Araucariaceae, characteristically with very large trunks and little or no branching for some way up. ... Species About 35; see text. ...


In the Japanese style, the stones are kept in matching solid wood bowls and are made of clamshell (white) and slate (black).[38] The classic slate is nachiguro stone mined in Wakayama prefecture and the clamshell from the Hamaguri clam. However, due to a scarcity in supplies, clamshells are being harvested from Mexico.[38] The natural resources of Japan have been unable to keep up with the enormous demand for the native clams and slow-growing Kaya trees; both must be of sufficient age to grow to the necessary size, and they are now extremely rare at the age and quality required, raising the price of such equipment tremendously.[37] For other uses, see Clam (disambiguation). ... For other uses, see Slate (disambiguation). ... Wakayama Prefecture ) is part of the Kii Peninsula in the Kinki region on Honshū island, Japan. ...


In China, the game is traditionally played with yunzi stones, which are single convex (i.e. flat on one side).[38] The stone comes from Yunnan province. Historically, the most prized stones were made of jade, often given to the reigning emperor as a gift.[38] Yunzi Yunzi (Traditional: 雲子; Simplified: 云子; Pinyin: Yúnzǐ) refer to special weiqi (Go) pieces manufactured in the Chinese province of Yunnan; at various times in history they have also been termed yunbian (云扁) and yunyaozi (云窑子). Though technically Yunzi refers only to sintered stones made of yunzi material (the exact composition is a... For the tea from this region, see Yunnan tea. ... A selection of antique, hand-crafted Chinese jade (jadeite) buttons Unworked Jade Jade is used as an ornamental stone, the term jade is applied to two different rocks that are made up of different silicate minerals. ...

Yunzi stones are flat on one side; they can be turned upside-down (flat surface up) during post-game analysis to keep track of which moves were changed during analysis.
Yunzi stones are flat on one side; they can be turned upside-down (flat surface up) during post-game analysis to keep track of which moves were changed during analysis.

In clubs and at tournaments, where large numbers of sets must be maintained (and usually purchased) by one organization, expensive traditional sets are not usually used. For these situations, table boards (of the same design as floor boards, but only about 1–5 cm thick and without legs) are used, and the stones are made of glass or plastic rather than slate and shell. Bowls are often plastic if wooden bowls are not available. Yunzi Yunzi (Traditional: 雲子; Simplified: 云子; Pinyin: Yúnzǐ) refer to special weiqi (Go) pieces manufactured in the Chinese province of Yunnan; at various times in history they have also been termed yunbian (云扁) and yunyaozi (云窑子). Though technically Yunzi refers only to sintered stones made of yunzi material (the exact composition is a...


Traditionally, in Japan, the board's grid is 1.5 shaku long by 1.4 shaku wide (455 mm by 424 mm) with space beyond to allow stones to be played on the edges and corners of the grid.[36] Newcomers may be surprised at first to discover that the board is not a perfect square. It is longer than it is wide, in the proportion 15:14. The reason for this is that when the players sit at the board, the angle at which they view the board gives a foreshortening of the grid; the board is slightly longer between the players to compensate for this.[36] It has been suggested that this article or section be merged into Japanese unit. ...


Traditional stones are made so that black stones are slightly larger in diameter than white; this is to compensate for the optical illusion created by contrasting colors that would make equal-sized white stones appear larger on the board than black stones.[38]


The bowls for the stones are of a simple shape, like a flattened sphere with a level underside.[39] The lid is loose-fitting and is upturned before play to receive stones captured during the game. The bowls are usually made of turned wood, although small lidded baskets of woven straw are a cheaper alternative from China.


Playing technique

A pair of Shanghaiese men demonstrate the traditional technique of holding a stone.
A pair of Shanghaiese men demonstrate the traditional technique of holding a stone.

The traditional way to place a Go stone is to first take a stone from the bowl, gripping it between the index and middle fingers - with the middle finger on top, and then placing it directly on the desired intersection.[40] Although it can be soothing and pleasant to run one's hand through the bowl or hold a handful of stones, this can be noisy and unnerving to one's opponent; it is considered good form to take only one stone at a time as one decides where best to play. It is permissible to strike the board firmly to produce a sharp click. Many consider the acoustic properties of the board to be quite important.[37] The traditional goban will usually have its underside carved with a pyramid called a heso recessed into the board. Tradition holds that this is to give a better resonance to the stone's click, but the more conventional explanation is to allow the board to expand and contract without splitting the wood.[37] In theory, the wood never fully dries, so fully sealing it threatens warping in varying conditions. The heso allows the board to breathe. Acoustics is the interdisciplinary sciences that always deals with the study of sound, ultrasound and infrasound (all mechanical waves in gases, liquids, and solids). ...


Time control

See also: time control and byoyomi

A game of Go may be timed, using a game clock. Formal time controls were introduced into the professional game during the 1920s and were controversial.[41] Adjournments and sealed moves began to be regulated in the 1930s. Go tournaments use a number of different time control systems. All common systems envisage a single main period of time for each player for the game, but they vary on the protocols for continuation (in overtime) after a player has finished that time allowance.[42] The most widely used time control system in Go is the so called byoyomi[43] system. The top professional Go matches have timekeepers so that the players do not have to press their own clocks. A time control is imposed on the tournament play of almost all two-player board games to ensure that neither player delays the game or gains an unfair advantage by thinking for an unduly long time. ... Byo-yomi is an extended time control in two-player games, specifically Shogi and Go. ... A typical chess clock. ... To adjourn means to suspend until a later stated time. ... Byo-yomi is an extended time control in two-player games, specifically Shogi and Go. ...


Two widely-used variants of the byoyomi system are:[44]

  • Standard byoyomi: After the main time is depleted, a player has a certain number of time periods (typically around thirty seconds). After each move, the number of full time periods that the player took (possibly zero) is subtracted. For example, if a player has three thirty-second time periods and takes thirty or more (but less than sixty) seconds to make a move, he loses one time period. With 60–89 seconds, he loses two time periods, and so on. If, however, he takes less than thirty seconds, the timer simply resets without subtracting any periods. Using up the last period means that the player has lost on time.
  • Canadian byoyomi: After using all of his/her main time, a player must make a certain number of moves within a certain period of time, for example twenty moves within five minutes.[44][45] If the time period expires without the required number of stones having been played, then the player has lost on time.[46]

Competitive play

Ranks and ratings

Main article: Go ranks and ratings
Three Japanese professional Go players observe some younger amateurs as they dissect a life and death problem in the corner of the board, at the US Go Congress in Houston, 2003.
Three Japanese professional Go players observe some younger amateurs as they dissect a life and death problem in the corner of the board, at the US Go Congress in Houston, 2003.

In Go, rank indicates a player's skill in the game. Traditionally, ranks are measured using kyu and dan grades,[47] a system which has also been adopted by many martial arts. More recently, mathematical rating systems similar to the Elo rating system have been introduced.[48] Such rating systems often provide a mechanism for converting a rating to a kyu or dan grade.[48] Kyu grades (abbreviated k) are considered student grades and decrease as playing level increases, meaning 1st kyu is the strongest available kyu grade. Dan grades (abbreviated d) are considered master grades, and increase from 1st dan to 7th dan. First dan equals a black belt in eastern martial arts using this system. Top players can attain a professional dan grade (abbreviated p), with the very best reaching 9th dan professional. The difference between each amateur rank is one handicap stone. For the professional ranks, the difference is roughly one handicap stone for every three ranks. For example, if a 5k plays a game with a 1k, the 5k would need a handicap of four stones to even the odds. Professional grades partly overlap the amateur 7th dan grade. This article or section does not cite its references or sources. ... Download high resolution version (768x1024, 107 KB)i Hunter Peress took this photo. ... Download high resolution version (768x1024, 107 KB)i Hunter Peress took this photo. ... Life and death is a fundamental concept in the game of Go, where the status of a distinct group of stones, is determined as either being alive, and may remain on the board, or dead, where the group will be lost as captured. The basic idea can be simply put... The U.S. Go Congress is an annual, week-long event where players gather to learn, discuss, and play Go. ... Houston redirects here. ... Hawaiian State Grappling Championships. ... Chess Go The Elo rating system is a method for calculating the relative skill levels of players in two-player games such as chess and Go. ... For the rank in martial arts and Go, see Shodan. ... This does not adequately cite its references or sources. ...


The rank system comprises, from the lowest to highest ranks:

Rank Type Range Stage
Double-digit kyu 30–20k Beginner
Double-digit kyu (abbreviated: DDK) 20–10k Casual Player
Single-digit kyu (abbreviated: SDK) 9–1k Intermediate Player
Amateur dan 1–7d (where 8d is special title) Expert Player
Professional dan 1–9p (where 10p is special title) Professionals

Tournament and match rules

Tournament and match rules deal with factors that may influence the game but are not part of the actual rules of play. Such rules may differ between events. Rules that influence the game include: the setting of compensation points (komi), handicap strategies, and time control parameters. Rules that do not generally influence the game are: the tournament system, pairing strategies, and placement criteria.


Common tournament systems used in Go include the McMahon system,[49] Swiss system, league systems and the knockout system. Tournaments may combine multiple systems; many professional Go tournaments use a combination of the league and knockout systems.[50] A Swiss system tournament is a commonly used type of tournament in chess, bridge, Scrabble, and other games where players or teams need to be paired to face each other. ... A Swiss system tournament is a commonly used type of tournament in chess, bridge, Scrabble, and other games where players or teams need to be paired to face each other. ... A league system is a hierarchy of leagues in a sport that teams (usually) can be promoted or relegated between, depending on finishing positions or playoffs. ... A single-elimination tournament, also called a knockout or sudden death tournament, is a type of tournament where the loser of each match is immediately eliminated from winning the championship or first prize in the event. ... This is a list of professional Go tournaments. ...


Tournament rules may also set the following:

  • compensation points, called komi, which compensate the second player for the first move advantage of his opponent; Tournaments commonly use a compensation in the range of 5–8 points,[51] generally including a half-point to prevent draws.
  • compensation stones placed on the board before alternate play, allowing players of different strengths to play competitively (see Go handicap for more information);
  • superko: Although the basic ko rule described above covers over 95% of all cycles occurring in games,[52] there are some complex situations —triple ko, eternal life, etc.— that are not covered by it but would allow the game to cycle indefinitely. To prevent this, the ko rule is sometimes extended to disallow any previous position. This is called superko.[52]

Komi points (komidashi is the more complete Japanese language term) are points given in the game of go to one player to add to his or her score. ... In an even game of Go, the board is empty, and Black plays first. ...

Top players

See also: Go players and Go professional

Although the game was developed in China, the establishment of the Four Go houses by Tokugawa Ieyasu at the start of the 17th century shifted the focus of the Go world to Japan. State sponsorship, allowing players to dedicate themselves full-time to study of the game, and fierce competition between individual houses resulted in a significant increase in the level of play. During this period, the best player of his generation was given the prestigious title Meijin (master) and the post of Godokoro (minister of Go). Of special note are the players that were dubbed Kisei (Go Sage). The only three players to receive this honor were Dosaku, Jowa and Shusaku, all of the house Honinbo.[53] A list of well-known champion players of the game of Go along with some promising youngsters and amateurs. ... A Go professional is a professional player of the game of Go. ... In the history of go in Japan, the four go houses were the four academies of go instituted, and supported and controlled by the state, at the beginning of the Tokugawa shogunate. ... Tokugawa Ieyasu January 31, 1543 – June 1, 1616)was the founder and first shogunof the Tokugawa shogunateof Japanwhich ruled from the Battle of Sekigaharain 1600until the Meiji Restorationin 1868. ... Meijin (名人), literally translated, means Brilliant Man. ... The Godokoro, or teacher to the shogun, was a title that was given in Japan from the beginning of the Edo period until the Meiji Restoration. ... The Kisei (棋聖) is a Go competition. ... Honinbo Dosaku (本因坊道策, 1645-1702) was a professional Go player. ... Honinbo Jowa (本因坊丈和, original name Todani Matsunosuke, 1787 - 1847) served as 12th Honinbo from 1827 and Meijin Godokoro from 1831 until 1839, when he was forced into retirement. ... Honinbo Shusaku (本因坊秀策, Honinbō ShÅ«saku, born as Kuwabara Torajirō (桑原虎次郎 Kuwabara Torajirō), June 6, 1829 - August 10, 1862) was a professional Go player and is considered by many to be the greatest player of the golden age of Go in the mid-19th century. ... The Honinbō (本因坊) school was one of four major schools of Go in Japan. ...

Honinbo Shusai (left), last head of house Honinbo, plays against then-up-and-coming Go Seigen in the game of the century.

After the end of the Tokugawa Shogunate and the Meiji Restoration period, the Go houses slowly disappeared, and in 1924, the Nihon Kiin (Japanese Go Association) was formed. Top players from this period often played newspaper-sponsored matches of 2–10 games.[54] Of special note are Go Seigen (Chinese: Wu Qingyuan), who scored an impressive 80% in these matches,[55] and Kitani Minoru, who dominated matches in the early 1930s.[56] These two players are also recognized for their groundbreaking work on new opening theory (Shinfuseki).[57] Image File history File links GovsShusai. ... Image File history File links GovsShusai. ... Honinbo Shusai (本因坊秀哉, Honinbō ShÅ«sai, 1874 - January 18, 1940) is the professional name of Tamura Hoju, also known as Tamura Yasuhisa (田村保寿 Tamura Yasuhisa), who was a Japanese professional Go player. ... Wu Qingyuan (呉清源, Pinyin: Wú QÄ«ngyuán, born May 19, 1914), known to the world as the Japanese Go Seigen, is considered by many to be the greatest player of the game of Go in the 20th century and one of the greatest of all time. ... The game of the century refers to a famous game of go between Honinbo Shusai (white) and Go Seigen (black) that was played to celebrate the 60th birthday of Honinbo Shusai. ... The Tokugawa shogunate or Tokugawa bakufu (徳川幕府) (also known as the Edo bakufu) was a feudal military dictatorship of Japan established in 1603 by Tokugawa Ieyasu and ruled by the shoguns of the Tokugawa family until 1868. ... The Meiji Restoration ), also known as the Meiji Ishin, Revolution, or Renewal, was a chain of events that led to enormous changes in Japans political and social structure. ... The Nihon Ki-in (日本棋院) is the main organizational body for Go in Japan, overseeing Japans professional system and issuing diplomas for amateur dan rankings. ... Wu Qingyuan (呉清源, Pinyin: Wú QÄ«ngyuán, born May 19, 1914), known to the world as the Japanese Go Seigen, is considered by many to be the greatest player of the game of Go in the 20th century and one of the greatest of all time. ... Kitani Minoru (1909-1975) was one of the most celebrated professional players of the game of go in the twentieth century in Japan He was a young prodigy, who quickly attracted attention after the founding in 1924 of the Nihon Ki-in. ... Shinfuseki or new opening strategy was the change of attitude to go opening theory that set in strongly in Japan in 1933. ...


For much of the twentieth century, Go continued to be dominated by players trained in Japan. Notable names included Sakata Eio, Rin Kaiho (Chinese: Lin Haifeng), Kato Masao, Kobayashi Koichi and Cho Chikun (born Cho Ch'i-hun, South Korea).[58] As these names show, top Chinese and Korean talents would sometimes move to Japan, because the level of play there was high and funding was more lavish. One of the first Korean players to do so was Cho Namchul, who studied in the Kitani Dojo 1937–1944. After his return to Korea, the Hanguk Kiwon (Korean Go Association) was formed and caused the level of play in South Korea to rise significantly in the second half of the twentieth century.[59] In China, the game suffered from the Cultural Revolution (1966-1976) but quickly recovered in the last quarter of the twentieth century, bringing Chinese players like Nie Weiping and Ma Xiaochun on par with their Japanese and Korean counterparts.[60] Sakata Eio Sakata Eio (坂田栄男, born February 15, 1920) is a professional 9-dan Japanese professional Go player. ... Rin Kaiho Rin Kaiho (Chinese: æž—æµ·å³°; Pinyin: Lín HÇŽifÄ“ng; born on May 6, 1942) is a professional Go player. ... Kato Masao (加藤正夫 Katō Masao, March 15, 1947 - December 30, 2004) was a famous Japanese go player. ... Kobayashi Koichi Kobayashi Koichi (小林光一, born September 10, 1952) is a professional Go player. ... This article does not cite its references or sources. ... Cho Namchul (born November 30, 1923) is a professional Go player. ... The Hanguk Kiwon is a go organization that oversees Go professionals in South Korea, issuing official diplomas for strong players and organizing tournaments for professionals. ... This article is about the Peoples Republic of China. ... Nie Weiping Nie Weiping (Traditional: 聶衛平; Simplified: 聂卫平; Pinyin: Niè Wèipíng; born August 17, 1952) in China is a professional Go player. ... Ma Xiaochun Ma Xiaochun (Traditional: 馬暁春; Simplified: 马晓春; Pinyin: MÇŽ XiÇŽochÅ«n; born August 26, 1964) is a Chinese professional Go player. ...

Korean player Lee Chang-ho, considered by many to be the best player of the late 20th and early 21st centuries, plays against Russian player Alexandre Dinerchtein, six-time European Champion and one of the few Western players to reach professional status.
Korean player Lee Chang-ho, considered by many to be the best player of the late 20th and early 21st centuries, plays against Russian player Alexandre Dinerchtein, six-time European Champion and one of the few Western players to reach professional status.

With the advent of major international titles from 1989 onward, it became possible to compare the level of players from different countries more accurately. Korean players like Lee Chang-ho, Cho Hunhyun, Lee Sedol and Park Young-Hoon dominated international Go and won an impressive number of titles.[61] Several Chinese players also rose to the top in international Go, most notably Ma Xiaochun, Chang Hao and Gu Li. Japan currently lags behind in the international Go scene. Lee Chang-ho (born on July 29, 1975) is a South Korean professional Go player of 9-dan rank. ... Alexandre Dinerchtein (born April 19, 1980) is a is a professional Go player. ... A Go professional is a professional player of the game of Go. ... Lee Chang-ho (born on July 29, 1975) is a South Korean professional Go player of 9-dan rank. ... Cho Hunhyun (born March 10, 1953) is a Korean 9-dan professional Go player. ... Lee Sedol ( Yi Se-tol or Lee Saedol, born on February 3, 1983) is a South Korea professional Go player of 9-dan rank. ... Park Young-Hoon (born April 1, 1985) is a professional Go player. ... Ma Xiaochun Ma Xiaochun (Traditional: 馬暁春; Simplified: 马晓春; Pinyin: Mǎ Xiǎochūn; born August 26, 1964) is a Chinese professional Go player. ... Chang Hao (常昊; Pinyin: Cháng Hào; born on November 7, 1976) is a professional Go player. ... Gu Li (Chinese: 古力; Pinyin: Gǔ Lì; born February 3, 1982) is a Chinese professional Go player. ...


Historically, as with most sports and games, more men than women have played Go. Special tournaments for women exist, but until recently, men and women did not compete together at the highest levels. However, the creation of new, open tournaments and the rise of strong female players, most notably Rui Naiwei, have in recent years highlighted the strength and competitiveness of emerging female players.[62] Rui Naiwei (born December 28, 1963, Shanghai, China) is probably the strongest female go player who has ever lived. ...


The level in other countries has traditionally been much lower, except for some players who had preparatory professional training in Asia.[63] Knowledge of the game has been scant elsewhere for most of the game's history. A German scientist, Oskar Korschelt, is credited with the first systematic description of the game in a Western language in 1880.[64] A famous player of the 1920s was Emanuel Lasker, a former world chess champion during that time.[65] It was not until the 1950s that more than a few Western players took up the game as other than a passing interest. In 1978, Manfred Wimmer became the first Westerner to receive a professional player's certificate from an Asian professional Go association.[66] In 2000, a Westerner, Michael Redmond, finally achieved the top rank awarded by an Asian Go association, 9 dan. In total, as of 2008, only nine non-Asian Go players have ever turned professional. Emanuel Lasker (December 24, 1868 – January 11, 1941) was a German World Chess Champion, mathematician, and philosopher born at Berlinchen in Brandenburg (now Barlinek in Poland). ... Manfred Wimmer (1944-1995) was the first Western professional go player. ... Michael Redmond (born May 25, 1963) is one of the few American-born Go players to be promoted to the professional levels, and was the first Westerner to reach 9-dan, the highest grade. ... 2008 (MMVIII) will be a leap year starting on Tuesday of the Gregorian calendar. ...


Tactics

In Go, tactics deal with immediate fighting between stones, capturing and saving stones, life, death and other issues localized to a specific part of the board. Larger issues, not limited to only part of the board, are referred to as strategy, and are covered in their own section. The game of Go has simple rules and can be learned very quickly, but the immense amount of depth and complexity in the game that evolves from such rules has resulted in a variety of strategy and tactics that have developed over the course of history. ...


Capturing tactics

There are several tactical constructs aimed at capturing stones.[67] These are among the first things a player learns after understanding the rules. Recognizing the possibility that stones can be captured using these techniques is an important step forward.

A ladder. Black cannot escape unless the ladder connects to friendly stones further down the board.

The most basic technique is the ladder.[68] To capture stones in a ladder, a player uses a constant series of capture threats —called atari— to force the opponent into a zigzag pattern as shown in the diagram to the right. Unless the pattern runs into stones along the way, the stones in the ladder cannot avoid capture. Experienced players will recognize the futility of continuing the pattern and will play elsewhere. The presence of a ladder on the board does give a player the option to play a stone in the path of the ladder, thereby threatening to rescue his stones, forcing a response. Such a move is called a ladder breaker and may be a powerful strategic move.

A net. The chain of three black stones cannot escape in any direction.

Another technique to capture stones is the so-called net,[69] also known by its Japanese name, geta. This refers to a move that loosely surrounds some stones, preventing their escape in all directions. An example is given in the diagram to the left. It is generally better to capture stones in a net than in a ladder, because a net does not depend on the condition that there are no opposing stones in the way, nor does it allow the opponent to play a strategic ladder breaker.

A snapback. Although Black can capture the white stone by playing at the circled point, White can then snap back by playing at 1 again.

A third technique to capture stones is the snapback.[70] In a snapback, a player sacrifices a stone in order to immediately capture several opposing stones, in effect snapping back those stones. An example can be seen on the right. As with the ladder, an experienced player will not play out such a sequence, recognizing the futility of capturing only to be captured back immediately.


Reading ahead

One of the most important skills required for strong tactical play is the ability to read ahead. Reading ahead consists of considering available moves to play, considering the possible responses to each move, the subsequent possibilities after each of those responses, etcetera. Some of the strongest players of the game can read up to 40 moves ahead even in complicated positions.[71]


As explained in the section on important consequences of the basic rules, some formations of stones can never be captured and are said to be alive, while other stones may be in the position where they cannot avoid being captured and are said to be dead. Much of the practice material available to students of the game comes in the form of life and death problems, also known as tsumego.[72] In such problems, players are challenged to find the vital move sequence that will kill a group of the opponent or save a group of their own. Tsumego are considered an excellent way to train a player's ability at reading ahead,[72] and are available for all skill levels, some posing a challenge even to top players. Go is a strategic board game for two players. ...


Ko fighting

In situations where the ko rule applies, prohibiting a player to capture to avoid repetition, a ko fight may occur.[29] If the player who is prohibited from capture is of the opinion that the capture is important, for example because it prevents a large group of stones from being captured, the player may play a ko threat.[29] This is a move elsewhere on the board that threatens to make a large profit if the opponent does not respond. If the opponent does respond to the ko threat, the situation on the board has changed, and the prohibition on capturing the ko no longer applies. Thus the player who made the ko threat may now recapture the ko. His opponent is then in the same situation, and can either play a ko threat as well, or concede the ko by simply playing elsewhere. If a player concedes the ko, either because he does not think it important, or because there are no moves left that could function as a ko threat, he has lost the ko, and his opponent may connect the ko.


Instead of responding to a ko threat, a player may also choose to ignore the threat and connect the ko.[29] He thereby wins the ko, but at a cost. The choice of when to respond to a threat and when to ignore it is a subtle one, which requires a player to consider many factors, including how much is gained by connecting, how much is lost by not responding, how many possible ko threats both players have remaining, what the optimal order of playing them is, and what the size —points lost or gained— of each of the remaining threats is.


Frequently, the winner of the ko fight does not connect the ko but instead captures one of the chains which constituted his opponent's side of the ko.[29] In some cases, this leads to another ko fight at a neighboring location.


Strategy

Game 1 of the 2002 LG Cup final between Choe Myeong-hun (White) and Lee Sedol (Black) at the end of the opening stage; White has developed a great deal of potential territory, while Black has emphasized central influence.
Game 1 of the 2002 LG Cup final between Choe Myeong-hun (White) and Lee Sedol (Black) at the end of the opening stage; White has developed a great deal of potential territory, while Black has emphasized central influence.

Strategy deals with global influence, interaction between distant stones, with keeping the whole board in mind during local fights and other issues that involve the overall game. It is therefore possible to allow a tactical loss when it confers a strategic advantage. The game of Go has simple rules and can be learned very quickly, but the immense amount of depth and complexity in the game that evolves from such rules has resulted in a variety of strategy and tactics that have developed over the course of history. ... Image File history File links Noname_1. ... Lee Sedol ( Yi Se-tol or Lee Saedol, born on February 3, 1983) is a South Korea professional Go player of 9-dan rank. ...


Go is not easy to play well. With each new level (rank) comes a deeper appreciation for the subtlety and nuances involved and for the insight of stronger players. The acquisition of major concepts of the game comes slowly. Novices often start by randomly placing stones on the board, as if it were a game of chance; they inevitably lose to experienced players who know how to create effective formations. An understanding of how stones connect for greater power develops, and then a few basic common opening sequences may be understood. Learning the ways of life and death helps in a fundamental way to develop one's strategic understanding of weak groups. It is necessary to play some thousands of games before one can get close to one's ultimate potential Go skill. A player who both plays aggressively and can handle adversity is said to display kiai or fighting spirit in the game. In the game of Go, the term opening theory (also opening game or early game —borrowed from Chess terminology) refers to concepts which underlie where, why, in what order, and in what shapes the first several moves are played. ... Life and death is a fundamental concept in the game of Go, where the status of a distinct group of stones, is determined as either being alive, and may remain on the board, or dead, where the group will be lost as captured. The basic idea can be simply put... Kiai is a compound of ki meaning mind, will, turn-of-mind, spirit. ...


Familiarity with the board shows first the tactical importance of the edges, and then the efficiency of developing in the corners first, then sides, then center. The more advanced beginner understands that territory and influence are somewhat interchangeable—but there needs to be a balance. This intricate struggle of power and control makes the game highly dynamic.


Basic concepts

Basic strategic aspects include the following:

  • Connection: Keeping one's own stones connected means that fewer groups need defense.
  • Cut: Keeping opposing stones disconnected means that the opponent needs to defend more groups.
  • Life: This is the ability of stones to permanently avoid capture. The simplest way is for the group to surround two eyes (separate empty areas), so that filling one eye will not kill the group and therefore be suicidal.
  • Death: The absence of life coupled with the inability to create it, resulting in the eventual removal of a group.
  • Invasion: Setting up a new living position inside an area where the opponent has greater influence, as a means of balancing territory.
  • Reduction: Placing a stone far enough into the opponent's area of influence to reduce the amount of territory he/she will eventually get, but not so far in that it can be cut off from friendly stones outside.

The strategy involved can become very abstract and complex. High-level players spend years improving their understanding of strategy.


Opening strategy

In the opening of the game, players will usually play in the corners of the board first, as the presence of two edges make it easier for a player to surround territory and establish his stones.[73] After the corners, focus moves to the sides, where there is still one edge to support a player's stones. Opening moves are generally on the third and fourth line from the edge, with occasional moves on the second and fifth lines. In general, stones on the third line offer stability and are good defensive moves, whereas stones on the fourth line influence more of the board and are good attacking moves.


In the opening, players often play established sequences called joseki, which are locally balanced exchanges.[74] Choosing the right joseki that also gives a good result globally is one of the challenges faced by good players. It is generally advisable to keep a balance between stability and influence. Which of these gets precedence is often a matter of individual taste.


Computers and Go

Nature of the game

See also: Go and mathematics
Computers generally model the game as a tree of moves with values assigned to them.

In combinatorial game theory terms, Go is a zero-sum, perfect information, partisan, deterministic strategy game, putting it in the same class as chess, checkers (draughts), and reversi (othello), but it is not similar in its play to these. Although the game rules are simple, the practical strategy is extremely complex. Mathematicians playing Konane at a Combinatorial game theory workshop (for technical content, see external link) This article is on the theory of combinatorial games. ... Zero-sum describes a situation in which a participants gain (or loss) is exactly balanced by the losses (or gains) of the other participant(s). ... Perfect information is a term used in economics and game theory to describe a state of complete knowledge about the actions of other players that is instantaneously updated as new information arises. ... In combinatorial game theory, a game is partisan or partizan if it is not impartial. ... In mathematics, a deterministic system is a system in which no randomness is involved in the development of future states of the system. ... Chess is one of the most well-known and played strategy games of all time. ... This article is about the Western board game. ... starting position on a 10×10 draughts board Draughts, also known as checkers, is a group of mental sport board games between two players which involve diagonal moves of uniform pieces and mandatory captures by jumping over the enemys pieces. ... Reversi and Othello are names for an abstract strategy board game which involves play by two parties on an eight-by-eight square grid with pieces that have two distinct sides. ...


The game emphasizes the importance of balance on multiple levels and has internal tensions. To secure an area of the board, it is good to play moves close together; but to cover the largest area, one needs to spread out, perhaps leaving weaknesses that can be exploited. Playing too low (close to the edge) secures insufficient territory and influence; yet playing too high (far from the edge) allows the opponent to invade. Many people find Go attractive for its reflection of the conflicting demands of real life.


It has been claimed that Go is the most complex game in the world because of its vast number of variations in individual games.[75] Its large board and lack of restrictions allow great scope in strategy and expression of players' individuality. Decisions in one part of the board may be influenced by an apparently unrelated situation in a distant part of the board. Plays made early in the game can shape the nature of conflict a hundred moves later.


The game complexity of Go is such that describing even elementary strategy fills many introductory books. In fact, numerical estimates show that the number of possible games of Go far exceeds the number of atoms in the known universe.[76] Combinatorial game theory has several ways of measuring game complexity. ... See universe for a general discussion of the universe. ...


Software players

Main article: Computer Go

Go poses a daunting challenge to computer programmers. While the strongest computer chess software has defeated top players (for example, the IBM computer Deep Blue beat Garry Kasparov, the then-world champion in 1997), the best Go programs only manage to reach an average amateur level. On the small 9×9 board, the computer fares better, and some programs have reached a strong amateur level. Human players generally achieve an average amateur level by studying and playing regularly for a few years. Many in the field of artificial intelligence consider Go to require more elements that mimic human thought than chess.[77] Computer go is the field of artificial intelligence (AI) dedicated to creating a computer program that plays go, an ancient board game. ... In computing, a programmer is someone who does computer programming and develops computer software. ... For other uses, see IBM (disambiguation) and Big Blue. ... Kasparov vs. ... Garry Kasparov (Russian: ; Russian pronunciation: , Armenian: [1]) (born as Garri Kimovich Weinstein [2] on April 13, 1963, in Baku, Azerbaijan SSR; now Azerbaijan) is a Russian chess grandmaster, former World Chess Champion, writer and political activist. ... AI redirects here. ... This article is about the Western board game. ...

A finished beginner's game on a 13x13 board. Go software can reach stronger levels on a smaller board size.
A finished beginner's game on a 13x13 board. Go software can reach stronger levels on a smaller board size.

The reasons why computer programs do not play Go well are attributed to many qualities of the game,[78] including:

  • The area of the board is very large (more than five times the size of a chess board). Throughout most of the game, the number of legal moves stays at around 150–250 per turn, and rarely goes below 50 (compare chess, where the average number of moves is 37).[79] Because an exhaustive computer program for Go must calculate and compare every possible legal move in each ply (player turn), its ability to work out favorable lines of play is sharply reduced when there are a large number of possible moves.
  • In capture-based games (like chess), a position can often be evaluated relatively easily, such as by calculating who has a material advantage or more active pieces.[80] In Go, there is often no easy way to evaluate a position. The number of stones on the board (material advantage) is only a weak indicator of the strength of a position; and a territorial advantage (more empty points surrounded) for one player might be compensated by the opponent's strong positions and influence all over the board. And the global value is not a simple function of local values.
  • There is a very high degree of pattern recognition involved in human play. Intuition is thought to be one of the most important skills that a Go player should develop.

In chess, ply refers to a half-move: one turn of one of the players. ... Pattern recognition is a field within the area of machine learning. ...

Software assistance

Main article: Go software

Beyond programs that play Go, there is an abundance of software available to support players of the game. This includes programs that can be used to view and/or edit game records and diagrams, programs that allow the user to search for patterns in the games of strong players and programs that allow users to play against each other over the Internet.


There are several file formats used to store game records, the most popular of which is SGF, short for Smart Game Format. Programs used for editing game records allow the user to record not just the moves, but also variations, commentary and further information on the game.[81] The Smart Game Format, or SGF, is a computer file format used for storing records of board games including: Go Lines of Action Backgammon Hex Amazons Octi Gess Go is the game that is most commonly represented in this format. ...


Electronic databases can be used to study life and death situations, joseki, fuseki and games by a particular player. Programs are available that give players pattern searching options, which allow players to research positions by searching for high level games in which similar situations occur. Such software generally lists common follow-up moves that have been played by professionals and gives statistics on win/loss ratio in opening situations. A star-point joseki: Black O is on the 4-4 point, or hoshi. ... Fuseki (布石) is the whole board opening in the game of Go. ...


Many Internet-based Go servers allow access to competition with players all over the world.[82] Such servers also allow easy access to professional teaching, with both teaching games and interactive game review being possible.[83]


In culture and science

Literature and film

Apart from technical literature and study material, Go and its strategies have also been the subject of several non-technical books, such as the novel The Master of Go by Nobel prize-winning author Yasunari Kawabata.[84] Other books have used Go as a theme or minor plot device. For example, the 1979 novel Shibumi by Trevanian centers around the game and uses Go metaphors.[85] The Master of Go is a novel by the Nobel Prize-winning Japanese author Kawabata Yasunari, first published in serial form in 1951. ... The Nobel Prize (Swedish: ) was established in Alfred Nobels will in 1895, and it was first awarded in Physics, Chemistry, Physiology or Medicine, Literature, and Peace in 1901. ... This is a Japanese name; the family name is Kawabata Yasunari Kawabata , 14 June 1899 - 16 April 1972) was a Japanese short story writer and novelist whose spare, lyrical, subtly-shaded prose won him the Nobel Prize for Literature in 1968, the first Japanese author to receive the award. ... In literature, a theme is a broad idea in a story, or a message or lesson conveyed by a work. ... Trevanian was the pen name of Dr. Rodney William Whitaker, born June 12, 1931 in Granville, New York. ...


Similarly, Go has been used as a subject or plot device in film, such as π (Pi), the Academy Award-winning film A Beautiful Mind, or The Go Master, a biopic of Go professional Go Seigen.[86][87] Ï€ (or Pi) is a 1998 American psychological thriller directed by Darren Aronofsky. ... Although he never won an Oscar for any of his movie performances, the comedian Bob Hope received two honorary Oscars for his contributions to cinema. ... A Beautiful Mind is a 2001 American biographical film about John Forbes Nash, the Nobel Laureate (Economics) mathematician. ... This article is about the 2006 film. ... A biographical film or biopic is a film about a particular person or group of people, based on events that actually happened. ... Wu Qingyuan (呉清源, Pinyin: Wú QÄ«ngyuán, born May 19, 1914), known to the world as the Japanese Go Seigen, is considered by many to be the greatest player of the game of Go in the 20th century and one of the greatest of all time. ...


Of particular note is the manga (Japanese comic) and anime series Hikaru no Go, released in Japan in 1998, which had a large impact in popularizing Go among young players, both in Japan and —as translations were released— abroad.[88] This article is about the comics created in Japan. ... Animé redirects here. ... Serialized in Weekly Shonen Jump Shonen Jump BANZAI! Original run 1998 – September 2003 No. ...


Philosophy

Often, a comparison of Go and chess is used as a parallel to explain Western versus Eastern strategic thinking (despite the fact that both Go and chess originate in Asia; Western chess is significantly different).[89] Go begins with an empty board. It is focused on building from the ground up (nothing to something) with multiple, simultaneous battles leading to a point-based win. Chess, one can say, is in the end centralised, as the predetermined object is to kill one individual piece (the king). Go is quite the opposite; individual stones are only significant as part of larger groups, and the effect of those groups is determined only as the game proceeds. This comparison has also been applied to military and political history, with Scott Boorman's 1969 book The Protracted Game exploring the strategy of the Communist Party of China in the Chinese Civil War through the lens of Go.[90] Occident redirects here. ... The term Eastern world refers very broadly to the various cultures, social structures and philosophical systems of the East, namely Asia (including China, India, Japan, and surrounding regions). ... The Communist Party of China (CPC) (simplified Chinese: ; traditional Chinese: ; pinyin: ), also known as the Chinese Communist Party (CCP), is the ruling political party of the Peoples Republic of China and also the worlds largest political party. ... Belligerents Nationalist Party of China Communist Party of China Commanders Chiang Kai-shek Mao Zedong Strength 4,300,000 (July 1946) 3,650,000 (June 1948) 1,490,000 (June 1949) 1,200,000 (July 1946) 2,800,000 (June 1948) 4,000,000 (June 1949) The Chinese Civil War...


A similar comparison has been drawn among Go, chess and backgammon, perhaps the three oldest games that still enjoy worldwide popularity.[91] Backgammon is a "man vs. fate" contest, with chance playing a strong role in determining the outcome. Chess, with rows of soldiers marching forward to capture each other, embodies the conflict of "man vs. man". Because the handicap system tells each Go player where he/she stands relative to other players, an honestly ranked player can expect to lose about half of his/her games; therefore, Go can be seen as embodying the quest for self-improvement—"man vs. self". This article is about the Western board game. ... Backgammon is a board game for two players in which the playing pieces[1] are moved according to the roll of dice. ...


Psychology

A recent review of literature by Gobet, de Voogt & Retschitzki (2004)[92] shows that relatively little scientific research has been carried out on the psychology of Go, compared to other traditional board games such as chess and mancala games. Given the large search tree, knowledge and pattern recognition seem to be more important than look-ahead search. A study of the effects of age on Go playing[93] has shown that decline is milder with strong players than with weaker players. According to the review of Gobet and colleagues, the pattern of brain activity observed with techniques such as PET and fMRI does not show large differences between Go and chess, probably due to the fact that both games engage pattern recognition mechanisms. On the other hand, a study by Xiangchuan Chen et al.[94] showed greater activation in the right hemisphere among Go players than among chess players, which suggests that Go calls upon intuitive functions more. There is some evidence to suggest a correlation between playing board games (including Go) and reduced risk of Alzheimer's disease and dementia.[95] This article is about the Western board game. ... Mancala is a family of board games played around the world, sometimes called sowing games or count and capture games, which comes from the general gameplay. ... Image of a typical positron emission tomography (PET) facility Positron emission tomography (PET) is a nuclear medicine medical imaging technique which produces a three-dimensional image or map of functional processes in the body. ... Functional magnetic resonance imaging (fMRI) is the use of MRI to measure the haemodynamic response related to neural activity in the brain or spinal cord of humans or other animals. ... For other uses, see Dementia (disambiguation). ...


See also

Wikibooks
Wikibooks has a book on the topic of
Wikimedia Commons has media related to:
Wikiquote has a collection of quotations related to:

Image File history File links Wikibooks-logo-en. ... Wikibooks logo Wikibooks, previously called Wikimedia Free Textbook Project and Wikimedia-Textbooks, is a wiki for the creation of books. ... Image File history File links This is a lossless scalable vector image. ... Wikiquote is one of a family of wiki-based projects run by the Wikimedia Foundation, running on MediaWiki software. ... This is an in-depth discussion of the rules of Go. ... A list of different titles from professional Go. ... Go proverbs are words of perceived wisdom relating to the game of Go, generally used to assist weaker players in determining a good move during a game. ... Go terms and concepts are important in the game of Go. ... Computer go is the field of artificial intelligence (AI) dedicated to creating a computer program that plays go, an ancient board game. ... A game of Go The game of Go is one of the most popular games in the world, and is in on par with games such as Chess (and its Asian variants) in terms of game theory and as an intellectual activity. ... Combinatorial game theory has several ways of measuring game complexity. ... There are many variations on the basic game of Go. ... Many games can be played with Go equipment: a supply of white and black stones and a board with 19×19 intersections, other than Go and many more can be played with minor modification. ... This is a list of board games. ... List of Go organizations: International Go Federation American Go Association Asociacion Argentina de Go Asociacion Chilena de Go Asociacion Española de Go Asociacion Nacional Chilena de Go Associazione Goistica Italiana Australian Go Association Austrian Go Association Belgian Go Federation Brazil ? (Grupo Shibumi — Brazilian Go page for beginner players) British... Serialized in Weekly Shonen Jump Shonen Jump BANZAI! Original run 1998 – September 2003 No. ...

Notes

  1. ^ The Ing Foundation promotes the spelling goe in events it sponsors
  2. ^ See Etymology Of Go at Sensei's Library for more information
  3. ^ Masayoshi 2005; Lasker 1934
  4. ^ Potter 1985; Fairbairn 1995
  5. ^ a b c Brooks 2007
  6. ^ Potter 1984; Fairbairn 1995
  7. ^ Pickard 1989
  8. ^ Fairbairn 2000
  9. ^ History of Go in Japan: part 2, Nihon Kiin, <http://www.nihonkiin.or.jp/lesson/knowledge-e/history02.htm>. Retrieved on 2007-11-02 
  10. ^ History of Go in Japan: part 3, Nihon Kiin, <http://www.nihonkiin.or.jp/lesson/knowledge-e/history03.htm>. Retrieved on 2007-11-02 
  11. ^ a b c GoGoD (Fairbairn & Hall) (2007), “Timeline 1600—1867”, History and Timelines 
  12. ^ GoGoD (Fairbairn & Hall) (2007), “Honinbo Dosaku”, Articles on Famous Players 
  13. ^ GoGoD (Fairbairn & Hall) (2007), “Castle Games 1626—1863”, History and Timelines 
  14. ^ Pinckard, William (1992), History and Philosophy of Go  in Bozulich, 2001 pp. 23–25
  15. ^ a b AGA 1995 Historical Book, American Go Association, <http://www.usgo.org/archive/agahbk95.html>. Retrieved on 2008-06-11 
  16. ^ Bozulich, Richard, The Magic of Go - 40. Go in Europe, Yomiuri Shimbun, <http://web.archive.org/web/20041011000303/www.yomiuri.co.jp/igo_e/040.htm>. Retrieved on 2008-06-16 
  17. ^ British Go Association, Pro Go Player visits to UK & Ireland (since 1964), <http://www.britgo.org/history/pros.html>. Retrieved on 2007-11-17 
  18. ^ Peng & Hall 1996
  19. ^ International Go Federation, IGF members, <http://www.intergofed.org/members.htm>. Retrieved on 2008-05-08 
  20. ^ British Go Association, Comparison of some go rules, <http://www.britgo.org/rules/compare.html>. Retrieved on 2007-12-20 
  21. ^ NRICH Team, Going First, University of Cambridge, <http://nrich.maths.org/public/viewer.php?obj_id=1470>. Retrieved on 2007-06-16 
  22. ^ Kim 1994 pp. 3–4
  23. ^ How to place Go stones, Nihon Kiin, <http://www.nihonkiin.or.jp/lesson/school-e/okikata-e.htm>. Retrieved on 2007-03-04 
  24. ^ Matthews, Charles, Behind the Rules of Go, University of Cambridge, <http://nrich.maths.org/public/viewer.php?obj_id=1433>. Retrieved on 2008-06-09 
  25. ^ Kim 1994 p. 12
  26. ^ Kim 1994 p. 28
  27. ^ Kim 1994 p. 30
  28. ^ Kim 1994 pp 48–49
  29. ^ a b c d e Kim 1994 pp. 144–147
  30. ^ Fairbairn, John, “The Rules Debate”, New in Go, Games of Go on Disc, <http://www.gogod.co.uk/NewInGo/C&IP.htm>. Retrieved on 2007-11-27 
  31. ^ AGA Rules Committee (1991), AGA Concise Rules of Go, American Go Association, <http://www.cs.cmu.edu/~wjh/go/rules/AGA.concise.html>. Retrieved on 2007-11-30 
  32. ^ Hansen, Fred, Demonstration of the Relationship of Area and Territory Scoring, American Go Association, <http://www.cs.cmu.edu/~wjh/go/rules/AGA.commentary.html>. Retrieved on 2008-06-16 
  33. ^ Jasiek, Robert (2007), Objective Advantages of the Scoring Methods, <http://home.snafu.de/jasiek/advant.html>. Retrieved on 2007-11-30 
  34. ^ Jasiek, Robert, International Rules, <http://home.snafu.de/jasiek/int.html>. Retrieved on 2007-12-13 
  35. ^ a b c d Matthews, Charles, Sufficient but Not Necessary: Two Eyes and Seki in Go, University of Cambridge, <http://nrich.maths.org/public/viewer.php?obj_id=1452>. Retrieved on 2007-12-31 
  36. ^ a b c Fairbairn 1992 pp. 142–143
  37. ^ a b c d e Fairbairn 1992 pp. 143–149
  38. ^ a b c d e Fairbairn 1992 pp. 150–153
  39. ^ Fairbairn 1992 pp. 153–155
  40. ^ A stylish way to play your stones, Nihon Kiin, <http://www.nihonkiin.or.jp/lesson/knowledge-e/uchikata-e.htm>. Retrieved on 2007-02-24 
  41. ^ Bozulich 2001 pp. 92–93
  42. ^ Roughly, one has the time to play the game and then a little time to finish it off. Time-wasting tactics are possible in Go, so that sudden death systems, in which time runs out at a predetermined point however many plays are in the game, are relatively unpopular (in the West).
  43. ^ Literally in Japanese byōyomi means 'reading of seconds'.
  44. ^ a b EGF General Tournament Rules, European Go Federation, <http://www.eurogofed.org/egf/tourrules.htm>. Retrieved on 2008-06-11 
  45. ^ Typically, players stop the clock, and the player in overtime sets his/her clock for the desired interval, counts out the required number of stones and sets the remaining stones out of reach, so as not to become confused. If twenty moves are made in time, the timer is reset to five minutes again.
  46. ^ In other words, Canadian byoyomi is essentially a standard chess-style time control, based on N moves in a time period T, imposed after a main period is used up. It is possible to decrease T, or increase N, as each overtime period expires; but systems with constant T and N, for example 20 plays in 5 minutes, are widely used.
  47. ^ Go. The World's Most Fascinating Game, Tokyo, Japan: Nihon Kiin, 1973, p. 188 
  48. ^ a b Cieply, Ales, EGF Official Ratings, European Go Federation, <http://gemma.ujf.cas.cz/~cieply/GO/gor.html>. Retrieved on 2007-11-30 
  49. ^ The McMahon system in a nutshell, British Go Association, <http://www.britgo.org/organisers/mcmahon.html>. Retrieved on 2008-06-11 
  50. ^ GoGoD (Fairbairn & Hall) (2007), A quick guide to pro tournaments 
  51. ^ GoGoD (Fairbairn & Hall) (2007), “History of Komi”, History and Timelines 
  52. ^ a b Jasiek, Robert (2001), Ko Rules, <http://home.snafu.de/jasiek/korules.html>. Retrieved on 2007-11-30 
  53. ^ Fairbairn, John, Jowa - Sage or Scoundrel, <http://www.msoworld.com/mindzine/news/orient/go/history/jowa.html>. Retrieved on 2008-06-11 
  54. ^ Fairbairn, John, History of Newspaper Go, <http://www.msoworld.com/mindzine/news/orient/go/history/newspaper.html>. Retrieved on 2007-06-14 
  55. ^ Go Seigen: Match Player, GoBase.org, <http://gobase.org/games/china/misc/disks/matches.html> 
  56. ^ Fairbairn, John, Kitani's Streak, <http://www.msoworld.com/mindzine/news/orient/go/history/newspaper.html#kitani>. Retrieved on 2007-06-14 
  57. ^ Fairbairn, John, Kubomatsu's central thesis, <http://www.msoworld.com/mindzine/news/orient/go/history/kubomatsu.html>. Retrieved on 2008-01-17 
  58. ^ List of Japanese titles, prizemoney and winners, GoBase.org, <http://gobase.org/games/jp/>. Retrieved on 2008-06-11 
  59. ^ Kim, Janice, KBA Founder Cho Nam Chul passes, American Go Association, <http://www.usgo.org/news/index.php?%23_id=102>. Retrieved on 2008-06-11 
  60. ^ Matthews, Charles, Weiqi in Chinese Culture, <http://www.societies.cam.ac.uk/cugos/tesuji/weiqi_chinese_culture.html>. Retrieved on 2007-06-04 
  61. ^ List of International titles, prizemoney and winners, GoBase.org, <http://gobase.org/games/nn/>. Retrieved on 2008-06-11 
  62. ^ Shotwell, Peter (2003), Go! More Than a Game, Tuttle Publishing, ISBN 0-8048-3475-X 
  63. ^ Kaku Takagawa toured Europe around 1970, and reported (Go Review) a general standard of amateur 4 dan. This is a good amateur level but no more than might be found in ordinary Asian clubs. Published current European ratings would suggest around 100 players stronger than that, with very few European 7 dans.
  64. ^ Korschelt's book was preceded by reports from China and elsewhere; it was the first to supply problem material and professional-level opening theory.
  65. ^ European Go has been documented by Franco Pratesi, Eurogo (Florence 2003) in three volumes, up to 1920, 1920–1950, and 1950 and later.
  66. ^ Wimmer, Kerwin, Make Professional Shodan, British Go Association, <http://www.britgo.org/bgj/04112.html>. Retrieved on 2008-06-11 
  67. ^ Kim 1994 pp. 80–98
  68. ^ Kim 1994 pp. 88–90
  69. ^ Kim 1994 pp. 91–92
  70. ^ Kim 1994 pp. 93–94
  71. ^ Nakayama, Noriyuki (1984), “Memories of Kitani”, The Treasure Chest Enigma, Slate & Shell, pp. 16–19, ISBN 1-932001-27-1 
  72. ^ a b van Zeijst, Rob, Whenever a player asks a top professional…, Yomiuri Shimbun, <http://www.yomiuri.co.jp/dy/columns/0001/305.htm>. Retrieved on 2008-06-09 
  73. ^ Otake, Hideo, Opening Theory Made Easy, Kiseido Publishing Company, ISBN 490657436X 
  74. ^ Ishida, Yoshio (1977), Dictionary of Basic Joseki, Kiseido Publishing Company 
  75. ^ Top Ten Reasons to Play Go, American Go Association, <http://www.usgo.org/resources/topten.html>. Retrieved on 2008-06-11 
  76. ^ The number of board positions is at most 3361 (about 10172) since each position can be white, black, or vacant. There are at least 361! games (about 10768) since every permutation of the board positions corresponds to a game. See Go complexity for more details, which includes much larger estimates.
  77. ^ Johnson, George (1997-07-29), To Test a Powerful Computer, Play an Ancient Game, <http://query.nytimes.com/gst/fullpage.html?res=9C04EFD6123AF93AA15754C0A961958260>. Retrieved on 2008-06-16 
  78. ^ Overview of Computer Go, Intelligent Go Foundation, <http://www.intelligentgo.org/en/computer-go/overview.html>. Retrieved on 2008-06-16 
  79. ^ Keene, Raymond & Levy, David (1991), How to beat your chess computer, Batsford Books, p. 85 
  80. ^ While chess position evaluation is simpler than Go position evaluation, it is still more complicated than simply calculating material advantage or piece activity; pawn structure and king safety matter, as do the possibilities in further play. The complexity of the algorithm differs per engine.
  81. ^ Lists of such programs may be found at Sensei's Library or GoBase.
  82. ^ Lists of Go servers are kept at Sensei's Library and the AGA website
  83. ^ The British Go Association provides a list of teaching services
  84. ^ A list of books can be found at Sensei's Library
  85. ^ McDonald, Brian (2002), “Shibumi”, in Shotwell, Peter, Go in Western Literature, American Go Association, pp. 5–6, <http://www.usgo.org/resources/downloads/go_in_literature.pdf>. Retrieved on 2008-06-16 
  86. ^ Scott, A.O. (March 14, 2007), A Prodigy's Life Is Played Out In a Japanese Game of Skill, <http://query.nytimes.com/gst/fullpage.html?res=9D03EFDC1131F937A25750C0A9619C8B63&scp=1&sq=%22The+Go+Master%22&st=nyt>. Retrieved on 2008-06-16 
  87. ^ A list of films can de found at the EGF Internet Go Filmography
  88. ^ Shimatsuka, Yoko, Do Not Pass Go, Asiaweek, <http://web.archive.org/web/20070610073841/http://www.asiaweek.com/asiaweek/magazine/nations/0,8782,132162,00.html>. Retrieved on 2007-03-26 
  89. ^ Meyers, Bob, Science, Culture, and the Game of Go, <http://www.bob.myers.name/pub/go-overview.doc>. Retrieved on 2007-02-24 
  90. ^ Boorman, Scott A. (1969), The Protracted Game: A Wei Ch'i Interpretation of Maoist Revolutionary Strategy, New York, NY: Oxford University Press, ISBN 0195004906 
  91. ^ Pinckard, William, Go and the Three Games, Kiseido Publications, <http://www.kiseido.com/three.htm>. Retrieved on 2008-06-11  in Bozulich 2001
  92. ^ Gobet, F; de Voogt, A. J & Retschitzki, J (2004), Moves in Mind: The Psychology of Board Games, Hove, UK: Psychology Press, ISBN 1841693367 
  93. ^ Masunaga, H & Horn, J. (2001), pp. 293–311 
  94. ^ Chen et al. (2003), “A functional MRI study of high-level cognition II. The game of GO”, Science Direct - Cognitive Brain Research, <http://www.sciencedirect.com/science?_ob=ArticleURL&_udi=B6SYV-46YJ540-4&_user=10&_coverDate=03%2F31%2F2003&_alid=753089725&_rdoc=7&_fmt=high&_orig=search&_cdi=4844&_sort=d&_docanchor=&view=c&_ct=7&_acct=C000050221&_version=1&_urlVersion=0&_userid=10&md5=ccc4701dd97062447dcc4f5459b174dc>. Retrieved on 2008-06-16 
  95. ^ Verghese et al. (2003), “Leisure Activities and the Risk of Dementia in the Elderly”, New England Journal of Medicine, <http://content.nejm.org/cgi/content/abstract/348/25/2508>. Retrieved on 2008-06-16 

Ing Chang-ki (Chinese: 应昌期; 1914 ~ 1995) was a Taiwan industrialist, Go player, and Go promoter. ... The Nihon Ki-in (日本棋院) is the main organizational body for Go in Japan, overseeing Japans professional system and issuing diplomas for amateur dan rankings. ... Year 2007 (MMVII) was a common year starting on Monday of the Gregorian calendar in the 21st century. ... is the 306th day of the year (307th in leap years) in the Gregorian calendar. ... The Nihon Ki-in (日本棋院) is the main organizational body for Go in Japan, overseeing Japans professional system and issuing diplomas for amateur dan rankings. ... Year 2007 (MMVII) was a common year starting on Monday of the Gregorian calendar in the 21st century. ... is the 306th day of the year (307th in leap years) in the Gregorian calendar. ... 2008 (MMVIII) is the current year, a leap year that started on Tuesday of the Anno Domini (or common era), in accordance with the Gregorian calendar. ... is the 162nd day of the year (163rd in leap years) in the Gregorian calendar. ... Yomiuri-TOKYO Office Yomiuri-Osaka Office Yomiuri YC The Yomiuri Shimbun (読売新聞 Yomiuri Shinbun) is a Japanese newspaper published in Tokyo, Osaka, Fukuoka, and other major Japanese cities. ... 2008 (MMVIII) is the current year, a leap year that started on Tuesday of the Anno Domini (or common era), in accordance with the Gregorian calendar. ... is the 167th day of the year (168th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) was a common year starting on Monday of the Gregorian calendar in the 21st century. ... 17 November is also the name of a Marxist group in Greece, coinciding with the anniversary of the Athens Polytechnic uprising. ... 2008 (MMVIII) is the current year, a leap year that started on Tuesday of the Anno Domini (or common era), in accordance with the Gregorian calendar. ... is the 128th day of the year (129th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) was a common year starting on Monday of the Gregorian calendar in the 21st century. ... is the 354th day of the year (355th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) was a common year starting on Monday of the Gregorian calendar in the 21st century. ... is the 167th day of the year (168th in leap years) in the Gregorian calendar. ... The Nihon Ki-in (日本棋院) is the main organizational body for Go in Japan, overseeing Japans professional system and issuing diplomas for amateur dan rankings. ... Year 2007 (MMVII) was a common year starting on Monday of the Gregorian calendar in the 21st century. ... is the 63rd day of the year (64th in leap years) in the Gregorian calendar. ... 2008 (MMVIII) is the current year, a leap year that started on Tuesday of the Anno Domini (or common era), in accordance with the Gregorian calendar. ... is the 160th day of the year (161st in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) was a common year starting on Monday of the Gregorian calendar in the 21st century. ... is the 331st day of the year (332nd in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) was a common year starting on Monday of the Gregorian calendar in the 21st century. ... is the 334th day of the year (335th in leap years) in the Gregorian calendar. ... 2008 (MMVIII) is the current year, a leap year that started on Tuesday of the Anno Domini (or common era), in accordance with the Gregorian calendar. ... is the 167th day of the year (168th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) was a common year starting on Monday of the Gregorian calendar in the 21st century. ... is the 334th day of the year (335th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) was a common year starting on Monday of the Gregorian calendar in the 21st century. ... is the 347th day of the year (348th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) was a common year starting on Monday of the Gregorian calendar in the 21st century. ... is the 365th day of the year (366th in leap years) in the Gregorian calendar. ... The Nihon Ki-in (日本棋院) is the main organizational body for Go in Japan, overseeing Japans professional system and issuing diplomas for amateur dan rankings. ... Year 2007 (MMVII) was a common year starting on Monday of the Gregorian calendar in the 21st century. ... is the 55th day of the year in the Gregorian calendar. ... 2008 (MMVIII) is the current year, a leap year that started on Tuesday of the Anno Domini (or common era), in accordance with the Gregorian calendar. ... is the 162nd day of the year (163rd in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) was a common year starting on Monday of the Gregorian calendar in the 21st century. ... is the 334th day of the year (335th in leap years) in the Gregorian calendar. ... 2008 (MMVIII) is the current year, a leap year that started on Tuesday of the Anno Domini (or common era), in accordance with the Gregorian calendar. ... is the 162nd day of the year (163rd in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) was a common year starting on Monday of the Gregorian calendar in the 21st century. ... is the 334th day of the year (335th in leap years) in the Gregorian calendar. ... 2008 (MMVIII) is the current year, a leap year that started on Tuesday of the Anno Domini (or common era), in accordance with the Gregorian calendar. ... is the 162nd day of the year (163rd in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) was a common year starting on Monday of the Gregorian calendar in the 21st century. ... is the 165th day of the year (166th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) was a common year starting on Monday of the Gregorian calendar in the 21st century. ... is the 165th day of the year (166th in leap years) in the Gregorian calendar. ... 2008 (MMVIII) is the current year, a leap year that started on Tuesday of the Anno Domini (or common era), in accordance with the Gregorian calendar. ... is the 17th day of the year in the Gregorian calendar. ... 2008 (MMVIII) is the current year, a leap year that started on Tuesday of the Anno Domini (or common era), in accordance with the Gregorian calendar. ... is the 162nd day of the year (163rd in leap years) in the Gregorian calendar. ... 2008 (MMVIII) is the current year, a leap year that started on Tuesday of the Anno Domini (or common era), in accordance with the Gregorian calendar. ... is the 162nd day of the year (163rd in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) was a common year starting on Monday of the Gregorian calendar in the 21st century. ... is the 155th day of the year (156th in leap years) in the Gregorian calendar. ... 2008 (MMVIII) is the current year, a leap year that started on Tuesday of the Anno Domini (or common era), in accordance with the Gregorian calendar. ... is the 162nd day of the year (163rd in leap years) in the Gregorian calendar. ... Kaku Takagawa (高川格, September 21, 1915 - November 26, 1986), also know as Takagawa Shukaku (高川秀格), was one of the most successful professional Go players of the twentieth century. ... 2008 (MMVIII) is the current year, a leap year that started on Tuesday of the Anno Domini (or common era), in accordance with the Gregorian calendar. ... is the 162nd day of the year (163rd in leap years) in the Gregorian calendar. ... Yomiuri-TOKYO Office Yomiuri-Osaka Office Yomiuri YC The Yomiuri Shimbun (読売新聞 Yomiuri Shinbun) is a Japanese newspaper published in Tokyo, Osaka, Fukuoka, and other major Japanese cities. ... 2008 (MMVIII) is the current year, a leap year that started on Tuesday of the Anno Domini (or common era), in accordance with the Gregorian calendar. ... is the 160th day of the year (161st in leap years) in the Gregorian calendar. ... 2008 (MMVIII) is the current year, a leap year that started on Tuesday of the Anno Domini (or common era), in accordance with the Gregorian calendar. ... is the 162nd day of the year (163rd in leap years) in the Gregorian calendar. ... A game of Go The game of Go is one of the most popular games in the world, and is in on par with games such as Chess (and its Asian variants) in terms of game theory and as an intellectual activity. ... For the band, see 1997 (band). ... is the 210th day of the year (211th in leap years) in the Gregorian calendar. ... 2008 (MMVIII) is the current year, a leap year that started on Tuesday of the Anno Domini (or common era), in accordance with the Gregorian calendar. ... is the 167th day of the year (168th in leap years) in the Gregorian calendar. ... 2008 (MMVIII) is the current year, a leap year that started on Tuesday of the Anno Domini (or common era), in accordance with the Gregorian calendar. ... is the 167th day of the year (168th in leap years) in the Gregorian calendar. ... 2008 (MMVIII) is the current year, a leap year that started on Tuesday of the Anno Domini (or common era), in accordance with the Gregorian calendar. ... is the 167th day of the year (168th in leap years) in the Gregorian calendar. ... is the 73rd day of the year (74th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) was a common year starting on Monday of the Gregorian calendar in the 21st century. ... 2008 (MMVIII) is the current year, a leap year that started on Tuesday of the Anno Domini (or common era), in accordance with the Gregorian calendar. ... is the 167th day of the year (168th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) was a common year starting on Monday of the Gregorian calendar in the 21st century. ... March 26 is the 85th day of the year (86th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) was a common year starting on Monday of the Gregorian calendar in the 21st century. ... is the 55th day of the year in the Gregorian calendar. ... 2008 (MMVIII) is the current year, a leap year that started on Tuesday of the Anno Domini (or common era), in accordance with the Gregorian calendar. ... is the 162nd day of the year (163rd in leap years) in the Gregorian calendar. ... 2008 (MMVIII) is the current year, a leap year that started on Tuesday of the Anno Domini (or common era), in accordance with the Gregorian calendar. ... is the 167th day of the year (168th in leap years) in the Gregorian calendar. ... 2008 (MMVIII) is the current year, a leap year that started on Tuesday of the Anno Domini (or common era), in accordance with the Gregorian calendar. ... is the 167th day of the year (168th in leap years) in the Gregorian calendar. ...

References

Year 2007 (MMVII) was a common year starting on Monday of the Gregorian calendar in the 21st century. ... is the 334th day of the year (335th in leap years) in the Gregorian calendar. ... John Fairbairn, born Newcastle upon Tyne, lives in London where he works as a political journalist, author and translator. ... John Fairbairn, born Newcastle upon Tyne, lives in London where he works as a political journalist, author and translator. ... Year 2007 (MMVII) was a common year starting on Monday of the Gregorian calendar in the 21st century. ... is the 306th day of the year (307th in leap years) in the Gregorian calendar. ... John Fairbairn, born Newcastle upon Tyne, lives in London where he works as a political journalist, author and translator. ... Year 2007 (MMVII) was a common year starting on Monday of the Gregorian calendar in the 21st century. ... is the 310th day of the year (311th in leap years) in the Gregorian calendar. ... Edward Lasker (Breslau, December 3, 1885- New York, March 25, 1981) was a leading American chess and go player. ... Year 2007 (MMVII) was a common year starting on Monday of the Gregorian calendar in the 21st century. ... is the 316th day of the year (317th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) was a common year starting on Monday of the Gregorian calendar in the 21st century. ... is the 306th day of the year (307th in leap years) in the Gregorian calendar. ... Go World is a quarterly English-language magazine published in Japan about the game of go. ... Year 2007 (MMVII) was a common year starting on Monday of the Gregorian calendar in the 21st century. ... is the 306th day of the year (307th in leap years) in the Gregorian calendar. ... Go World is a quarterly English-language magazine published in Japan about the game of go. ... Year 2007 (MMVII) was a common year starting on Monday of the Gregorian calendar in the 21st century. ... is the 306th day of the year (307th in leap years) in the Gregorian calendar. ...

Further reading

Introductory books:

  • Kim, Janice and Jeong Soo-hyun. Learn to Play Go series, five volumes: Good Move Press, Sheboygan, Wisconsin, second edition, 1997. ISBN 0-9644796-1-3.
  • Iwamoto, Kaoru. Go for Beginners, Pantheon, New York, 1977, ISBN 978-0394733319.
  • Cho, Chikun. Go -- A Complete Introduction to the Game, Kiseido Publishers, Tokyo, 1997, ISBN 978-4906574506.
  • Cobb, William. The Book of Go, Sterling Publishers, 2002, ISBN 978-0806927299.
  • Matthews, Charles. Teach Yourself Go, McGraw-Hill, 2004, ISBN 978-0071429771.
  • Shotwell, Peter. Go! More than a Game, Tuttle Publishing, Boston, 2003. ISBN 0-8048-3475-X.
  • Bradley, Milton N. Go for Kids, Yutopian Enterprises, Santa Monica, 2001 ISBN 1-89554-74-X.

Historical interest: Janice Kim is a professional go player, author, and successful business woman. ... Kaoru Iwamoto , February 5, 1902 – November 29, 1999), also known as Honinbo Kunwa, was a Japanese professional Go player who achieved the rank of 9-dan. ... This article does not cite its references or sources. ...

  • Korschelt, Oscar (1966), The Theory and Practice of Go, C.E. Tuttle Co, pp. 269, ISBN 9780804805728 
  • Smith, Arthur (1956), The Game of Go: The National Game of Japan, C.E. Tuttle Co, pp. 224, OCLC 912228 
  • Boorman, Scott A. (1969), The Protracted Game: a wei ch'i interpretation of maoist revolutionary strategy, New York, NY: Oxford University Press, ISBN 9780195014938 
  • Havilland, De & Augustus, Walter (1910), The ABC of Go: The national war game of Japan, Yokohama, Kelly & Walsh, pp. 75, OCLC 4800147 

The Online Computer Library Center (OCLC) was founded in 1967 and originally named the Ohio College Library Center. ... Oxford University Press (OUP) is a highly-respected publishing house and a department of the University of Oxford in England. ... The Online Computer Library Center (OCLC) was founded in 1967 and originally named the Ohio College Library Center. ...

External links

  • Go in Print – List and reviews of English Go books
  • Gobooks – Sophisticated database of Go books
  • The Interactive Way To Go – Interactive online Go game
  • Go Base – Player information and study tools
  • Sensei's Library – Wiki describing the theory, practice, and culture of Go
  • Go Servers – List of servers for playing online at Sensei's Library
  • Goproblems.com – Open database of interactive Go problems.
  • International Go Federation (IGF) – The IGF promotes the sport of Go
  • MSO Go Features – Essays on topics related to Go.


  Results from FactBites:
 
Family Board Games - Strategy Board Games - Travel Board Games (916 words)
No longer referred to as parlor games, the classic board games of Backgammon, Go, or Mah Jong are tabletop family board games that involve risk, strategy,  and provide hours of enjoyment.
Certainly not a game of chance, chess is a family board game of tactics and strategy.
Go is an acient Chinese family board game often compared to chess, an abstract board game involving strategic opening sequences with stones on a wooden board.
Go to Board Game Go. Play Board Games Online (0 words)
Go is a game of territorial capture - the primary objective is to encircle as much territory as possible.
Go is not only pleasing to the eye, the game itself is also beautifully aesthetic in its simplicity.
Eyes - the key to Go An important point to realise is that a group of 8 stones set in a square is difficult to capture because if the opponent places a stone in the middle of the group, under most circumstances, that stone is immediately captured by the surrounding group.
  More results at FactBites »


 

COMMENTARY     


Share your thoughts, questions and commentary here
Your name
Your comments
Please enter the 5-letter protection code

Want to know more?
Search encyclopedia, statistics and forums:

 


Lesson Plans | Student Area | Student FAQ | Reviews | Press Releases |  Feeds | Contact
The Wikipedia article included on this page is licensed under the GFDL.
Images may be subject to relevant owners' copyright.
All other elements are (c) copyright NationMaster.com 2003-5. All Rights Reserved.
Usage implies agreement with terms.