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Play Go Online Game - Cosumi
Play Go Online Game - Cosumi
PlayGo.to
Hiroki Mori interactive Go tutorial
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Play Go (Cosumi)Go is an ancient strategy board game. Its history goes back at least 3,000 years. First in China and Japan, and now all over the world, Go occupies the best minds of mankind, capturing its external simplicity, incredible depth and fantastic beauty. More than a thousand books are devoted to the various elements of the game and the analysis of the great games of the past, not one hundred tournaments are held annually around the world.A Brief Summary of Go RulesGo is played with black and white stones on a square wooden board. The board is empty at the beginning of the game. The stones are placed one by one on intersections of lines (the original playing board is 19 by 19, totaling 391 intersections). Each stone standing on the board has dames - breathing points - neighboring intersections horizontally and vertically (4 for the stone standing in the center of the board, 3 for the stone on the edge, 2 in the corner). If you close the last queen on your opponent's stone with your turn, you remove his stone from the board - it is now your captive. Captive stones and territory fenced by you during the game are your points (moku). Whoever has more points at the end of the game wins the game.How do I learn to play Go?Learning how to play the game is really easy, it shouldn't take you more than 15 minutes. But it will take you much longer to finish, as the game lurks behind a seemingly simple set of rules and a depth of skill. You will learn how to determine which stones are truly important, and which can be easily passed on to your opponent. You will learn how to decide which move wins you the most points. You will learn to swiftly attack your opponent's weak stones, but first defend your own. In a difficult situation, among dozens of possible moves you will be able to find the one that will bring you victory.The objective of GoUnlike chess, the goal of Go is not to kill the leader of your opponent's army. All stones on the board are initially of equal value. The goal of the game is to divide an initially empty field among themselves. To win, you need to be as efficient as possible - take as much as you can hold - no more and no less. If you - or your opponent - show greed, weaknesses will form in your position, causing you to lose most of your gains. If you are too frugal, your opponent will simply take a little more than you and take the win - it makes no difference whether you lose 50 or 5 points. The balance between caution and aggression is the key to success.Go is an extremely beautiful game. True masters pay a great deal of attention to the aesthetics of their games. Black and white stones placed harmoniously on the bamboo board form a unique pattern to your game, your own little universe. Playing Go you enjoy both winning and continuously improving your skills.About PlayGOThe project was started in 1999 by Go enthusiast Hiroki Mori, who has been promoting the game of Go throughout the world to the present day. Hiroki Mori is also the author of the most popular interactive Go tutorial.
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Also known as: baduk, i-go, patok, wei-ch’i, weiqi
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go, board game for two players. Of East Asian origin, it is popular in China, Korea, and especially Japan, the country with which it is most closely identified. Go, probably the world’s oldest board game, is thought to have originated in China some 4,000 years ago. According to some sources, this date is as early as 2356 bce, but it is more likely to have been in the 2nd millennium bce. The game was probably taken to Japan about 500 ce, and it became popular during the Heian period (794–1185). The modern game began to emerge in Japan with the subsequent rise of the warrior (samurai) class. It was given special status there during the Tokugawa period (1603–1867), when four highly competitive go schools were set up and supported by the government and go playing was thus established as a profession. The game became highly popular in Japan in the first half of the 20th century; it was also played in China and Korea, and its following grew there in the latter decades of the century. Play spread worldwide after World War II.Traditionally, go is played with 181 black and 180 white go-ishi (flat, round pieces called stones) on a square wooden board (goban) checkered by 19 vertical lines and 19 horizontal lines to form 361 intersections; more recently, it has been played electronically on computers and on the Internet. Each player in turn (black moves first) places a stone on the point of intersection of any two lines, after which that stone cannot be moved. Players try to conquer territory by completely enclosing vacant points with boundaries made of their own stones. Two or more stones are “connected” if they are adjacent to each other on the same horizontal or vertical line, as are the white stones in group e in the figure. A stone or a group of stones belonging to one player can be captured and removed from the board if it can be completely enclosed by his opponent’s stones, as white is by black in groups a, f, and g and prospectively in groups b and e in the figure. A stone or group of stones is “live” (not captured) as long as it is connected to a vacant intersection, as are the black stones in groups c and d and the white stones in b and e. A stone cannot be placed on a point completely surrounded by enemy stones unless it makes a capture by so doing, as white does in group c. Groups of stones are in effect invulnerable if they contain an “eye,” which consists of two or more vacant points arranged such that the opposing player cannot place his stone on one of the points without that stone’s itself being captured. The black stones in group d possess such an eye. The black stones in group c in the figure, however, do not possess an eye, and a white stone placed on the indicated point would result in the complete enclosure and thus the capture of the black stone group. A player’s final score is his number of walled-in points less the number of his stones lost by capture.
Go demands great skill, strategy, and subtlety and is capable of infinite variety, yet the rules and pieces are so simple that children can play. Special handicap rules allow players of unequal skill to play together. Aspiring professionals typically begin apprenticeships at a young age and train for years. A Japanese Go Association, founded in 1924, supervises tournaments and rules and ranks players, both professional and amateur. The European Go Federation was founded in 1950, and other regional and national organizations subsequently appeared. The first annual world go championship was held in 1979, and in 1982 an International Go Federation was established in Tokyo.
This article was most recently revised and updated by Adam Augustyn.
Go (game) - Wikipedia
Go (game) - Wikipedia
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1Names of the game
2Overview
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2.1Basic concepts
3Strategy
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3.1Opening strategy
3.2Middlegame and endgame
4Rules
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4.1Basic rules
4.2Liberties and capture
4.3Ko rule
4.4Suicide
4.5Komi
4.6Scoring rules
4.7Life and death
4.8Seki (mutual life)
5Tactics
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5.1Capturing tactics
5.2Reading ahead
5.3Ko fighting
6History
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6.1Origin in China
6.2Spread to Korea and Japan
6.3Internationalization
7Competitive play
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7.1Ranks and ratings
7.2Tournament and match rules
7.3Time control
7.4Notation and recording games
7.5Top players and professional Go
8Equipment
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8.1Traditional equipment
8.1.1Boards
8.1.2Stones
8.1.3Bowls
8.2Playing technique and etiquette
9Computers and Go
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9.1Software players
9.2Software assistance
10In popular culture
11Psychological perspectives
12Analyses of the game
13Comparisons to other games
14See also
15Notes
16References
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16.1Citations
16.2Sources
17Further reading
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17.1Introductory books
17.2Historical interest
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Go (game)
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AfrikaansAlemannischአማርኛالعربيةAragonésAsturianuअवधीAzərbaycancaتۆرکجهবাংলাBân-lâm-gúБашҡортсаБеларускаяБеларуская (тарашкевіца)БългарскиBoarischབོད་ཡིགBosanskiBrezhonegCatalàЧӑвашлаČeštinaCymraegDanskDeutschDolnoserbskiEestiΕλληνικάEspañolEsperantoEstremeñuEuskaraفارسیFiji HindiFrançaisGaeilgeGàidhligGalego贛語한국어Հայերենहिन्दीHrvatskiBahasa IndonesiaInterlinguaИронÍslenskaItalianoעבריתქართულიҚазақшаKernowekKiswahiliKriyòl gwiyannenLatinaLatviešuLietuviųLingua Franca NovaLa .lojban.MagyarМакедонскиമലയാളംBahasa Melayu閩東語 / Mìng-dĕ̤ng-ngṳ̄Монголမြန်မာဘာသာNederlands日本語НохчийнNorsk bokmålNorsk nynorskOccitanOʻzbekcha / ўзбекчаਪੰਜਾਬੀپنجابیPolskiPortuguêsRomânăРусскийScotsSesotho sa LeboaShqipSimple EnglishSlovenčinaSlovenščinaکوردیСрпски / srpskiSrpskohrvatski / српскохрватскиSuomiSvenskaTagalogதமிழ்Татарча / tatarçaไทยTürkçeTürkmençeУкраїнськаاردوVepsän kel’Tiếng ViệtVõro文言Winaray吴语ייִדיש粵語Žemaitėška中文
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From Wikipedia, the free encyclopedia
Abstract strategy board game for two players
This article is about the board game. For other uses, see Go (disambiguation).
GoGo is played on a grid (usually 19×19). Game pieces (stones) are played on the grid line intersections.Years activeSpring and Autumn period to presentGenresBoard gameAbstract strategy gameMind sportPlayers2Setup timeMinimalPlaying timeCasual: 20–90 minutesProfessional: 1–6 hours or more[a]ChanceNoneSkillsStrategy, tactics, elementary arithmeticSynonymsWeiqiⓘIgoPaduk / Baduka Some professional games exceed 16 hours and are played in sessions spread over two days.
GoChinese nameTraditional Chinese圍棋Simplified Chinese围棋Literal meaning'encirclement board game'TranscriptionsStandard MandarinHanyu PinyinwéiqíWade–Gileswei2-ch'i2IPA[wěɪ.tɕʰǐ] ⓘWuSuzhounesewé-jíYue: CantoneseYale Romanizationwàih-kèihJyutpingwai4-kei4IPA[wɐi˩kʰei˩]Southern MinHokkien POJuî-kîMiddle ChineseMiddle ChinesehwigiOld ChineseBaxter–Sagart (2014)*[ɢ]ʷə[j] [ɡ](r)əZhengzhang*ɢʷɯl ɡɯTibetan nameTibetanམིག་མངསTranscriptionsWyliemig mangsVietnamese nameVietnamese alphabetcờ vâyHán-Nôm碁圍Korean nameHangul바둑TranscriptionsRevised RomanizationbadukMcCune–ReischauerpadukJapanese nameKanji囲碁 or 碁Hiraganaいご or ごTranscriptionsRomanizationigo or go
Go is an abstract strategy board game for two players in which the aim is to capture more territory than the opponent by fencing off empty space. The game was invented in China more than 2,500 years ago and is believed to be the oldest board game continuously played to the present day.[1][2][3][4][5] A 2016 survey by the International Go Federation's 75 member nations found that there are over 46 million people worldwide who know how to play Go, and over 20 million current players, the majority of whom live in East Asia.[6]
The playing pieces are called stones. One player uses the white stones and the other black. The players take turns placing their stones on the vacant intersections (points) on the board. Once placed, stones may not be moved, but captured stones are immediately removed from the board. A single stone (or connected group of stones) is captured when surrounded by the opponent's stones on all orthogonally adjacent points. [7] The game proceeds until neither player wishes to make another move.
When a game concludes, the winner is determined by counting each player's surrounded territory along with captured stones and komi (points added to the score of the player with the white stones as compensation for playing second).[8] Games may also end by resignation.[9]
The standard Go board has a 19×19 grid of lines, containing 361 points. Beginners often play on smaller 9×9 and 13×13 boards,[10] and archaeological evidence shows that the game was played in earlier centuries on a board with a 17×17 grid. Boards with a 19×19 grid had become standard, however, by the time the game reached Korea in the 5th century CE and Japan in the 7th century CE.[11]
Go was considered one of the four essential arts of the cultured aristocratic Chinese scholars in antiquity. The earliest written reference to the game is generally recognized as the historical annal Zuo Zhuan[12][13] (c. 4th century BCE).[14]
Despite its relatively simple rules, Go is extremely complex. Compared to chess, Go has both a larger board with more scope for play and longer games and, on average, many more alternatives to consider per move. The number of legal board positions in Go has been calculated to be approximately 2.1×10170,[15][a] which is far greater than the number of atoms in the observable universe, which is estimated to be on the order of 1080.[17]
Part of a series onGo
Game specifics
Rules
Handicaps
professional
Proverbs
List of terms
Strategy and tactics
Opening (theory; strategy)
Fuseki (whole-board openings)
Joseki (corner-based openings)
Life and death
Tsumego (Go puzzles)
History and culture
History
Equipment
Variants
Four go houses
List of games
Players and organizations
Players
European
Female
Ranks and ratings
Professionals
Organizations
Competitions
Computers and mathematics
Go and mathematics
Computer Go
Go software
Internet Go servers
AlphaGo versus Lee Sedol
vte
Names of the game[edit]
The name Go is a short form of the Japanese word igo (囲碁; いご), which derives from earlier wigo (ゐご), in turn from Middle Chinese ɦʉi gi (圍棋, Mandarin: wéiqí, lit. 'encirclement board game' or 'board game of surrounding'). In English, the name Go when used for the game is often capitalized to differentiate it from the common word go.[18] In events sponsored by the Ing Chang-ki Foundation, it is spelled goe.[19]
The Korean word baduk (바둑) derives from the Middle Korean word Badok, the origin of which is controversial; the more plausible etymologies include the suffix dok added to Ba to mean 'flat and wide board', or the joining of Bat, meaning 'field', and Dok, meaning 'stone'. Less plausible etymologies include a derivation of Badukdok, referring to the playing pieces of the game, or a derivation from Chinese páizi (排子), meaning 'to arrange pieces'.[20]
Overview[edit]
The first 150 moves of a Go game animated. (Click on the board to restart the animation in a larger window.)
Go is an adversarial game between two players with the objective of capturing territory. That is, occupying and surrounding a larger total empty area of the board with one's stones than the opponent.[21] As the game progresses, the players place stones on the board creating stone "formations" and enclosing spaces. Stones are never moved on the board, but when "captured" are removed from the board. Stones are linked together into a formation by being adjacent along the black lines, not on diagonals (of which there are none). Contests between opposing formations are often extremely complex and may result in the expansion, reduction, or wholesale capture and loss of formations and their enclosed empty spaces (called "eyes"). Another essential component of the game is control of the sente (that is, controlling the offense, so that one's opponent is forced into defensive moves); this usually changes several times during play.
The illustration [A] displays the four "liberties" (adjacent empty points) of a single black stone. Illustrations [B], [C], and [D] show White reducing those liberties progressively by one. In [D], when Black has only one liberty left, that stone is under attack and about to be captured and eliminated (a state called atari).[22] White may capture that stone (remove it from the board) with a play on its last liberty (at D-1).
Initially the board is bare, and players alternate turns to place one stone per turn. As the game proceeds, players try to link their stones together into "living" formations (meaning that they are permanently safe from capture), as well as threaten their opponent's stones and formations. Stones have both offensive and defensive characteristics, depending on the situation.
An essential rule is that a formation of stones must incorporate at least two open points (known as eyes) to preserve itself from elimination on the board. Two or more eyes incorporated into a group (called a liberty) and a group with two or more eyes cannot be captured, even if it's surrounded on the outside. [23] Such groups are said to be unconditionally alive.[24]
The general strategy is to place stones to fence-off territory, attack the opponent's weak groups (trying to kill them so they will be removed), and always stay mindful of the life status of one's own groups.[25][26] The liberties of groups are countable. Situations where mutually opposing groups must capture each other or die are called capturing races, or semeai.[27] In a capturing race, the group with more liberties will ultimately be able to capture the opponent's stones.[27][28][b] Capturing races and the elements of life or death are the primary challenges of Go.
In the end game players may pass rather than place a stone if they think there are no further opportunities for profitable play.[29] The game ends when both players pass[30] or when one player resigns. In general, to score the game, each player counts the number of unoccupied points surrounded by their stones and then subtracts the number of stones that were captured by the opponent. The player with the greater score (after adjusting for handicapping called komi) wins the game.
In the opening stages of the game, players typically establish groups of stones (or bases) near the corners and around the sides of the board, usually starting on the third or fourth line in from the board edge rather than at the very edge of the board. The edges and corners make it easier to develop groups which have better options for life (self-viability for a group of stones that prevents capture) and establish formations for potential territory.[31] Players usually start near the corners because establishing territory is easier with the aid of two edges of the board.[32] Established corner opening sequences are called joseki and are often studied independently.[33] However, in the mid-game, stone groups must also reach in towards the large central area of the board to capture more territory.
Dame are points that lie in between the boundary walls of black and white, and as such are considered to be of no value to either side. Seki are mutually alive pairs of white and black groups where neither has two eyes.
Ko (Chinese and Japanese: 劫) is a potentially indefinitely repeated stone-capture position. The rules do not allow a board position to be repeated. Therefore, any move which would restore the previous board position would not be allowed, and the next player would be forced to play somewhere else. If the play requires a strategic response by the first player, further changing the board, then the second player could "retake the ko," and the first player would be in the same situation of needing to change the board before trying to take the ko back. And so on. [34] Some of these ko fights may be important and decide the life of a large group, while others may be worth just one or two points. Some ko fights are referred to as picnic kos when only one side has a lot to lose.[35] The Japanese call it a hanami (flower-viewing) ko.[36]
Playing with others usually requires a knowledge of each player's strength, indicated by the player's rank (increasing from 30 kyu to 1 kyu, then 1 dan to 7 dan, then 1 dan pro to 9 dan pro). A difference in rank may be compensated by a handicap—Black is allowed to place two or more stones on the board to compensate for White's greater strength.[37][38] There are different rulesets (Korean, Japanese, Chinese, AGA, etc.), which are almost entirely equivalent, except for certain special-case positions and the method of scoring at the end.
Basic concepts[edit]
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Main article: Go terms
Basic strategic aspects include the following:
Connection: Keeping one's own stones connected means that fewer groups need to make living shape, and one has fewer groups to defend.
Cut: Keeping opposing stones disconnected means that the opponent needs to defend and make living shape for more groups.
Stay alive: The simplest way to stay alive is to establish a foothold in the corner or along one of the sides. At a minimum, a group must have two eyes (separate open points) to be alive.[9] An opponent cannot fill in either eye, as any such move is suicidal and prohibited in the rules.
Mutual life (seki) is better than dying: A situation in which neither player can play on a particular point without then allowing the other player to play at another point to capture. The most common example is that of adjacent groups that share their last few liberties—if either player plays in the shared liberties, they can reduce their own group to a single liberty (putting themselves in atari), allowing their opponent to capture it on the next move.
Death: A group that lacks living shape is eventually removed from the board as captured.
Invasion: Set up a new living group inside an area where the opponent has greater influence, means one reduces the opponent's score in proportion to the area one occupies.
Reduction: Placing a stone far enough into the opponent's area of influence to reduce the amount of territory they eventually get, but not so far that it can be cut off from friendly stones outside.
Sente: A play that forces one's opponent to respond (gote). A player who can regularly play sente has the initiative and can control the flow of the game.
Sacrifice: Allowing a group to die in order to carry out a play, or plan, in a more important area.
The strategy involved can become very abstract and complex. High-level players spend years improving their understanding of strategy, and a novice may play many hundreds of games against opponents before being able to win regularly.
Strategy[edit]
Main article: Go strategy and tactics
Strategy deals with global influence, the interaction between distant stones, 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.
Novices often start by randomly placing stones on the board, as if it were a game of chance. 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.[c] A player who both plays aggressively and can handle adversity is said to display kiai, or fighting spirit, in the game.
Opening strategy[edit]
Main article: Go opening
In the opening of the game, players usually play and gain territory in the corners of the board first, as the presence of two edges makes it easier for them to surround territory and establish the eyes they need.[39] From a secure position in a corner, it is possible to lay claim to more territory by extending along the side of the board.[40] The opening is the most theoretically difficult part of the game and takes a large proportion of professional players' thinking time.[41][42] The first stone played at a corner of the board is generally placed on the third or fourth line from the edge. Players tend to play on or near the 4–4 star point during the opening. Playing nearer to the edge does not produce enough territory to be efficient, and playing further from the edge does not safely secure the territory.[43]
In the opening, players often play established sequences called joseki, which are locally balanced exchanges;[44] however, the joseki chosen should also produce a satisfactory result on a global scale. It is generally advisable to keep a balance between territory and influence. Which of these gets precedence is often a matter of individual taste.
Middlegame and endgame[edit]
The middle phase of the game is the most combative, and usually lasts for more than 100 moves. During the middlegame, the players invade each other's territories, and attack formations that lack the necessary two eyes for viability. Such groups may be saved or sacrificed for something more significant on the board.[45] It is possible that one player may succeed in capturing a large weak group of the opponent's, which often proves decisive and ends the game by a resignation. However, matters may be more complex yet, with major trade-offs, apparently dead groups reviving, and skillful play to attack in such a way as to construct territories rather than kill.[46]
The end of the middlegame and transition to the endgame is marked by a few features. Near the end of a game, play becomes divided into localized fights that do not affect each other,[47] with the exception of ko fights, where before the central area of the board related to all parts of it. No large weak groups are still in serious danger. Moves can reasonably be attributed some definite value, such as 20 points or fewer, rather than simply being necessary to compete. Both players set limited objectives in their plans, in making or destroying territory, capturing or saving stones. These changing aspects of the game usually occur at much the same time, for strong players. In brief, the middlegame switches into the endgame when the concepts of strategy and influence need reassessment in terms of concrete final results on the board.
Rules[edit]
Main article: Rules of Go
Aside from the order of play (alternating moves, Black moves first or takes a handicap) and scoring rules, there are essentially only two rules in Go:
Liberty rule states that every stone remaining on the board must have at least one open point (a liberty) directly orthogonally adjacent (up, down, left, or right), or must be part of a connected group that has at least one such open point (liberty) next to it. Stones or groups of stones which lose their last liberty are removed from the board.
Repetition Rule (the ko rule) states that a stone on the board must never immediately repeat a previous position of a captured stone, thus only a move elsewhere on the board is permitted that turn. Since without this rule such a pattern of the two players repeating their prior moves (capturing stones in same places) could continue indefinitely, this rule prevents a stalemate.
Almost all other information about how the game is played is heuristic, meaning it is learned information about how the patterns of the stones on the board function, rather than a rule. Other rules are specialized, as they come about through different rulesets, but the above two rules cover almost all of any played game.
Although there are some minor differences between rulesets used in different countries,[48] most notably in Chinese and Japanese scoring rules,[49] these differences do not greatly affect the tactics and strategy of the game.
Except where noted, the basic rules presented here are valid independent of the scoring rules used. The scoring rules are explained separately. Go terms for which there is no ready English equivalent are commonly called by their Japanese names.
Basic rules[edit]
One black chain and two white chains, with their liberties marked with dots. Liberties are shared among all stones of a chain and can be counted. Here the black group has 5 liberties, while the two white chains have 4 liberties each.
The two players, Black and White, take turns placing stones of their color on the intersections of the board, one stone at a time. The usual board size is a 19×19 grid, but for beginners or for playing quick games,[50] the smaller board sizes of 13×13[51] and 9×9 are also popular.[52]
The board is empty to begin with.[53] Black plays first unless given a handicap of two or more stones, in which case White plays first. The players may choose any unoccupied intersection to play on except for those forbidden by the ko and suicide rules (see below). Once played, a stone can never be moved and can be taken off the board only if it is captured.[54] A player may pass their turn, declining to place a stone, though this is usually only done at the end of the game when both players believe nothing more can be accomplished with further play. When both players pass consecutively, the game ends[55] and is then scored.
Liberties and capture[edit]
The Black stone group has only one liberty (at point A), so it is very vulnerable to capture. If Black plays at A, the chain would then have 3 liberties, and so is much safer. However, if White plays at A first, the Black chain loses its last liberty, and thus it is captured and immediately removed from the board, leaving White's stones as shown to the right.
Vertically and horizontally adjacent stones of the same color form a chain (also called a string or group),[56] forming a discrete unit that cannot then be divided.[57] 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 placing additional stones on adjacent intersections, and they can be connected together by placing a stone on an intersection that is adjacent to two or more chains of the same color.[58]
A vacant point adjacent to a stone, along one of the grid lines of the board, is called a liberty for that stone.[59][60] Stones in a chain share their liberties.[56] 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.[61]
Ko rule[edit]
Main article: Ko fight
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 immediately prior position. This rule, called the ko rule, prevents unending repetition (a stalemate).[62] As shown in the example pictured: White had a stone where the red circle was, and Black has just captured it by playing a stone at 1 (so the White stone has been removed). However, it is readily apparent that now Black's stone at 1 is immediately threatened by the three surrounding White stones. If White were allowed to play again on the red circle, it would return the situation to the original one, but the ko rule forbids that kind of endless repetition. Thus, White is forced to move elsewhere, or pass. If White wants to recapture Black's stone at 1, White must attack Black somewhere else on the board so forcefully that Black moves elsewhere to counter that, giving White that chance. If White's forcing move is successful, it is termed "gaining the sente"; if Black responds elsewhere on the board, then White can retake Black's stone at 1, and the ko continues, but this time Black must move elsewhere. A repetition of such exchanges is called a ko fight.[63] To stop the potential for ko fights, two stones of the same color would need to be added to the group, making either a group of 5 Black or 5 White stones.
While the various rulesets agree on the ko rule prohibiting returning the board to an immediately previous position, they deal in different ways with the relatively uncommon situation in which a player might recreate a past position that is further removed. See Rules of Go § Repetition for further information.
Suicide[edit]
Under normal rules, White cannot play at A because that point has no liberties. Under the Ing[64] and New Zealand rules,[65] White may play A, a suicide stone that kills itself and the two neighboring white stones, leaving an empty three-space eye. Black naturally answers by playing at A, creating two eyes to live.
A player may not place a stone such that it or its group immediately has no liberties unless doing so immediately deprives an enemy group of its final liberty. In the second case, the enemy group is captured, leaving the new stone with at least one liberty, so the new stone can be placed.[66] This rule is responsible for the all-important difference between one and two eyes: if a group with only one eye is fully surrounded on the outside, it can be killed with a stone placed in its single eye. (An eye is an empty point or group of points surrounded by a group of stones).
The Ing and New Zealand rules do not have this rule,[67] and there a player might destroy one of its own groups (commit suicide). This play would only be useful in limited sets of situations involving a small interior space or planning.[68] In the example at right, it may be useful as a ko threat.
Komi[edit]
Main article: Komi (Go)
Because Black has the advantage of playing the first move, the idea of awarding White some compensation came into being during the 20th century. This is called komi, which gives white a 5.5-point compensation under Japanese rules, 6.5-point under Korean rules, and 15/4 stones, or 7.5-point under Chinese rules(number of points varies by rule set).[69] Under handicap play, White receives only a 0.5-point komi, to break a possible tie (jigo).
Scoring rules[edit]
A simplified game at its end. Black's territory (A) + (C) and prisoners (D) is counted and compared to White's territory (B) only (no prisoners). In this example, both Black and White attempted to invade and live (C and D groups) to reduce the other's total territory. Only Black's invading group (C) was successful in living, as White's group (D) was killed with a black stone at (E). The points in the middle (F) are dame, meaning they belong to neither player.
Two general types of scoring procedures are used, and players determine which to use before play. Both procedures almost always give the same winner.
Area scoring procedure (including Chinese): counts the number of points a player's stones occupy and surround. It is associated with contemporary Chinese play and was probably established there during the Ming dynasty in the 15th or 16th century.[70] Beginner-friendly, but takes longer to count. A player's score is the number of stones that the player has on the board, plus the number of empty intersections surrounded by that player's stones. If there is disagreement about which stones are dead, then under area scoring rules, the players simply resume play to resolve the matter. The score is computed using the position after the next time the players pass consecutively.
Territory scoring procedure (including Japanese and Korean): counts the number of empty points a player's stones surround, together with the number of stones the player captured. In the course of the game, each player retains the stones they capture, termed prisoners. Any dead stones removed at the end of the game become prisoners. The score is the number of empty points enclosed by a player's stones, plus the number of prisoners captured by that player.[d] Under territory scoring there can be an extra penalty for playing inside ones' territory, so if there is a disagreement extra play to resolve it would, in tournament settings, happen on a separate board, where the player claiming a group is dead would play first, and would demonstrate how to capture those stones. For further information, see Rules of Go.
Both procedures are counted after both players have passed consecutively, the stones that are still on the board but unable to avoid capture, called dead stones, are removed. Given that the number of stones a player has on the board is directly related to the number of prisoners their opponent has taken, the resulting net score, that is, the difference between Black's and White's scores is identical under both rulesets (unless the players have passed different numbers of times during the course of the game). Thus, the net result given by the two scoring systems rarely differs by more than a point.[71]
Life and death[edit]
See also: Life and death
While not actually mentioned in the rules of Go (at least in simpler rule sets, such as those of New Zealand and the U.S.), the concept of a living group of stones is necessary for a practical understanding of the game.[72]
Examples of eyes (marked). The black groups at the top of the board are alive, as they have at least two eyes. The black groups at the bottom are dead as they only have one eye. The point marked a is a false eye, thus the black group with false eye a can be killed by white in two turns.
When a group of stones is mostly surrounded and has no options to connect with friendly stones elsewhere, the status of the group is either alive, dead or unsettled. 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. Otherwise, the group is said to be unsettled: the defending player can make it alive or the opponent can kill it, depending on who gets to play first.[72]
An eye is an empty point or group of points surrounded by a group of stones. If the eye is surrounded by Black stones, White cannot play there unless such a play would take Black's last liberty and capture the Black stones. (Such a move is forbidden according to the suicide rule in most rule sets, but even if not forbidden, such a move would be a useless suicide of a White stone.)
If a Black group has two eyes, White can never capture it because White cannot remove both liberties simultaneously. If Black has only one eye, White can capture the Black group by playing in the single eye, removing Black's last liberty. Such a move is not suicide because the Black stones are removed first. In the "Examples of eyes" diagram, all the circled points are eyes. The two black groups in the upper corners are alive, as both have at least two eyes. The groups in the lower corners are dead, as both have only one eye. The group in the lower left may seem to have two eyes, but the surrounded empty point marked a is not actually an eye. White can play there and take a black stone. Such a point is often called a false eye.[72]
Seki (mutual life)[edit]
Example of seki (mutual life). Neither Black nor White can play on the marked points without reducing their own liberties for those groups to one (self-atari).
There is an exception to the requirement that a group must have two eyes to be alive, a situation called seki (or mutual life). Where different colored groups are adjacent and share liberties, the situation may reach a position when neither player wants to move first because doing so would allow the opponent to capture; in such situations therefore both players' stones remain on the board (in seki). Neither player receives any points for those groups, but at least those groups themselves remain living, as opposed to being captured.[e]
Seki can occur in many ways. The simplest are:
each player has a group without eyes and they share two liberties, and
each player has a group with one eye and they share one more liberty.
In the "Example of seki (mutual life)" diagram, the two circled points are liberties shared by both a black and a white group. Both of these interior groups are at risk, and neither player wants to play on a circled point, because doing so would allow the opponent to capture their group on the next move. The outer groups in this example, both black and white, are alive. Seki can result from an attempt by one player to invade and kill a nearly settled group of the other player.[72]
Tactics[edit]
Main article: Go strategy and tactics
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 which encompass the territory of the entire board and planning stone-group connections are referred to as Strategy and are covered in the Strategy section above.
Capturing tactics[edit]
There are several tactical constructs aimed at capturing stones.[73] 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 black stones further down the board that will intercept with the ladder or if one of white's pieces has only one liberty.
The most basic technique is the ladder.[74] This is also sometimes called a "running attack", since it unfolds as one player trying to outrun the other's attack. To capture stones in a ladder, a player uses a constant series of capture threats (atari), giving the opponent only one place to place his stone to keep his group alive. This forces the opponent to move into a zigzag pattern (surrounding the ladder on the outside) as shown in the adjacent diagram to keep the attack coming. Unless the pattern runs into friendly stones along the way, the stones in the ladder cannot avoid capture. However, if the ladder can run into other black stones, thus saving them, then experienced players recognize the futility of continuing the attack. These stones can also be saved if a suitably strong threat can be forced elsewhere on the board, so that two Black stones can be placed here to save the group.
A net. The chain of three marked Black stones cannot escape in any direction, since each Black stone attempting to extend the chain outward (on the red circles) can be easily blocked by one White stone.
Another technique to capture stones is the so-called net,[75] 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 adjacent diagram. It is often 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. However, the ladder only requires one turn to kill all the opponent's stones, whereas a net requires more turns to do the same.
A snapback. Although Black can capture the white stone by playing at the circled point, the resulting shape for Black has only one liberty (at 1), thus White can then capture the three black stones by playing at 1 again (snapback).
A third technique to capture stones is the snapback.[76] In a snapback, one player allows a single stone to be captured, then immediately plays on the point formerly occupied by that stone; by so doing, the player captures a larger group of their opponent's stones, in effect snapping back at those stones. An example can be seen on the right. As with the ladder, an experienced player does not play out such a sequence, recognizing the futility of capturing only to be captured back immediately.
Reading ahead[edit]
One of the most important skills required for strong tactical play is the ability to read ahead.[77] Reading ahead includes considering available moves to play, the possible responses to each move, and the subsequent possibilities after each of those responses. Some of the strongest players of the game can read up to 40 moves ahead even in complicated positions.[78]
As explained in the scoring rules, some stone formations can never be captured and are said to be alive, while other stones may be in a position where they cannot avoid being captured and are said to be dead. Much of the practice material available to players of the game comes in the form of life and death problems, also known as tsumego.[79] In such problems, players are challenged to find the vital move sequence that kills a group of the opponent or saves a group of their own. Tsumego are considered an excellent way to train a player's ability at reading ahead,[79] and are available for all skill levels, some posing a challenge even to top players.
Ko fighting[edit]
A simplified ko fight on a 9×9 board. The ko is at the point marked with a square—Black has "taken the ko" first. The ko fight determines the life of the A and B groups—only one survives and the other is captured. White may play C as a ko threat, and Black properly answers at D. White can then take the ko by playing at the square-marked point (capturing the one black stone). E is a possible ko threat for Black.
In situations when the Ko rule applies, a ko fight may occur.[63] If the player who is prohibited from capture is of the opinion that the capture is important because it prevents a large group of stones from being captured for instance, the player may play a ko threat.[63] 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. Their 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 they do not think it important or because there are no moves left that could function as a ko threat, they have lost the ko, and their 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.[63] They thereby win 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.[80]
Frequently, the winner of the ko fight does not connect the ko but instead captures one of the chains that constituted their opponent's side of the ko.[63] In some cases, this leads to another ko fight at a neighboring location.
History[edit]
Main article: History of Go
Origin in China[edit]
The earliest written reference to the game is generally recognized as the historical annal Zuo Zhuan[12][13] (c. 4th century BCE),[14] referring to a historical event of 548 BCE. It is also mentioned in Book XVII of the Analects of Confucius[14] and in two books written by Mencius[13][81] (c. 3rd century BCE).[14] In all of these works, the game is referred to as yì (弈). Today, in China, it is known as weiqi (simplified Chinese: 围棋; traditional Chinese: 圍棋; pinyin: wéiqíⓘ; Wade–Giles: wei ch'i), lit. 'encirclement board game'.
Go was originally played on a 17×17 line grid, but a 19×19 grid became standard by the time of the Tang dynasty (618–907 CE).[13] Legends trace the origin of the game to the mythical Chinese emperor Yao (2337–2258 BCE), who was said to have had his counselor Shun design it for his unruly son, Danzhu, to favorably influence him.[82][83] Other theories suggest that the game was derived from Chinese tribal warlords and generals, who used pieces of stone to map out attacking positions.[84][85]
In China, Go was considered one of the four cultivated arts of the Chinese scholar gentleman, along with calligraphy, painting and playing the musical instrument guqin.[86] In ancient times the rules of Go were passed on verbally, rather than being written down.[87]
Model of a 19×19 Go board, from a tomb of the Sui dynasty (581–618 CE)
Painting of a woman playing Go, from the Astana Graves. Tang dynasty, c. 744 CE.
Li Jing playing Go with his brothers. Detail from a painting by Zhou Wenju (fl. 942–961 CE), Southern Tang dynasty.
Spread to Korea and Japan[edit]
Go was introduced to Korea sometime between the 5th and 7th centuries CE, and was popular among the higher classes. In Korea, the game is called baduk (Korean: 바둑), and a variant of the game called Sunjang baduk was developed by the 16th century. Sunjang baduk became the main variant played in Korea until the end of the 19th century, when the current version was reintroduced from Japan.[88][89]
The game reached Japan in the 7th century CE—where it is called go (碁) or igo (囲碁). It became popular at the Japanese imperial court in the 8th century,[90] and among the general public by the 13th century.[91] The game was further formalized in the 15th century. 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 (né Kanō Yosaburo, 1559), to the post of Godokoro (Minister of Go).[92]
Nikkai took the name Hon'inbō Sansa and founded the Hon'inbō Go school.[92] Several competing schools were founded soon after.[92] These officially recognized and subsidized Go schools greatly developed the level of play and introduced the dan/kyu style system of ranking players.[93] Players from the four schools (Hon'inbō, Yasui, Inoue and Hayashi) competed in the annual castle games, played in the presence of the shōgun.[94]
Detail from a Japanese illustrated handscroll of The Tale of Genji. Heian period, 12th century CE.
A Korean couple playing Go in traditional dress. Photographed between 1910 and 1920.
Internationalization[edit]
Despite its widespread popularity in East Asia, Go has been slow to spread to the rest of the world. Although there are some mentions of the game in western literature from the 16th century forward, Go did not start to become popular in the West until the end of the 19th century, when German scientist Oskar Korschelt wrote a treatise on the game.[95] 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 in Japan while touring the East and had published the book The Game of Go in 1908.[96] Lasker's book Go and Go-moku (1934) helped spread the game throughout the U.S.,[96] 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, since it was a popular game in Japan, but after the war, Go continued to spread.[97] For most of the 20th century, the Japan Go Association (Nihon Ki-in) played a leading role in spreading Go outside East Asia by publishing the English-language magazine Go Review in the 1960s, establishing Go centers in the U.S., Europe and South America, and often sending professional teachers on tour to Western nations.[98] Internationally, the game had been commonly known since the start of the twentieth century by its shortened Japanese name, and terms for common Go concepts are derived from their Japanese pronunciation.
In 1996, NASA astronaut Daniel Barry and Japanese astronaut Koichi Wakata became the first people to play Go in space. They used a special Go set, which was named Go Space, designed by Wai-Cheung Willson Chow. Both astronauts were awarded honorary dan ranks by the Nihon Ki-in.[99]
As of December 2015[update], the International Go Federation has 75 member countries, with 67 member countries outside East Asia.[100] Chinese cultural centres across the world are promoting Go, and cooperating with local Go associations, for example the seminars held by the Chinese cultural centre in Tel Aviv, Israel, together with the Israeli Go association.[101]
Competitive play[edit]
Ranks and ratings[edit]
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, Texas, 2003.
In Go, rank indicates a player's skill in the game. Traditionally, ranks are measured using kyu and dan grades,[102] a system also adopted by many martial arts. More recently, mathematical rating systems similar to the Elo rating system have been introduced.[103] Such rating systems often provide a mechanism for converting a rating to a kyu or dan grade.[103] 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. The difference among each amateur rank is one handicap stone. For example, if a 5k plays a game with a 1k, the 5k would need a handicap of four stones to even the odds. Top-level amateur players sometimes defeat professionals in tournament play.[104] Professional players have professional dan ranks (abbreviated p). These ranks are separate from amateur ranks.
The rank system comprises, from the lowest to highest ranks:
Rank Type
Range
Stage
Double-digit kyu
30–21k
Beginner
Double-digit kyu
20–10k
Casual player
Single-digit kyu
9–1k
Intermediate/club player
Amateur dan
1–7d (where 8d is a special title)
Advanced player
Professional dan
1–9p (where 10p is a special title)
Professionals
Tournament and match rules[edit]
See also: Go competitions
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, 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,[105] 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.[106]
Tournament rules may also set the following:
compensation points, called komi, which compensate the second player for the first move advantage of their opponent; tournaments commonly use a compensation in the range of 5–8 points,[107] generally including a half-point to prevent draws;
handicap stones placed on the board before alternate play, allowing players of different strengths to play competitively (see Go handicap for more information); and
superko: Although the basic ko rule described above covers more than 95% of all cycles occurring in games,[108] there are some complex situations—triple ko, eternal life,[f] 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 forbid the repetition of any previous position. This extension is called superko.[108]
Time control[edit]
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.[109] 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.[g] The most widely used time control system is the so-called byoyomi[h] system. The top professional Go matches have timekeepers so that the players do not have to press their own clocks.
Two widely used variants of the byoyomi system are:[110]
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 (often 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, they lose one time period. With 60–89 seconds, they lose two time periods, and so on. If, however, they take 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 their main time, a player must make a certain number of moves within a certain period of time, such as twenty moves within five minutes.[110][i] If the time period expires without the required number of stones having been played, then the player has lost on time.[j]
Notation and recording games[edit]
Main article: Go game record
Go games are recorded with a simple coordinate system. This is comparable to algebraic chess notation, except that Go stones do not move and thus require only one coordinate per turn. Coordinate systems include purely numerical (4–4 point), hybrid (K3), and purely alphabetical.[111] The Smart Game Format uses alphabetical coordinates internally, but most editors represent the board with hybrid coordinates as this reduces confusion.
Alternatively, the game record can also be noted by writing the successive moves on a diagram, where odd numbers mean black stones, even numbers mean white stones (or conversely when playing with a handicap), and a notation like "25=22" in the margin means that the 25th stone was played at the same location as the 22nd one, which had been captured in the meantime.
The Japanese word kifu is sometimes used to refer to a game record.
In Unicode, Go stones can be represented with black and white circles from the block Geometric Shapes:
U+25CB ○ WHITE CIRCLE (○)
U+25CF ● BLACK CIRCLE
The block Miscellaneous Symbols includes "Go markers"[112] that were likely meant for mathematical research of Go:[113][114]
U+2686 ⚆ WHITE CIRCLE WITH DOT RIGHT
U+2687 ⚇ WHITE CIRCLE WITH TWO DOTS
U+2688 ⚈ BLACK CIRCLE WITH WHITE DOT RIGHT
U+2689 ⚉ BLACK CIRCLE WITH TWO WHITE DOTS
Top players and professional Go[edit]
See also: List of top title holders in Go, Go players, Female Go players, Go professional, and List of professional Go tournaments
A Go professional is a professional player of the game of Go. There are six areas with professional go associations, these are: China (Chinese Weiqi Association), Japan (Nihon Ki-in, Kansai Ki-in), South Korea (Korea Baduk Association), Taiwan (Taiwan Chi Yuan Culture Foundation), the United States (AGA Professional System) and Europe (European Professional System).
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 who were dubbed Kisei (Go Sage). The only three players to receive this honor were Dōsaku, Jōwa and Shūsaku, all of the house Hon'inbō.[115]
Hon'inbō Shūsai (left), last head of house Hon'inbō, 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 Ki-in (Japanese Go Association) was formed. Top players from this period often played newspaper-sponsored matches of 2–10 games.[116] Of special note are the (Chinese-born) player Go Seigen (Chinese: Wu Qingyuan), who scored 80% in these matches and beat down most of his opponents to inferior handicaps,[117] and Minoru Kitani, who dominated matches in the early 1930s.[118] These two players are also recognized for their groundbreaking work on new opening theory (Shinfuseki).[119]
For much of the 20th century, Go continued to be dominated by players trained in Japan. Notable names included Eio Sakata, Rin Kaiho (born in Taiwan), Masao Kato, Koichi Kobayashi and Cho Chikun (born Cho Ch'i-hun, from South Korea).[120] Top Chinese and Korean talents often moved 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 (Korea Baduk Association) was formed and caused the level of play in South Korea to rise significantly in the second half of the 20th century.[121] In China, the game declined during the Cultural Revolution (1966–1976) but quickly recovered in the last quarter of the 20th century, bringing Chinese players, such as Nie Weiping and Ma Xiaochun, on par with their Japanese and South Korean counterparts.[122] The Chinese Weiqi Association (today part of the China Qiyuan) was established in 1962, and professional dan grades started being issued in 1982.[123] Western professional Go began in 2012 with the American Go Association's Professional System.[124] In 2014, the European Go Federation followed suit and started their professional system.[125] South Korean player Lee Chang-ho plays against Russian player Alexandre Dinerchtein, seven-time European Champion and one of the few non-East Asian 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. Cho Hunhyun of South Korea won the first edition of the Quadrennial Ing Cup in 1989. His disciple Lee Chang-ho was the dominant player in international Go competitions for more than a decade spanning much of 1990s and early 2000s; he is also credited with groundbreaking works on the endgame. Cho, Lee and other South Korean players such as Seo Bong-soo, Yoo Changhyuk and Lee Sedol between them won the majority of international titles in this period.[126] Several Chinese players also rose to the top in international Go from 2000s, most notably Ma Xiaochun, Chang Hao, Gu Li and Ke Jie. As of 2016[update], Japan lags behind in the international Go scene.
Historically, 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.[127]
The level in other countries has traditionally been much lower, except for some players who had preparatory professional training in East Asia.[k] Knowledge of the game has been scant elsewhere up until the 20th century. A famous player of the 1920s was Edward Lasker.[l] 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 East Asian professional Go association.[128] In 2000, American Michael Redmond became the first Western player to achieve a 9 dan rank.
Equipment[edit]
Main article: Go equipment
Go portrayed as part of East-Asian culture. (The goblet in the middle is from the Nihon Ki-in.)
It is possible to play Go with a simple paper board and coins, plastic tokens, or white beans and coffee beans for the stones; or even by drawing the stones on the board and erasing them when captured. More popular midrange equipment includes cardstock, a laminated particle board, or wood boards with stones of plastic or glass. More expensive traditional materials are still used by many players. The most expensive Go sets have black stones carved from slate and white stones carved from translucent white shells (traditionallyMeretrix lamarckii), played on boards carved in a single piece from the trunk of a tree.
Traditional equipment[edit]
A traditional Japanese set, with a solid wooden floor board (碁盤 goban), 2 bowls (碁笥 goke) and 361 stones (碁石 goishi)
Boards[edit]
The Go board (generally referred to by its Japanese name goban 碁盤) typically measures between 45 and 48 cm (18 and 19 in) in length (from one player's side to the other) and 42 to 44 cm (16+1⁄2 to 17+1⁄4 in) in width. Chinese boards are slightly larger, as a traditional Chinese Go stone is slightly larger to match. The board is not square; there is a 15:14 ratio in length to width, because with a perfectly square board, from the player's viewing angle the perspective creates a foreshortening of the board. The added length compensates for this.[129] There are two main types of boards: a table board similar in most respects to other gameboards like that used for chess, and a floor board, which is its own free-standing table and at which the players sit.
The traditional Japanese goban is between 10 and 18 cm (3.9 and 7.1 in) thick and has legs; it sits on the floor (see picture).[129] 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 related California Torreya (Torreya californica) has been prized for its light color and pale rings as well as its reduced expense and more readily available stock. The natural resources of Japan have been unable to keep up with the enormous demand for the slow-growing Kaya trees; both T. nucifera and T. californica take many hundreds of years to grow to the necessary size, and they are now extremely rare, raising the price of such equipment tremendously.[130] As Kaya trees are a protected species in Japan, they cannot be harvested until they have died. Thus, an old-growth, floor-standing Kaya goban can easily cost in excess of $10,000 with the highest-quality examples costing more than $60,000.[131]
Other, less expensive woods often used to make quality table boards in both Chinese and Japanese dimensions include Hiba (Thujopsis dolabrata), Katsura (Cercidiphyllum japonicum), Kauri (Agathis), and Shin Kaya (various varieties of spruce, commonly from Alaska, Siberia and China's Yunnan Province).[130] So-called Shin Kaya is a potentially confusing merchant's term: shin means 'new', and thus shin kaya is best translated 'faux kaya', because the woods so described are biologically unrelated to Kaya.[130]
Stones[edit]
A full set of Go stones (goishi) usually contains 181 black stones and 180 white ones; a 19×19 grid has 361 points, so there are enough stones to cover the board, and Black gets the extra odd stone because that player goes first. However it may happen, especially in beginners' games, that many back-and-forth captures empty the bowls before the end of the game: in that case an exchange of prisoners allows the game to continue.
Traditional Japanese stones are double-convex, and made of clamshell (white) and slate (black).[132] The classic slate is nachiguro stone mined in Wakayama Prefecture and the clamshell from the Hamaguri clam (Meretrix lusoria) or the Korean hard clam; however, due to a scarcity in the Japanese supply of these clams, the stones are most often made of shells harvested from Mexico.[132] Historically, the most prized stones were made of jade, often given to the reigning emperor as a gift.[132]
In China, the game is traditionally played with single-convex stones[132] made of a composite called Yunzi. The material comes from Yunnan Province and is made by sintering a proprietary and trade-secret mixture of mineral compounds derived from the local stone. This process dates to the Tang dynasty and, after the knowledge was lost in the 1920s during the Chinese Civil War, was rediscovered in the 1960s by the now state-run Yunzi company. The material is praised for its colors, its pleasing sound as compared to glass or to synthetics such as melamine, and its lower cost as opposed to other materials such as slate/shell. The term yunzi can also refer to a single-convex stone made of any material; however, most English-language Go suppliers specify Yunzi as a material and single-convex as a shape to avoid confusion, as stones made of Yunzi are also available in double-convex while synthetic stones can be either shape.
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.[132][m]
An example of single-convex stones and Go Seigen bowls. These particular stones are made of Yunzi material, and the bowls of jujube wood.
Bowls[edit]
The bowls for the stones are shaped like a flattened sphere with a level underside.[133] The lid is loose fitting and upturned before play to receive stones captured during the game. Chinese bowls are slightly larger, and a little more rounded, a style known generally as Go Seigen; Japanese Kitani bowls tend to have a shape closer to that of the bowl of a snifter glass, such as for brandy. The bowls are usually made of turned wood. Mulberry is the traditional material for Japanese bowls, but is very expensive; wood from the Chinese jujube date tree, which has a lighter color (it is often stained) and slightly more visible grain pattern, is a common substitute for rosewood, and traditional for Go Seigen-style bowls. Other traditional materials used for making Chinese bowls include lacquered wood, ceramics, stone and woven straw or rattan. The names of the bowl shapes, Go Seigen and Kitani, were introduced in the last quarter of the 20th century by the professional player Janice Kim as homage to two 20th-century professional Go players by the same names, of Chinese and Japanese nationality, respectively, who are referred to as the "Fathers of modern Go".[115]
Playing technique and etiquette[edit]
Go players demonstrating the traditional technique of holding a stone
The traditional way to place a Go stone is to first take one 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.[134] One can also place a stone on the board and then slide it into position under appropriate circumstances (where it does not move any other stones). It is considered respectful towards White for Black to place the first stone of the game in the upper right-hand corner.[135] (Because of symmetry, this has no effect on the game's outcome.)
It is considered poor manners to run one's fingers through one's bowl of unplayed stones, as the sound, however soothing to the player doing this, can be disturbing to one's opponent. Similarly, clacking a stone against another stone, the board, or the table or floor is also discouraged. However, it is permissible to emphasize select moves by striking the board more firmly than normal, thus producing a sharp clack. Additionally, hovering one's arm over the board (usually when deciding where to play) is also considered rude as it obstructs the opponent's view of the board.
Manners and etiquette are extensively discussed in 'The Classic of WeiQi in Thirteen Chapters', a Song dynasty manual to the game. Apart from the points above it also points to the need to remain calm and honorable, in maintaining posture, and knowing the key specialised terms, such as titles of common formations. Generally speaking, much attention is paid to the etiquette of playing, as much as to winning or actual game technique.
Computers and Go[edit]
Main article: Computer Go
Software players[edit]
Go long posed a daunting challenge to computer programmers, putting forward "difficult decision-making tasks, an intractable search space, and an optimal solution so complex it appears infeasible to directly approximate using a policy or value function".[136] Prior to 2015,[136] the best Go programs only managed to reach amateur dan level.[137] On smaller 9×9 and 13x13 boards, computer programs fared better, and were able to compare to professional players. Many in the field of artificial intelligence consider Go to require more elements that mimic human thought than chess.[138]
A finished beginner's game on a 13×13 board
The reasons why computer programs had not played Go at the professional dan level prior to 2016 include:[139]
The number of spaces on the board is much larger (over five times the number of spaces on a chess board—361 vs. 64). On most turns there are many more possible moves in Go than in chess. Throughout most of the game, the number of legal moves stays at around 150–250 per turn, and rarely falls below 100 (in chess, the average number of moves is 37).[140] Because an exhaustive computer program for Go must calculate and compare every possible legal move in each ply (player turn), its ability to calculate the best plays is sharply reduced when there are a large number of possible moves. Most computer game algorithms, such as those for chess, compute several moves in advance. Given an average of 200 available moves through most of the game, for a computer to calculate its next move by exhaustively anticipating the next four moves of each possible play (two of its own and two of its opponent's), it would have to consider more than 320 billion (3.2×1011) possible combinations. To exhaustively calculate the next eight moves, would require computing 512 quintillion (5.12×1020) possible combinations. As of March 2014[update], the most powerful supercomputer in the world, NUDT's "Tianhe-2", can sustain 33.86 petaflops.[141] At this rate, even given an exceedingly low estimate of 10 operations required to assess the value of one play of a stone, Tianhe-2 would require four hours to assess all possible combinations of the next eight moves in order to make a single play.
The placement of a single stone in the initial phase can affect the play of the game a hundred or more moves later. A computer would have to predict this influence, and it would be unworkable to attempt to exhaustively analyze the next hundred moves.
In capture-based games (such as chess), a position can often be evaluated relatively easily, such as by calculating who has a material advantage or more active pieces.[n] In Go, there is often no easy way to evaluate a position.[145] However a 6-kyu human can evaluate a position at a glance, to see which player has more territory, and even beginners can estimate the score within 10 points, given time to count it. 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. Normally a 3-dan can easily judge most of these positions.
It was not until August 2008 that a computer won a game against a professional level player at a handicap of 9 stones, the greatest handicap normally given to a weaker opponent. It was the Mogo program, which scored this first victory in an exhibition game played during the US Go Congress.[146][147] By 2013, a win at the professional level of play was accomplished with a four-stone advantage.[148][149] In October 2015, Google DeepMind's program AlphaGo beat Fan Hui, the European Go champion and a 2 dan (out of 9 dan possible) professional, five times out of five with no handicap on a full size 19×19 board.[136] AlphaGo used a fundamentally different paradigm than earlier Go programs; it included very little direct instruction, and mostly used deep learning where AlphaGo played itself in hundreds of millions of games such that it could measure positions more intuitively. In March 2016, Google next challenged Lee Sedol, a 9 dan considered the top player in the world in the early 21st century,[150] to a five-game match. Leading up to the game, Lee Sedol and other top professionals were confident that he would win;[151] however, AlphaGo defeated Lee in four of the five games.[152][153] After having already lost the series by the third game, Lee won the fourth game, describing his win as "invaluable".[154] In May 2017, AlphaGo beat Ke Jie, who at the time continuously held the world No. 1 ranking for two years,[155][156] winning each game in a three-game match during the Future of Go Summit.[157][158] In October 2017, DeepMind announced a significantly stronger version called AlphaGo Zero which beat the previous version by 100 games to 0.[159]
In February 2023, Kellin Pelrine, an amateur American Go player, won 14 out of 15 games against a top-ranked AI system in a significant victory over artificial intelligence. Pelrine took advantage of a previously unknown flaw in the Go computer program, which had been identified by another computer. He exploited this weakness by slowly encircling the opponent's stones and distracting the AI with moves in other parts of the board. The tactics used by Pelrine have highlighted a fundamental flaw in the deep learning systems that underpin many of today's advanced AI. Although the AI systems can "understand" specific situations, they lack the ability to generalize in a way that humans find easy.[160][161][162]
Software assistance[edit]
Main article: Go software
A 9×9 game with graphical aids. Colors and markings show evaluations by the computer assistant.
An abundance of software is available to support players of the game. This includes programs that can be used to view 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.
Some web servers[citation needed] provide graphical aids like maps, to aid learning during play. These graphical aids may suggest possible next moves, indicate areas of influence, highlight vital stones under attack and mark stones in atari or about to be captured.
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 only the moves, but also variations, commentary and further information on the game.[o]
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.
Internet-based Go servers allow access to competition with players all over the world, for real-time and turn-based games.[p] Such servers also allow easy access to professional teaching, with both teaching games and interactive game review being possible.[q]
In popular culture[edit]
Minamoto no Yoshiie by Tsukioka Yoshitoshi, 1886. This popular woodblock print depicts the ancient legend of a husband who suspected his wife was having an affair with the samurai Minamoto no Yoshiie. To prevent his visits, the husband surrounded his house with brambles and placed a Go board on the balcony, hoping he would stumble over it. Instead, the samurai deftly cut the board as he leaped over the balcony railing, avoiding both obstacles.
Apart from technical literature and study material, Go and its strategies have been the subject of several works of fiction, such as The Master of Go by Nobel prize-winning author Yasunari Kawabata[r] and The Girl Who Played Go by Shan Sa. Other books have used Go as a theme or minor plot device. For example, the novel Shibumi by Trevanian centers around the game and uses Go metaphors.[163] [164] Go features prominently in the Chung Kuo series of novels by David Wingrove, being the favourite game of the main villain.[165]
The manga (Japanese comic book) and anime series Hikaru no Go, released in Japan in 1998, had a large impact in popularizing Go among young players, both in Japan and—as translations were released—abroad.[166][167]
Similarly, Go has been used as a subject or plot device in film, such as Pi (π), A Beautiful Mind, Tron: Legacy, Knives Out, and The Go Master (a biopic of Go professional Go Seigen).[168][s] 2013's Tôkyô ni kita bakari or Tokyo Newcomer portrays a Chinese foreigner Go player moving to Tokyo.[169] In King Hu's wuxia film The Valiant Ones, the characters are color-coded as Go stones (black or other dark shades for the Chinese, white for the Japanese invaders), Go boards and stones are used by the characters to keep track of soldiers prior to battle, and the battles themselves are structured like a game of Go.[170]
Go has also been featured as a plot device in a number of television series. Examples include Starz's science fiction thriller Counterpart, which is rich in references (the opening itself featuring developments on a Go board), and includes Go matches, accurately played, relevant to the plot.[171] Also, in 2024 Netflix released the historical-fictional Korean series Captivating the King.
The corporation and brand Atari was named after the Go term.[172]
Hedge fund manager Mark Spitznagel used Go as his main investing metaphor in his investing book The Dao of Capital.[173] The Way of Go: 8 Ancient Strategy Secrets for Success in Business and Life by Troy Anderson applies Go strategy to business.[174] GO: An Asian Paradigm for Business Strategy[175] by Miura Yasuyuki, a manager with Japan Airlines,[176] uses Go to describe the thinking and behavior of business men.
Psychological perspectives[edit]
A 2004 review of literature by Fernand Gobet, de Voogt and Jean Retschitzki shows that relatively little scientific research has been carried out on the psychology of Go, compared with other traditional board games such as chess.[177] Computer Go research has shown that given the large search tree, knowledge and pattern recognition are more important in Go than in other strategy games, such as chess.[177] A study of the effects of age on Go-playing[178] has shown that mental 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. On the other hand, a study by Xiangchuan Chen et al.[179] showed greater activation in the right hemisphere among Go players than among chess players, but the research was inconclusive because strong players from Go were hired while very weak chess players were hired in the original study.[180] There is some evidence to suggest a correlation between playing board games and reduced risk of Alzheimer's disease and dementia.[181]
Analyses of the game[edit]
See also: Go and mathematics
In formal game theory terms, Go is a non-chance, combinatorial game with perfect information. Informally that means there are no dice used (and decisions or moves create discrete outcome vectors rather than probability distributions), the underlying math is combinatorial, and all moves (via single vertex analysis) are visible to both players (unlike some card games where some information is hidden). Perfect information also implies sequence—players can theoretically know about all past moves.
Other game theoretical taxonomy elements include the facts
Go is bounded by a finite number of moves and every game must end with a victor or a tie (although ties are very rare);
the strategy is associative because every strategy is a function of board position;
the format is non-cooperative (that is, it's not a team sport);
positions are extensible, and so can be represented by board position trees;
the game is zero-sum because player choices do not increase resources available, the rewards in the game are fixed and if one player wins, the other loses, and the utility function is restricted (in the sense of win/lose);
however, ratings, monetary rewards, national and personal pride and other factors can extend utility functions, but generally not to the extent of removing the win/lose restriction, although Affine transformations can theoretically add non-zero and complex utility aspects even to two player games.[182]
In the endgame, it can often happen that the state of the board consists of several subpositions that do not interact with the others. The whole board position can then be considered as a mathematical sum, or composition, of the individual subpositions.[183] It is this property of Go endgames that led John Horton Conway to the discovery of surreal numbers.[184]
In combinatorial game theory terms, Go is a zero-sum, perfect-information, partisan, deterministic strategy game, putting it in the same class as chess, draughts (checkers), and Reversi (Othello).
The game emphasizes the importance of balance on multiple levels: to secure an area of the board, it is good to play moves close together; however, 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. Decisions in one part of the board may be influenced by an apparently unrelated situation in a distant part of the board (for example, ladders can be broken by stones at an arbitrary distance away). 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 observable universe.[t]
Go also contributed to the development of combinatorial game theory (with Go infinitesimals[185] being a specific example of its use in Go).
Comparisons to other games[edit]
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 is tactical rather than strategic, as the predetermined strategy is to trap one individual piece (the king). This comparison has also been applied to military and political history, with Scott Boorman's book The Protracted Game (1969) and, more recently, Robert Greene's book The 48 Laws of Power (1998) exploring the strategy of the Chinese Communist Party in the Chinese Civil War through the lens of Go.[186][187]
A similar comparison has been drawn among Go, chess and backgammon, perhaps the three oldest games that enjoy worldwide popularity.[188] 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 Go players where they stand relative to other players, an honestly ranked player can expect to lose about half of their games; therefore, Go can be seen as embodying the quest for self-improvement, "man vs. self".[188]
See also[edit]
Go portal
Games played with Go equipment
List of books about Go
List of top title holders in Go
Sensei's Library
Notes[edit]
^ Game complexity can be difficult to estimate. The number of legal positions (state-space complexity) for chess has been estimated at anywhere between 1043 and 1050; in 2016 the number of legal positions for 19x19 Go was calculated by Tromp and Farneback at ~2.08×10170. Alternately, a measure of all the alternatives to be considered at each stage of the game (game-tree complexity) can be estimated with bd, where b is the game's breadth (number of legal moves per position) and d is its depth (number of moves or plies per game). For chess and Go the comparison is very rough, ~3580 ≪ ~250150, or ~10123 ≪ ~10360[16]
^ Eyes and other complications may need to be considered when counting liberties
^ Whether or not a group is weak or strong refers to the ease with which it can be killed or made to live. See this article by Benjamin Teuber, amateur 6 dan, for some views on how important this is felt to be.
^ Exceptionally, in Japanese and Korean rules, empty points, even those surrounded by stones of a single color, may count as neutral territory if some of them are alive by seki. See the section below on seki.
^ In game theoretical terms, seki positions are an example of a Nash equilibrium.
^ A full explanation of the eternal life position can be found on Sensei's Library, it also appears in the official text for Japanese Rules, see translation.
^ 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).
^ Literally in Japanese byōyomi means 'reading of seconds'.
^ 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.
^ 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.
^ 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 East Asian clubs. Published current European ratings would suggest around 100 players stronger than that, with very few European 7 dans.
^ European Go has been documented by Franco Pratesi, Eurogo (Florence 2003) in three volumes, up to 1920, 1920–1950, and 1950 and later.
^ See Overshoot in Western typography for similar subtle adjustment to create a uniform appearance.
^ 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.[142][143][144]
^ Lists of such programs may be found at Sensei's Library or GoBase.
^ Lists of Go servers are kept at Sensei's Library and the AGA website
^ The British Go Association provides a list of teaching services
^ A list of books can be found at Sensei's Library
^ A list of films can be found at the EGF Internet Go Filmography
^ It has been said that the number of board positions is at most 3361 (about 10172) since each position can be white, black, or vacant. Ignoring (illegal) suicide moves, there are at least 361! games (about 10768) since every permutation of the 361 points corresponds to a game. See Go and mathematics for more details, which includes much larger estimates.This estimate, however, is inexact for two reasons: first, both contestants usually agree to end the game long before every point has been played; second, after a capture it may happen that an already played point is played again, even repetitively so in the case of a kō-battle.
References[edit]
Citations[edit]
^ "A Brief History of Go". American Go Association. Retrieved March 23, 2017.
^ Shotwell, Peter (2008), The Game of Go: Speculations on its Origins and Symbolism in Ancient China (PDF), American Go Association, archived (PDF) from the original on May 16, 2013
^ "The Legends of the Sage Kings and Divination". GoBase.org. Retrieved May 12, 2022.
^ "A Brief History of Go | British Go Association". www.britgo.org. Retrieved 2023-12-16.
^ "The Ancient Chinese Game of Go". www.china.org.cn. Retrieved 2023-12-16.
^ The International Go Federation (February 2016). "Go Population Survey" (PDF). intergofed.org. Archived (PDF) from the original on 17 May 2017. Retrieved 28 November 2018.
^ Iwamoto 1977, p. 22.
^ Iwamoto 1977, p. 18.
^ a b Baker, Karl (2008) [1986], The Way to Go: How to Play the Asian Game of Go (PDF) (7th ed.), New York, NY: American Go Association, archived (PDF) from the original on December 3, 2012
^ Matthews 2004, p. 1.
^ Cho Chikun 1997, p. 18.
^ a b Burton, Watson (April 15, 1992). The Tso Chuan. Columbia University Press. ISBN 978-0-231-06715-7.
^ a b c d Fairbairn 1995, p. [page needed].
^ a b c d "Warring States Project Chronology #2". University of Massachusetts Amherst. Archived from the original on 2007-12-19. Retrieved 2007-11-30.
^ Tromp, John; Farnebäck, Gunnar (January 31, 2016). "Combinatorics of Go" (PDF). tromp.github.io. Archived (PDF) from the original on January 25, 2016. Retrieved June 17, 2020.
^ Allis 1994, pp. 158–161, 171, 174, §§6.2.4, 6.3.9, 6.3.12
^ Lee, Kai-Fu (September 25, 2018). AI Superpowers: China, Silicon Valley, and the New World Order. Houghton Mifflin Harcourt. ISBN 9781328546395. Retrieved June 17, 2020.
^ Gao, Pat (2007). "Getting the Go-ahead". Taiwan Review. Los Angeles, CA: Kwang Hwa Publishing. 57: 55. Archived from the original on 2012-01-22.
^ See, e.g., "EGF Ing Grant Report 2004-2005". European Go Federation. Archived from the original on 28 October 2017. Retrieved 28 October 2017.
^ 조, 항범 (October 8, 2005). 그런 우리말은 없다. 태학사. ISBN 9788959660148. Retrieved June 3, 2014.
^ Matthews 2004, p. 2.
^ Cobb 2002, p. 12.
^ Iwamoto 1977, p. 77.
^ Cho Chikun 1997, p. 21.
^ Cho Chikun 1997, p. 28.
^ Cobb 2002, p. 21.
^ a b Cho Chikun 1997, p. 69.
^ Cobb 2002, p. 20.
^ "KGS Go Tutorial: Game End". KGS. Retrieved 5 June 2014.
^ Cho Chikun 1997, p. 35.
^ Cho Chikun 1997, p. 107.
^ Iwamoto 1977, p. 93.
^ Cho Chikun 1997, p. 119.
^ Cho Chikun 1997, p. 33.
^ Cho Chikun 1997, p. 37.
^ "Hanami Ko at Sensei's Library". Senseis.xmp.net. 2013-01-09. Retrieved 2014-03-25.
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Allis, Louis Victor (1994), Searching for solutions in Games and Artificial Intelligence (PDF), Maastricht: Proefschrift Rijksuniversiteit Limburg, ISBN 978-90-9007488-7, archived (PDF) from the original on March 7, 2005
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Further reading[edit]
Introductory books[edit]
Bradley, Milton N. Go for Kids, Yutopian Enterprises, Santa Monica, 2001 ISBN 978-1-889554-74-7.
Ogawa, Tomoko; Davies, James (2000). The Endgame. Elementary Go Series. Vol. 6 (2nd ed.). Tokyo: Kiseido Publishing Company. ISBN 4-906574-15-7.
Seckiner, Sancar. Chinese Go Players, 6th article of the main book Budaha, Efil Yayinevi, Ankara, Feb. 2016, ISBN 978-605-4160-62-4.
Shotwell, Peter. Go! More than a Game, Tuttle Publishing, 4th ed. 2014, ISBN 978-0-8048-3475-9.
Historical interest[edit]
De Havilland, Walter Augustus (1910), The ABC of Go: The National War Game of Japan, Yokohama, Kelly & Walsh, OCLC 4800147
Korschelt, Oscar (1966), The Theory and Practice of Go, C.E. Tuttle Co, ISBN 978-0-8048-0572-8
Smith, Arthur (1956) [1908], The Game of Go: The National Game of Japan, C.E. Tuttle Co, OCLC 912228
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How to Play Go — A Modern Tutorial to Learn Go Rules
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Go Magic
2022-11-16
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Go is an ancient strategy board game that was invented in China more than 3000 years ago . The rules of Go are extremely simple. You can easily learn them in 5–10 minutes. However, this simplicity brings a huge number of possibilities and produces a vast field for creativity and imagination! It’s the case where something basic and elementary gives birth to something ingeniously complex. And this complexity is of a more fundamental order: the game of Go is no less complex than, for example, mathematics, music or philosophy, and just as interesting as all of these sciences. If the intrigue of Go’s strategic depth and cultural heritage has captured your interest, follow the link to our site for a deeper exploration into the world of this ancient game: Discover the World of Go.On our site you can learn to play Go by taking a short interactive course that covers Go rules and fundamentals. It consists of bite-sized video lessons and quizzes to test your new skills . Check out the first lesson from the course:If you enjoyed the video, you can start learning on the course page or continue reading this article if you like reading more than watching.The rules of Go in 10 easy steps. Let’s Go! ✈Step 1. Basic RulesStep 2. What’s the Point?Step 3. Capturing StonesStep 4. Liberties and GroupsStep 5. No Suicide Allowed!Step 6. The Magic of Two EyesStep 7. The Ko RuleStep 8. SummaryStep 9. Sample Game and ScoringStep 10. A More Complex GameThe True GoWhat’s Next?Step 1. Basic RulesFirst of all, remember the following:Two players (Black and White) take turns and Black plays first. At each turn one stone is placed on the board. The stones are placed on line intersections.Once played, the stones are not moved! ♂️Look at the board. It’s waiting for you to make your first move! Congratulations! Now you know half the rules of Go!Step 2. What’s the Point?Players place stones on the board to surround as much territory as possible. The stones are used as a kind of wall-building material. The player with more territory wins. Territory is vacant board points (intersections) surrounded by stones of one color. For example, in this game Black has 28 points and White has 24 points. Therefore Black won by 4 points!Keep in mind that there is no need to destroy your opponent to win in Go. ☝ It is enough to score one point more! This makes the game creative and even philosophical.It seems like the easiest thing in the world: you place stones and surround some area. But if it all ended there, the game would be too boring and simple… Step 3. Capturing StonesThis rule is quite simple. In fact, let’s try to understand it intuitively.Look at the board. These white stones can be captured in one move. Easy, right? Now let’s figure out how it happens! Step 4. Liberties and GroupsEach stone placed on the board has the so-called “liberties”. They are the adjacent empty intersections surrounding the stones. In the following diagram the liberties are marked with crosses. ☝ As you can see, the stone in the center has 4 liberties, the one at the edge has 3, and the stone in the corner has 2 liberties only. When all the liberties are occupied by the opponent, the stone is removed from the board.☠ ⚡ Each captured stone gives you one extra point! ⚡The stone with one liberty left is said to be in atari, meaning it is about to be captured.The game of Go came to Europe and America from Japan, that is why we often use Japanese terminology. However, we will refrain from using these special terms unless there is no way to replace them. For now you only need to know the term atari.By the way, you may be familiar with the word “Atari”. In fact, this was the name of a popular video game manufacturer in the 1970s and 80s. The company got this name because its founder Nolan Bushnell was a big fan of Go.Nolan BushnellAtari, Inc. founderIf it’s White’s turn now, they can save their stone. Give it a try. White adds a stone (“extends”) and now has a group of two stones. How many liberties does this group have? That’s right, three liberties. Note that the stones are connected only along the horizontal and vertical lines.⚡ Diagonals DO NOT count as connections! ⚡Well, now you know the second half of the rules of Go! It wasn’t hard at all, was it?Before we move on, let’s practice a little. Step 5. No Suicide Allowed!There are virtually no restrictions in Go. You may place a stone on any empty intersection on the board. You can also skip a move at any time by saying “pass”. Still, there are two perfectly logical and natural restrictions in Go. And the first one prohibits suicide.Take a look at this position: If Black played at A, their stone would have no liberties and would be immediately removed. This is a suicide — a pointless and prohibited move. The computer won’t allow you to play a stone at A. ♂️Please note that the white group has only two liberties: one inside and one outside. If you close the external liberty, the move at A becomes legal, because with this move Black can capture the whole group. Try it yourself! ☝ Therefore, if a stone or a group of stones is in atari, it can always be captured!Step 6. The Magic of Two EyesBecause of “the forbidden suicide” rule, it is possible to build a group that cannot be captured even if the opponent completely surrounds it! ♂️ Such a group must contain at least two separate spaces in which the opponent is not allowed to play a stone. Such a group is referred to as a living or a two-eyed group.Examples of groups that cannot be captured are shown on the board below. Notice that groups 1 and 2 are not formally connected, but still create two eyes. Group 3 is also “immortal”. ♀️Take a look at group 4. Where should Black play to avoid the capture of their stones? Try experimenting with the position on the board to figure out how it works.In actual games you don’t need to think about making two eyes all the time. The main objective is to surround territory. If you have a large area, you can always create two eyes if necessary.Finally, a trick question for you. Does this white group have two eyes? ☝ It might look like a living group, but in fact it is not. Look carefully. These stones are actually not connected, they are down to their last liberties and can be captured by the opponent at any moment. You can try and capture these white stones.Step 7. The Ko Rule✌ The second and final restriction in Go is the prohibition to recreate an earlier board position. It is called the ko rule, and it is as logical and necessary as the rule prohibiting suicide.⚡ You can play your first games without knowing this rule. We mention it now only to let you know that it exists. Ko occurs quite rarely, so you can safely skip this step and come back later, when the need arises. ⚡Let’s look at the following example. Black to play. Capture the White stone by making a move to A. Now it is White’s turn. The computer won’t allow you to recapture Black’s stone, since the position would revert to the one you started with. ♂️ If it were not for the Ko rule, there would be nothing to prevent this capture and recapture from continuing indefinitely, so the game would never end. That is why in such situations it is only possible to recapture a stone only one move later. Try to figure out for yourself how this rule works by experimenting with the position on the board.There you go, now you know everything for sure! Or maybe… almost everything
Go Premium to disable ads Step 8. SummaryWell, we’ve learned all the rules of Go. In fact there are only three of them:Rule of alternation — two players take turns and place stones at intersections. Rule of capture — the stones are removed from the board if the last liberty is occupied. Rule of illegal moves — prohibition of suicide and Ko rule. ♂️ The goal of the game is to surround as much territory and as many enemy stones as possible. Each prisoner adds one point. Each free board intersection surrounded by stones also makes one point. At the end of the game the points are counted. The player with the most points wins. In popular board games like checkers or chess ♟, the main goal is to capture pieces. However, this is not the case in Go. In Go you can win without capturing a single stone! During the game you have to think big and choose the move that brings maximum profit, for example, capturing some stones or surrounding some territory. But usually building territory is a more advantageous strategy.Step 9. Sample Game and ScoringWatch the game using the navigation buttons below the board. The game ends when the board is completely divided between two players and no useful moves are left. ☝ Useful moves are the ones that increase your territory or decrease your opponent’s territory. A move into your own area will take points away from you, while a move into your opponent’s area will give points to them.When there are no useful moves left, players say “pass” to skip a move. When both players have passed consecutively the game stops and scoring begins. ✍Black: 28 points of territory + 0 captures = 28 points.White: 26 points of territory + 1 captured stone = 27 points. Black won because they have 1 point more!? But there is a catch! Since Black plays first, they have a slight initial advantage: they can occupy the corners first, they can attack first, etc. In order to make up for this, it was decided that White gets 6.5 points of compensation. The fractional value allows to avoid a tied game. Such compensation is called komi.⚡ Komi — White gets 6.5 points of compensation ⚡In this way, if we count the score in the last game with the komi, then White got not 27, but 33.5 points and hence won by 5.5 points!When you play over a real board, you can use a trick to count the score: place prisoners inside the opponent’s territory, thus reducing it. That way you’ll have to count less. There’s no difference between adding those points to yourself or subtracting them from your opponent. Moreover, when counting, stones can be rearranged to form rectangular areas that can easily be counted by multiplication. You can see how to do this in Lesson 3 of the Rules of Go course.Step 10. A More Complex GameWatch the game using the navigation buttons at the bottom of the board. There was a lot more fighting in this game!⚔ Note that not all stones were captured and removed from the board during the game. If stones can’t make two eyes and avoid being captured, there is no need to “execute” them. They are considered dead and will be removed from the board at the counting stage and put together with the rest of the captured stones. Let’s count. ✍Black: 21 points of territory + 3 prisoners = 24 points. White: 12 points of territory + 1 captured stone + 3 prisoners + 6.5 komi = 22.5 points. Black won by 1.5 points! The True GoIn this article all games and problems are shown on a 9×9 board for your convenience. Theoretically, a Go board can be absolutely any size (and even shape!), but traditionally a 19×19 board is used. And this is where the real Go begins! Japanese 19×19 Go boardWhen you play on a board of this size, you have to think globally and creatively when making plans to surround territory. When black and white stones start to fight, you have to calculate moves in advance. And you always have to watch the whole board , trying not to miss a single important move. It is very challenging, but extremely exciting as well! It is no wonder that Go is not only the most complex game in the world, but also one of the most popular.Here is a game played in 1683 between two Japanese masters ♂️: Honinbo Dosaku and Inoue Inseki. Try to follow it and understand the general flow of the game. In this game White won by 13 points. There was no komi in those days.What’s Next?Now that you know the rules, the limitless and diverse world of Go opens up before you ✨. You will learn the basic strategic principles, discover the great masters of Go, find your own style and play many exciting games!If you haven’t seen the anime “Hikaru no Go” or “AlphaGo” documentary, we highly recommend watching them. You will find these and other movies in the Motivation section. Once you immerse yourself in the culture and spirit of the game, it will be easier to start moving to the heights of Go mastery.We have designed three special courses for beginners . They will introduce you to the rules of Go and teach you all the basic principles of the game. Usually, beginners start learning to play Go on a small 9×9 board, then switch to a 13×13 board and only then to a classic 19×19 board. Our courses are based on the same principle: 9–13–19. The goal of this trilogy is to make you feel confident on the big board and to help you understand everything that happens in the game. The knowledge you will gain is enough to reach the level of ~10 kyu.☝ All the courses consist of short video lessons and quizzes. You can study at your own pace and always come back if you need to revise something.
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(106) In addition to the courses we have developed a Skill Tree, in which you will find a variety of different Go problems. The problems are conveniently structured and will help you improve your Go skill in a fun, RPG-like fashion. ♂️Find and join a community of Go players in your city. Feel free to use the map on baduk.club to search for Go clubs around the world. Play Go online! Find a list of recommended servers on the useful links page. Join our friendly Discord community! You can ask any questions and meet the founders and other users of the Go Magic platform there. Good luck in your Go adventure!
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PRISCILLA MALDONADO 2023-05-09Excelente manera de aprender este maravilloso juego por la manera clara y precisa de cada explicación y cada ejercicio. Agradecida.
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PRISCILLA MALDONADO 2023-05-18Excelente metodologia muy clara y precisa que facilita la comprension y disfrute de este maravilloso juego. Gracias por tan agradable manera de aprender y jugar.
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An Introduction to Go
How to Play
Although the normal size of a Go board is 19 by 19 lines, it
is possible to use smaller sizes. A quick game can be played on a
13 by 13 board without losing the essential character of the
game. The following examples all use a 9 by 9 board.
We recommend that beginners learn the
basics on a 9 by 9 board, moving up to a 13 by 13 board after a few games and only playing on a 19 by 19 board if you can play
a complete game within 15 minutes and are comfortable with some of the strategic concepts.
These images show boards at different sizes - the dots are the handicap points (see below)
The rules
A game of Go starts with an empty board. Each player has an effectively
unlimited supply of pieces (called stones), one taking the black stones, the other taking white.
The main object of the game is to use your stones to form territories by surrounding
vacant areas of the board. It is also possible to capture your opponent's
stones by completely surrounding them.
Players take turns, placing one of their stones on a vacant point at each
turn, with Black playing first. Note that stones are placed on the intersections of
the lines rather than in the squares and once played stones are not moved. However
they may be captured, in which case they are removed from the board, and kept by
the capturing player as prisoners.
Diagram 1
At the end of the game, the players count one point for each vacant point inside
their own territory, and one point for every stone they have captured. The
player with the larger total of territory plus prisoners is the winner.
Diagram 1 shows the position at the end of a game on a 9 by 9 board, during
which Black captured one white stone at a.
Black has surrounded 15 points of territory, 10 in the lower right corner and 5
towards the top of the board. Black's territory includes the point a formerly
occupied by the white stone Black has captured. Adding this prisoner, Black has a total of
16 points.
White's territory is 17 points, so White wins the game by one point.
Capturing stones and counting liberties
The empty points which are horizontally and vertically
adjacent to a stone, or a solidly connected string of stones, are
known as liberties. An isolated stone or solidly connected string
of stones is captured when all of its liberties
are occupied by enemy stones.
Diagram 2
Diagram 3
Diagram 4
Diagram 2 shows three isolated white stones with their liberties marked by
crosses. Stones which are on the edge of the board have fewer liberties
than those in the centre of the board. A single stone on the side has
three liberties, and a stone in the corner has only two liberties.
Diagram 3 shows the same three stones of Diagram 2 each with only one liberty
left and therefore subject to capture on Black's next turn. Each of these white
stones is said to be in atari, meaning they are about to be captured.
Diagram 4 shows the position which would arise if Black went on to play at
b in Diagram 3. Black has taken the captured stone from the board, and in a real
game would keep it as a prisoner. The same remarks would apply to the
other two white stones, should Black play at c or d in Diagram 4.
Diagram 5
Strings
Stones occupying adjacent points constitute a solidly
connected string. Two examples of such solidly connected
strings of stones are shown in Diagram 5. It is
important to remember that only stones which are
horizontally or vertically adjacent are solidly connected;
diagonals do not count as connections. Thus,
for example, the two marked black stones in the top
left of Diagram 5 are two separate strings, not a single one.
Several strings close together, which belong to the same player, are often described as a group. So these two strings form a group.
Diagram 6Diagram 7
Capturing strings
As far as capturing is concerned, a string
of stones is treated as a single unit. As with isolated stones,
a string is captured when all of its liberties are occupied by
enemy stones.
In Diagram 6 the strings of Diagram 5 have both been
reduced to just one liberty. Note that the black string in
the top right is not yet captured because of the internal
liberty at f. The two stones at the top left of Diagram 6
can each be captured independently at g or h.
In Diagram 7 we see the position which would result if
Black captured at e and White captured at f and at
g. The remaining black stone could be captured at h.
As with the capture of a single stone, the points formerly occupied
by the black string have become white territory, and vice versa.
A player may not self-capture, that is
play a stone into a position where it would
have no liberties or form part of a string
which would thereby have no liberties,
unless, as a result, one or more of the
stones surrounding it is captured.
Diagrams 8 and 9 illustrate the rule governing self-capture.
In Diagram 8, White may not play at i or j, since either
of these plays would be self-capture; the stones would
then have no liberties. However, if the outside liberties
have been filled, as shown in Diagram 9, then the plays at
i and j become legal; they fill the last black liberty in
each case, and result in the black stones being captured and
removed from the board as White's prisoners.
Diagram 8Diagram 9
Diagram 10Life and death and the concept of eyes
In Diagram 9, White was able to play at i and j because
these plays result in the capture of the adjacent black stones.
Since White's plays capture some stones, they do not
count as self-capture.
A different situation is shown in Diagram 10. The black
string here could only be captured if White were able to
play at both m and n. Since the first of these plays would be
self-capture, there is no way that White can carry out the
capture. These two separate spaces within the group are
known as eyes.
Any string or group of stones which has two or more eyes
is permanently safe from capture and is referred
to as a live string or live group. Conversely, a string of stones
which is unable to make two eyes, and is cut off
and surrounded by live enemy strings, is called a
dead string since it is hopeless and unable to avoid
eventual capture.
Diagram 11
In Diagram 11, the black string at the bottom is in
danger of being captured. To ensure that Black's string has
two eyes, Black needs to play at o. If White plays at o,
the black string will no longer be able to make two eyes,
and cannot avoid eventual capture; White can always fill
in the outside liberties and then play at p and at q. Black
plays at p or q would only hasten the string's death.
The black string at the top left of Diagram 11 is already
alive even though there is a White stone inside one of its
eyes. Since White can never capture the black stones, the
White stone caught inside the string cannot be saved.
In the course of a real game, players are not obliged to complete the capture of an
isolated dead string once it is clear to both players that the string is dead. We call this a hopeless string. In
Diagram 11, once White has played at o, the situation may be left as
it is until the end of the game. Then, the hopeless strings are simply removed from the
board and counted together with the capturing player's other prisoners.
Diagram 12The ko rule
At the top of Diagram 12, Black can capture a stone by
playing at r. This results in the situation at the top of
Diagram 13. However, this stone is itself vulnerable to
capture by a White play at u in Diagram 13. If White
were allowed to recapture immediately at u, the
position would revert to that in Diagram 12, and there
would be nothing to prevent this capture and recapture
continuing indefinitely. This pattern of stones is
called ko - a Japanese term meaning eternity. Two other
possible shapes for a ko, on the edge of the board and in
the corner, are also shown in this diagram.
Diagram 13
The ko rule removes this possibility of indefinite repetition
by forbidding the recapture of the ko, in this case
a play at u in Diagram 13, until White has made at
least one play elsewhere. Black may then fill the ko,
but if Black chooses not to do so, instead answering
White's intervening turn elsewhere, White is then permitted
to retake the ko. Similar remarks apply to the
other two positions in these diagrams; the corresponding
plays at w and v in Diagram 13 must also be delayed
by one turn.
Diagram 14Seki - a kind of local stalemate
Usually a string which cannot make two eyes will die
unless one of the surrounding enemy strings also lacks
two eyes. This often leads to a race to capture, but can
also result in a stand-off situation, known as seki, in
which neither string has two eyes, but neither can
capture the other due to a shortage of liberties. Two
examples of seki are shown in Diagram 14. Neither
player can afford to play at x, y or z,
since to do so would enable the other to make a capture.
The end of the game
When you think your territories are all safe, you can't gain any more territory, reduce your opponent's territory or capture more strings, instead of playing a stone on the board you pass and hand a stone to your opponent as a prisoner. Two consecutive passes ends the game.
Any hopeless strings are removed and become prisoners. If you cannot agree whether a string is dead or not, then continue playing; you can then complete capture of disputed strings or confirm they are alive. (Playing during a continuation does not change the score as each play is the same as a pass.) Since Black played first, White must play last and may need to make a further pass.
Now you know how to play. However there are a few other things you should know:
The handicap system
As remarked in the introduction, one of the best features of the game of Go is its
handicap system. A weaker player may be given an advantage of anything up to
nine stones. These are placed on the board in lieu of Black's first turn.
Once all the handicap stones have been placed in position it is White's turn to play.
Through the grading system, any two players can easily establish the difference
in their strength, and therefore how many stones the weaker player should take in
order to compensate for this difference. Since a player's grade is measured
in terms of stones, the number of stones for the handicap is simply the difference
in grade between the two players.
There is an established pattern for the placement of handicap stones, shown
by the dots which are marked on any Go board. This is shown
in Diagram 15 (Black is facing the board from the bottom),
for each of 1 to 9 stones handicap.
Diagram 15
Komi
Black has a natural advantage in playing first. So in games between players of the same
strength, it is usual to compensate White for the disadvantage of playing second by adding
points to White's score. These points are called komi. From experience the value of playing first
is about 7 points, so this is the normal size of komi.
In tournaments, komi is often set at 7.5 points to avoid draws.
In a 1 stone handicap the weaker player is Black but no komi is given to White.
Next: An Example Game
This page is part of the online version of our Play Go Leaflet.
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Last updated Thu Oct 26 2017.
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CategoriesHobbies and CraftsGamesBoard GamesStrategy Board GamesA Beginner’s Guide to Go: Setup, Rules, & Gameplay
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Learn to play Go with this quick and easy guide
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Believed to be at least 2,500 years old, Go is one of the oldest board games in the world. It’s the ultimate game to engage your mind, and while it might seem a little confusing at first, it’s actually super easy to learn! In this article, we’ll walk you through the ancient art of Go so you can play with everyone you know.
Things You Should Know
Number of Players: 2
Materials Needed: 19 x 19 Go game board, 360 Go game stones (181 black stones and 180 white stones)
Objective: Control the most territory on the board & capture your opponent’s stones.
Steps
Method 1
Method 1 of 3:
Setup
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1
Set out the Go board and distribute the stones. Place a 19 x 19 Go game board in between the players. Choose who wants to play as black and who wants to play as white, then distribute the Go stones: 181 black stones to one player and 180 white stones to the other. Traditionally, the most experienced player uses black stones and goes first.[1]
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For beginners, start learning the basics on a 9 x 9 board, then move up to a 13 x 13 board after a few games. Once you feel more comfortable with the strategy of the game, feel free to play on a standard 19 x 19 board.
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2
Agree on the number of compensation points for a traditional game. Since black has an advantage by playing first, white is compensated by taking komi (コミ)—additional points added to white’s score at the end of the game. Black’s first move is often considered equal to 5-7 points, but most tournaments use half points to avoid ties.[2]
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Most Westerners follow Japanese and Korean rules, where standard komi is set at 6.5. Under Chinese, Ing, and AGA rules, standard komi is 7.5.
The Korean term for komi is deom (덤), while the Chinese term is tiē mù (贴目).[3]
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3
Place white stones on the “star points” of the board for handicap games. If one player is more experienced than the other, place a handicap on the game to offset the differences in strength and rank. Agree on the number of handicap stones before playing, then place them on the star points of the board (the dotted points on the 4th, 10th, and 16th lines). In handicap games, the stronger player uses white stones, while the weaker player uses black.[4]
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Handicap stones serve as reference points to help the weaker player understand the strategy of the game.
The number of handicap stones is equal to one stone per difference in rank. For example, the handicap between a 5 kyu and 4 dan player is 8 stones. If there is only a one-rank difference, both players often agree on a 0.5 point komi.[5]
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Leave the board empty if both players are at the same level, or if komi is used in place of handicap stones. Give the weaker player 8 or more points to even out the playing field.[6]
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1
Try to control more area on the board than your opponent. The main objective of Go is to control more territory than your opponent by enclosing areas on the board with your stones. Territory includes empty intersections that are bordered by stones of the same color, as well as intersections that are surrounded by the same colored stones and the edges of the board. Each empty intersection within your territory is worth one point (or moku).[7]
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To conceptualize the game, think of the board as an island where both players want to claim as much land as possible.
If a player places a stone inside their own territory, they lose a point.
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2
Surround your opponent’s stones to capture them as “prisoners.” Form strings around the board to shape and claim your territory, and surround your opponent. Once you fill all the adjacent intersections around your opponent’s stones, remove them from the board and keep them in a separate pile. These captured stones are called “prisoners,” and they are worth one point each, on top of the point you receive from each empty intersection.[8]
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A string is a group of the same colored stones that are connected along grid lines vertically and horizontally—not diagonally. Once you form a string, it cannot be divided unless your partner surrounds it with their stones.
A player cannot self-capture their stones by placing them inside their territory. If so, they lose one point.
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3
Familiarize yourself with the terminology of the game. Go over the key terms of the game to better understand the gameplay and strategy:[9]
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Intersection: every crossing of lines on the board (including edges); there are 361 intersections on a 19 x 19 board
Liberties: empty intersections that are horizontally and vertically adjacent to a stone
String: a group of stones of the same color that are connected along board lines vertically and horizontally, forming a unit that cannot be divided
Capture: when a string’s liberties are occupied by opponent markers, they’re captured
Prisoners: the stones you capture from your opponent (from acquiring territory)
Ko: a rule that removes the possibility of infinite recapture and capture; no recapture can occur until one play is made elsewhere on the board
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1
Take turns placing a stone on the intersection of the board. After choosing your stone color and agreeing on the number of compensation or handicap points, place a stone on an intersection of a grid line—not inside an empty square on the board. Alternate putting down stones with your opponent, with the goal of gaining more territory on the board.[10]
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Intersections also include the T-shaped crossings at the edges of the board.
Your stones will not move unless your opponent surrounds and captures them.
This first move stakes out which side you want to claim. Traditionally, black places their stone in the upper right hand quadrant.
In a handicap game, the weaker player goes after the stronger player puts their stones on the star points of the board.
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2
Decide on your strategy to win the most points. There are generally 2 options: claiming the most territory or invading your opponent's territory (to capture their stones and them into "prisoners"). Although gaining territory is usually considered the main goal, the points earned from captured stones can change the outcome of the game.[11]
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If a player places a stone that removes the last liberty (empty intersection adjacent to the stone) from a connected group of the opponent's stones, then that group is dead and captured.
The exception to the above rule is that you cannot capture a single stone that just captured one of your stones without playing elsewhere first. This is called the rule of ko ("ko" means "eternity" in Japanese), and it prevents the game from coming to a stalemate.
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3
End the game when both players can't gain anymore territory. When you can’t increase your territory, capture anymore of your opponent’s stones, or reduce your opponent’s territory, give one stone to your opponent to “pass” your turn. Two consecutive passes end the game, then you and your opponent can start counting points.[12]
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Either player can pass if they don’t see any benefit to making a move.
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4
Win the game if you earn the most points. Score points by counting the number of intersections inside your territory and the stones you’ve collected from your opponent (“prisoners”). Each intersection is worth one point, and each collected stone is worth an additional point. If you agreed to use komi at the beginning of the game, add the additional points to calculate your final score.[13]
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Can I play against myself?
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Playing against yourself can be difficult, you have to think for two. However, you can set up a single board with already-placed stones and practice against a certain layout you've been struggling with. This can help you also learn new techniques against a certain play style.
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What does a "living stone" mean?
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A living stone could be a monster or npc in your game that is made up of stones, or it could be a item to help your character regain life.
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Find an opponent for in-person games by looking for a local club of an organization like the American Go Association or British Go Association. For online games, check out the following servers: IGS, KGS, OGS, DGS, Yahoo, MSN Zone, Go shrine, 361points, Break Base.
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References
↑ https://www.gobook.eu/pdf/A%20Go%20guide%20by%20a%20beginner%20-%20cond%20greyscale%20version.pdf
↑ https://gobase.org/studying/rules/doc/a4.pdf
↑ https://gameofgo.app/learn/what-is-komi-in-go-game
↑ https://www.cs.cmu.edu/~wjh/go/rules/AGA.html
↑ https://senseis.xmp.net/?Handicap
↑ https://gameofgo.app/learn/what-is-komi-in-go-game
↑ https://www.buffalolib.org/sites/default/files/gaming-unplugged/inst/Go%20Deluxe%20Short%20Version%20of%20Game%20Rules.pdf
↑ https://www.gobook.eu/pdf/A%20Go%20guide%20by%20a%20beginner%20-%20cond%20greyscale%20version.pdf
↑ https://www.buffalolib.org/sites/default/files/gaming-unplugged/inst/Go%20Deluxe%20Short%20Version%20of%20Game%20Rules.pdf
More References (4)
↑ https://www.buffalolib.org/sites/default/files/gaming-unplugged/inst/Go%20Deluxe%20Short%20Version%20of%20Game%20Rules.pdf
↑ https://www.gobook.eu/pdf/A%20Go%20guide%20by%20a%20beginner%20-%20cond%20greyscale%20version.pdf
↑ https://www.gobook.eu/pdf/A%20Go%20guide%20by%20a%20beginner%20-%20cond%20greyscale%20version.pdf
↑ https://www.gobook.eu/pdf/A%20Go%20guide%20by%20a%20beginner%20-%20cond%20greyscale%20version.pdf
About This Article
Co-authored by:
Bailey Cho
wikiHow Staff Writer
This article was co-authored by wikiHow staff writer, Bailey Cho. Bailey Cho is an Editing Fellow at wikiHow, based in Dallas, TX. She has over 2 years of editorial experience, with work published in student journals and lifestyle publications. Bailey graduated from the University of Texas at Austin with a B.A. in Advertising and a Minor in Business. This article has been viewed 229,525 times.
14 votes - 47%
Co-authors: 50
Updated: July 21, 2023
Views: 229,525
Categories: Featured Articles | Strategy Board Games
Article SummaryXGo is a fun 2-player board game where players compete to take over the most territory on the board. The board features a 19 by 19 grid. The game also comes with 181 black stones and 180 white stones. There is 1 more black stone than white stone because black always goes first. To play the game, black takes the first turn by placing a stone on one of the intersections on the board. Stones can be placed on any open 4-way intersection or any open T-shaped intersection at the edge of the board. After black takes their turn, white goes next. Play alternates back and forth throughout the game. The goal of the game is to acquire territory, which is done by surrounding empty intersections with stones of the same color. Each empty intersection that is surrounded is worth 1 point for the player whose stones surround it. Corners can be used as a border when surrounding empty intersections. A player can also capture their opponent’s stones by surrounding them with their own stones. If one or more stones are completely surrounded by the other player’s, those stones are removed from the board and set aside in the prisoner’s pile. The player who captured the stones adds all of the newly empty intersections to their territory. The game continues until all of the available territory has been claimed. At the end of the game, each player takes all of the stones they captured and places them in their opponent’s territory to reduce their number of empty intersections and points. Whoever has the most points wins the game! For tips on how to practice playing Go online, read on!
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Français:jouer au go
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Español:jugar Go
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Why is Go Special? | British Go Association
Why is Go Special? | British Go Association
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An Introduction to Go
Why is Go Special?
Go is unique among games
The history of Go stretches back some 3-4,000 years and the rules have
remained essentially unchanged throughout this very long period.
The game probably originated in China and
the future of Tibet was once decided over a Go
board when the Buddhist ruler refused to go into battle; instead he
challenged the aggressor to a game of Go.
In the Far East, where it originated, Go enjoys great popularity today,
and interest in the game is growing steadily in Europe and America.
Like Chess, Go is a game of skill - it has been described as being like four
Chess games going on together on the same board - but it differs from
Chess in many ways. The rules of Go are very simple and though, like
Chess, it is a challenge to players' analytical skills, there is far more
scope in Go for intuition.
Go is a territorial game. The board, marked with a grid of 19 lines by 19 lines,
may be thought of as a piece of land to be shared between the two players.
One player has a supply of black pieces, called stones, the other a supply
of white. The game starts with an empty board and the players take turns,
placing one stone at each turn on a vacant point. Black plays first, and the
stones are placed on the intersections of the lines rather than in the
squares. Once played, stones are not moved. However they may be surrounded
and so captured, in which case they are removed from the board as prisoners.
The players normally start by staking out their claims to
parts of the board which they intend eventually to surround
and thereby make into territory. However, fights between enemy
groups of stones provide much of the excitement in a game, and can result
in dramatic exchanges of territory. At the end of the game the players
count one point for each vacant intersection inside their own territory,
and one point for every stone they have captured. The one with
the larger total is the winner.
Capturing stones is certainly one way of gaining territory, but one of
the subtleties of Go is that aggression doesn't always pay. The
strategic and tactical possibilities of the game are endless, providing a
challenge and enjoyment to players at every level. The personalities
of the players emerge very clearly on the Go board. The game reflects
the skills of the players in balancing attack and defence, making stones
work efficiently, remaining flexible in response to changing situations,
timing, analysing accurately and recognising the strengths and weaknesses
of the opponent. In short, Go is a game it is impossible to outgrow.
What makes Go extraordinary?
As an intellectual challenge Go is extraordinary. The rules are very
simple, yet it resists all attempts to program computers to play Go.
Even the best programs, the results of many years development,
are still beaten by experienced players.
Apart from a chance to beat the computer, Go offers major attractions to
anyone who enjoys games of skill:
There is great scope for intuition
and experiment in a game of Go, especially in the opening. Like
Chess, Go has its opening strategies and tactics but players
can become quite strong knowing no more than a few basic patterns.
A great advantage of Go is the very effective handicapping
system. This enables players of widely differing strengths to play
each other on equal terms without distorting the character
of the game.
The object in Go is to make more territory than the other player by
surrounding it more efficiently, or by attacking the opponent's
stones to greater effect. On such a large board, it's possible to do
somewhat badly in one area but still to win the game by doing
better on the board as a whole.
Every game of Go quickly takes on a character of its own - no two
games are alike. Since a player needs only to have more territory
than the opponent in order to win, there are very few drawn games,
though the outcome may hang in the balance until the very end.
NEXT: A Brief History or How to Play
This page is part of the online version of our Play Go Leaflet.
Book traversal links for Why is Go Special?
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Last updated Thu Oct 26 2017.
If you have any comments, please email the webmaster on web-master AT britgo DOT org.
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Sign upGo: The Game That Has Captivated Minds for Millennia
Go Magic
2023-11-17
Professional Go Players: Ayumi Suzuki and Kanketsu Rin. Photo sourceWelcome to the world of Go, an ancient game that’s as simple as it is profound. Played by emperors, philosophers and war commanders in the past, Go continues to engage and captivate modern intellectuals today. More than just a game — Go is a masterclass in efficient thinking, sharpening your mind with every play. “Go” comes from the Japanese 囲碁 (Igo), and is also known as 圍棋 (wéiqí) in China and 바둑 (baduk) in Korea.Cool Facts about GoOriginating in China, Go has a history of over 3000 years
Simple rules, but over 10171 possible variations, making it the most complex board game everTop professional Go players earn up to $1.3M annuallyGreat Minds Fascinated by GoConfuciusCHINESE PHILOSOPHEREmanuel LaskerCHESS WORLD CHAMPIONAlbert EinsteinTHEORETICAL PHYSICISTSergey BrinGOOGLE CO-FOUNDERLeft And Right Brain Unite to Play GoLeft HemisphereStrategic PlanningLogical ReasoningAnalytical ThinkingMathematical SkillsRight HemisphereCreativity and InnovationPattern RecognitionSpatial IntelligenceIntuition and InsightPlaying Go does wonders for your brain! It not only boosts your memory and helps you focus better, but it also makes you a great problem solver. Plus, it’s great for keeping your emotions in check and keeping your mind sharp and flexible. All these benefits might even help in slowing down the aging process of the brain, reducing the risk of dementia. ♂️Proof 2020: Neural substrate of a cognitive intervention program using Go game: a positron emission tomography studyhttps://link.springer.com/article/10.1007/s40520-019-01462-62018: Pilot Randomized Controlled Trial of the Go Game Intervention on Cognitive Functionhttps://journals.sagepub.com/doi/full/10.1177/15333175177533622017: Higher extrinsic and lower intrinsic connectivity in resting state networks for professional Baduk (Go) playershttps://onlinelibrary.wiley.com/doi/full/10.1002/brb3.8532015: The impacts of a Go game (Chinese chess) intervention on Alzheimer disease in a Northeast Chinese populationhttps://www.frontiersin.org/articles/10.3389/fnagi.2015.00163/full2014: Baduk (the Game of Go) Improved Cognitive Function and Brain Activity in Children with Attention Deficit Hyperactivity Disorderhttps://www.ncbi.nlm.nih.gov/pmc/articles/PMC4023088/2013: Exploring the brains of Baduk (Go) experts: gray matter morphometry, resting-state functional connectivity, and graph theoretical analysishttps://www.frontiersin.org/articles/10.3389/fnhum.2013.00633/full2010: A study on the effect of the brain activation and emotion by child Baduk studyhttps://koreascience.kr/article/JAKO201026359283816.page2010: White matter neuroplastic changes in long-term trained players of the game of Go https://www.infona.pl/resource/bwmeta1.element.elsevier-c18ea08b-2ec3-3db8-ae0c-836aad6bf7ac2010: The Study on the Effect of Neuro-feedback Trainings on the Brain Waves of Baduk Playershttps://link.springer.com/chapter/10.1007/978-3-642-35270-6_372010: White matter neuroplastic changes in long-term trained players of the game of “Baduk” (GO): A voxel-based diffusion-tensor imaging studyhttps://www.sciencedirect.com/science/article/abs/pii/S10538119100040882008: A Study on the Effect of Neurofeedback Training on the Improvement of Brain Function & Baduk Strength for Child Baduk Playershttps://koreascience.kr/article/JAKO200801440610366.page2008: A Study on the Brain wave Characteristics of Baduk Expert by BCI (Brain Computer Interface)https://koreascience.kr/article/JAKO200827053487436.page2003: A functional MRI study of high-level cognition: II. The game of GOhttps://www.sciencedirect.com/science/article/abs/pii/S0926641002002069Hide the list
Go Premium to disable ads Charming Simplicity of the RulesThink you can’t play Go without knowing the rules? Let’s put that to the test! Pretty straightforward, right? You’ve just learned a key part of the Go rules. In Go, players take turns placing black and white stones at the line intersections.The Objective Outscore your opponent by controlling more territory and capturing their stones.Capturing Stones ⚫⚪You capture stones by completely surrounding them. Each captured stone adds a point to your score. This is a fundamental aspect of tactical gameplay.Controlling Territories Capturing stones is just one part of Go. Equally, if not more, important is controlling as much of the board as you can. The more territory you secure, the more points you gain. This brings a deep strategic layer to the game. Go Game Video TutorialYou can learn to play Go by taking a short interactive course that covers Go rules and fundamentals. It consists of bite-sized video lessons and quizzes to test your new skills. Check out the first lesson from the course:Chess vs Go: A Quick ComparisonWhile the Baroque rules of Chess could only have been created by humans, the rules of Go are so elegant, organic, and rigorously logical that if intelligent life forms exist elsewhere in the universe they almost certainly play Go— Edward Lasker, International Chess MasterChessGoOrigin~1,500 years ago in India~3,000 years ago in ChinaBoard Size8×8 grid19×19 gridGame Pieces6 types of pieces per colorBlack and white stonesEase of EntrySimple objective; detailed piece-specific rulesSimple rules; complex strategic objectiveAverage Game Length~80 moves~200 movesGame Complexity~1044 possible positions~10171 possible positionsAI Surpasses Human Level1997, IBM’s DeepBlue2016, Google’s AlphaGoPlayer Population~500 million worldwide~25 million worldwideProfessional Players~1700 worldwide~2000 worldwideIf a single grain represented every possible chess position, Go complexity would be comparable to the entire Sahara Desert.Why Isn’t Go as Popular as Chess? It’s a historical curiosity why Go isn’t as widely played as chess, especially considering its rich strategic depth. Chess got a head start in the West, becoming a staple in culture and education. Go, hailing from East Asia, only garnered Western attention over the last 100 years. But times are changing! With movies, anime, and epic AI battles, Go is rapidly gaining global popularity.The AI Milestone: AlphaGoThe 2016 match where Google’s AlphaGo defeated world champion Lee Sedol was a watershed moment, showcasing the incredible potential of artificial intelligence. That was the beginning of the widespread use of neural networks.Congrats to DeepMind! Many experts in the field thought AI was 10 years away from achieving this. https://t.co/5gGZZkud3K— Elon Musk (@elonmusk) March 9, 2016 Interested in the full story? Check out the documentary “AlphaGo”. It’s a fascinating look at this historic AI-human showdown. Here it is, watch it now or save it for later.
Go Premium to disable ads Go in Movies and AnimeDid you see Go in “A Beautiful Mind” or “Pi”? It’s also sneaked into scenes in “Tetris” and “Knives Out.” But where Go really scores big is in the anime world. Enter “Hikaru no Go” — it’s this awesome series about a kid, Hikaru, who stumbles upon a Go board, but there’s a twist: it’s haunted by a Go master’s spirit from the past. Even though the anime is more than 20 years old, it’s still a hit, boasting an 8.2 on IMDB. Want more movies centered about Go? Check out the whole list of them! Ready to Make Your First Move?Jumpstart your Go adventure with Go Magic! Our platform makes learning Go a breeze with Interactive Courses and a structured Skill Tree. Start your journey with the first course of our Go fundamentals trilogy, covering the rules and basics on 9×9 and then keep progressing to greater challenges in the art of Go.Learning Go has never been more fun and accessible! ✨
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Categories: Overview, Tutorials
Tagged: Baduk, Go Game, Weiqi
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