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  • PDF generated using the open source mwlib toolkit. See http://code.pediapress.com/ for more information.PDF generated at: Sat, 17 Dec 2011 02:42:27 UTC

    GoThe Board Game

  • ContentsArticlesOverview 1

    Go 1

    History 28History of Go 28Four go houses 33

    Rules 36Rules of Go 36Go handicaps 63Komidashi 68Go terms 71

    Strategy and Tactics 80Byoyomi 80Empty triangle 81Go opening theory 82Fuseki 85Kobayashi opening 87Chinese opening 88Go ranks and ratings 91Go strategy 97Go strategy and tactics 100Go tactics 105Joseki 108Ko fight 111Life and death 113Shape 119

    Famous games and players 123List of go games 123Blood-vomiting game 128Ear reddening game 133Go professional 136

  • Go players 139Honinbo Shusaku 149Go Seigen 152

    Miscellaneous 157Computer Go 157Go and mathematics 170Go equipment 174International Go Federation 181

    ReferencesArticle Sources and Contributors 183Image Sources, Licenses and Contributors 186

    Article LicensesLicense 189

  • 1

    Overview

    Go

    Go

    Go is played on a grid of black lines (usually 1919). The playing pieces, called stones, are played on the intersections of the lines.Years active Zhou Dynasty to present

    Genre(s) Board game

    Players 2

    Age range 3+[1]

    Setup time Minimal

    Playing time Casual: 2090 minutesTournament: 16 hours[a]

    Random chance None

    Skill(s) required Tactics, strategy, observation

    aSome professional games take more than 16 hours and are played in sessions spread over two days.

    Go Chinese name

    Traditional Chinese Simplified Chinese Literal meaning surround game

    Transcriptions

    Mandarin

    - Hanyu Pinyin Wiq

    - WadeGiles Wei-ch'i

    Japanese name

    Kanji , ("surround game")

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  • Go 2

    Transcriptions

    - Romaji Go, Igo

    Korean name

    Hangul

    Transcriptions

    - RevisedRomanization

    Baduk

    - McCune-Reischauer

    Paduk

    Tibetan name

    Tibetan

    Transcriptions

    - Wylie mig mangs

    Go ("weiqi" in Chinese, "igo" in Japanese, "baduk" in Korean), is an ancient board game for two players thatoriginated in China more than 2,000 years ago. The game is noted for being rich in strategy despite its relativelysimple rules.The game is played by two players who alternately place black and white stones on the vacant intersections (called"points") of a grid of 1919 lines (beginners often play on smaller 99 and 1313 boards). The object of the game isto use one's stones to surround a larger portion of the board than the opponent. Once placed on the board, stonescannot be moved, though they can be removed if they are captured. When a game concludes, the controlled points(territory) are counted along with captured stones to determine who has more points. Games may also be won byresignation.Placing stones close together usually helps them support each other and avoid capture, while placing stones far apartcreates influence across more of the board. Part of the strategic difficulty of the game stems from finding a balancebetween these types of conflicting interests. Players strive to serve both defensive and offensive purposes and choosebetween tactical urgency and strategic plans. At its basic, the game is one of simple logic, while in advanced play thegame involves complex heuristics and tactical analysis. Beginning players first learn the simple mechanics of howstones interact, while intermediate students learn concepts such as initiative ("sente"), influence, and the propertiming of moves.Go originated in ancient China; exactly when is unknown. By the 3rd century BC it was already a popular pastime,as indicated by a reference to the game in the Analects of Confucius. Archaeological evidence shows that the earlygame was played on a board with a 1717 grid, but by the time the game had spread to Korea and Japan, in about the5th and 7th centuries CE respectively, boards with a 1919 grid had become standard.The game is most popular in East Asia. A survey done in 2003 places the number of Go players worldwide atapproximately 27 million. Go reached the West through Japan, which is why it is commonly known internationallyby its shortened Japanese name, and why terms for common Go concepts are commonly derived from its Japanesepronunciation. The full Japanese name igo is derived from its Chinese name weiqi, which roughly translates as"board game of surrounding."[2]

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  • Go 3

    Overview

    The first 60 moves of a Go game, animated. Thisparticular game quickly developed into a complicated

    fight in the lower left and bottom.

    Go is an adversarial game with the objective of surrounding moreterritory than one's opponent. As the game progresses, the boardgets divided up into areas of territory, as outlined by groups ofstones. These areas are then contested in local battles. Thesebattles may be complicated and may result in the expansion,reduction, or wholesale capture/loss of the contested area.

    The liberties of a single stone (Black), as Whitereduces those liberties by one. When Black has onlyone liberty left, that stone is "in atari". White may

    capture that stone with a play on its last liberty.

    The basic principle of Go is that stones must have "liberty" toremain on the board. A liberty is an open point (intersection) nextto a stone. An enclosed liberty is called an "eye," and a group ofstones with at least two eyes is said to be unconditionally alive.Such groups cannot be captured. Dead stones are those which aresurrounded and have poor shape (one or no eyes) and thus cannotresist eventual capture.The general strategy of Go is to expand one's territory wherepossible, attack the opponent's weak groups (groups which canpossibly be killed), and always stay mindful of the "life status" ofone's own groups.

    The liberties of groups are countable and it is often important tokeep track of their number. In cases where two opposing groupsmust capture the other to live, these "capturing races" ("semeai")all ultimately reduce to a logical and concrete contest of relativeliberties the group with the more liberties (and/or "bettershape") will capture the opponent stones and thus live. Semeaisand life and death problems are examples of where parts of the game can form a type of puzzle. Solving the puzzlemeans accurately observing and understanding the situation and making the appropriate move. For example one mayhave to make a move to save one of their own groups, or one may have an opportunity to kill an opponent's groupand thus capture some stones and territory.

    The game's opening stages largely deal with establishing "bases" (or 'footholds') around the sides of the board. Thesebases help to quickly establish living shapes. There are special properties associated with the corners as well, whichare studied in corner opening sequences ("joseki") and in many life and death problems. The first principle ofopening theory is to play in the corners, because it is more efficient there to make life and to establish territory. Thegame ends when both players pass. Players pass when there are no more profitable moves to be made whenplaying within one's own territory removes points from one's score, and when playing within the opponent's territorywill be fruitless.

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  • Go 4

    "Dame" are points that lie in-between the boundary walls of Black and White, and as such are considered to be of novalue to either side. "Sekis" are mutually alive groups without two eyes. A "ko" is a repeated-position shape whichmay be contested by making forcing moves elsewhere. After the forcing move is played, the ko may be "taken back"and returned to its original position. Some "ko fights" may be important and decide the life of a large group, whileothers may simply be worth one or two points. There are different rule-sets (Japanese, Chinese, AGA, etc.) whichend up being almost entirely equivalent except for certain special-case positions.

    RulesAlthough there are some minor differences between rule sets used in different countries,[3] most notably in Chineseand Japanese scoring rules,[4] these differences do not seriously affect the tactics and strategy of the game. Exceptwhere noted otherwise, the basic rules presented here are valid independent of the scoring rules used. The scoringrules are explained separately. Go concepts for which there are no ready English equivalent are commonly called bytheir Japanese names.

    Basic rules

    One black chain and two white chains, withtheir liberties marked with dots. Liberties areshared among all stones of a chain and can becounted. Here the black group has 5 liberties,

    while the two white chains have 4 liberties each.

    Two players, Black and White, take turns placing a stone (game piece)of their own color on a vacant point (intersection) of the grid on a Goboard. Black moves first. If there is a large difference in skill betweenthe players, Black will typically be allowed to place two or more stoneson the board to compensate for the difference (see Go handicaps). Theofficial grid comprises 1919 lines, though the rules can be applied toany grid size. 1313 and 99 boards are popular choices to teachbeginners.[5] Once placed, a stone may not be moved to a differentpoint.[6]

    Vertically and horizontally adjacent stones of the same color form achain (also called a string, or simply a group) that shares its liberties(see below) in common, cannot subsequently be subdivided, and ineffect becomes a single larger stone.[7] Only stones connected to oneanother by the lines on the board create a chain; stones that arediagonally adjacent are not connected. Chains may be expanded by placing additional stones on adjacentintersections, and can be connected together by placing a stone on an intersection that is adjacent to two or morechains of the same color.

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

    board. Note the resulting shape for white is good,meaning it will be highly resistant to capture.

    A vacant point adjacent to a stone is called a liberty for that stone.[8] [9]

    Stones in a chain share their liberties. A chain of stones must have atleast one liberty to remain on the board. When a chain is surrounded byopposing stones so that it has no liberties, it is captured and removedfrom the board.

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  • Go 5

    An example of a situation in which the ko rule applies

    The ko rulePlayers are not allowed to make a move that returns the game to the previous position. This rule, called the ko rule(from the Japanese k "eon"), prevents unending repetition.[10] See the example to the right: Black has justplayed the stone marked 1, capturing a white stone at the intersection marked with a circle. If White were nowallowed to play on the marked intersection, that move would capture the black stone marked 1 and recreate thesituation before Black made the move marked 1. Allowing this could result in an unending cycle of captures by bothplayers. The ko rule therefore prohibits White from playing at the marked intersection immediately. Instead Whitemust play elsewhere; Black can then end the ko by filling at the marked intersection, creating a five-stone Blackchain. If White wants to continue the ko (that specific repeating position), White will try to find a play elsewhere onthe board that Black must answer; if Black answers, then White can retake the ko. A repetition of such exchanges iscalled a ko fight.[11]

    While the various rule sets 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 positionthat is further removed. See Rules of Go: Repetition for further information.

    PassingInstead of placing a stone, a player may pass. This usually occurs when they believe no useful moves remain. Whenboth players pass consecutively, the game ends and is then scored.

    Playing stones with no liberties

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  • Go 6

    Under normal rules, White cannot play at A becausethat point has no liberties, hence the Black group is

    alive. Under the Chinese ruleset, White may play A asa ko threat, leaving an empty three-space eye. Blackwill naturally answer by playing at A, creating two

    eyes.

    A player may not place a stone such that it or its groupimmediately has no liberties, unless doing so will immediatelydeprive an enemy group of its final liberty. In the latter case, theenemy group is captured, leaving the new stone with at least oneliberty.[12] This rule is responsible for the all-important differencebetween one and two eyes: if a group with only one eye is fullysurrounded on the outside, it can be killed with a stone placed inits single eye.

    The Chinese rules allow an exception to this rule, such that aplayer might destroy one of its own groups--"commit suicide."This play would only be useful in a limited set of situationsinvolving a small interior space.[13]

    Komi

    Because Black has a first move advantage, the idea of awardingWhite some compensation came into being during the 20thcentury. This predetermined compensation, called "komidashi," ("komi") means that for even games white mayreceive somewhere on average of 6.5 points compensation for Black's first move advantage. If there is one stonedifference in strength between players, the stronger player takes White, and White may receive only .5 points komi,just to break a possible tie ("jigo"). In handicap games with 2 or more handicap stones, White may also take .5 pointskomi to break a tie.

    Scoring rules

    A simplified game at its end. Black's territory (A) iscounted and compared to White's territory (B). In thisexample, both Black and White attempted to invadeand live (C and D groups) to reduce the other's total

    territory. Only Black's invading group (C) wassuccessful in living, as White's group (D) was killedwith a Black stone at E. The points in the middle (F)are "dame," meaning they belong to neither player.

    Two general types of scoring system are used, and playersdetermine which to use before play. Both systems almost alwaysgive the same result. Territory scoring counts the number of emptypoints a player's stones surround, together with the number ofstones he captured. While it originated in China, today it iscommonly associated with Japan and Korea. Area scoring countsthe number of points your stones occupy and surround. It isassociated with contemporary Chinese play and was probablyestablished there during the Ming Dynasty in the 15th or 16thcentury.[14]

    Detailed description

    After both players have passed consecutively, the stones that arestill on the board but unable to avoid capture, called dead stones,are removed.

    Area scoring (including Chinese): A player's score is the numberof stones he has on the board, plus the number of emptyintersections surrounded by that player's stones.

    Territory scoring (including Japanese and Korean): 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

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  • Go 7

    number of empty points enclosed by a player's stones, plus the number of prisoners captured by that player.[15]

    If there is disagreement about which stones are dead, then under area scoring rules, the players simply resume play toresolve the matter. The score is computed using the position after the next time the players pass consecutively. Underterritory scoring, the rules are considerably more complex; however, in practice, players will generally play on, and,once the status of each stone has been determined, return to the position at the time the first two consecutive passesoccurred and remove the dead stones. For further information, see Rules of Go.Given that the number of stones a player has on the board is related to the number of prisoners the opponent hastaken, the resulting net score (the difference between Black and White's respective scores) under both rulesets isoften identical and rarely differs by more than a point.[16]

    Life and deathWhile not actually mentioned in the rules of Go (at least in simpler rule sets, such as those of New Zealand and theUS), the concept of a living group of stones is necessary for a practical understanding of the game.[17]

    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 atthe bottom are dead as they only have one eye.

    When a group of stones is mostly surrounded and has no options to connect with friendly stones elsewhere, the statusof the group is either alive, dead or unsettled. A group of stones is said to be alive if it cannot be captured, even if theopponent is allowed to move first. Conversely, a group of stones is said to be dead if it cannot avoid capture, even ifthe owner of the group is allowed the first move. Otherwise, the group is said to be unsettled: in such a situation, theplayer that moves first may be able to either make it alive if he is the owner, or kill it if he is the group owner'sopponent.[17]

    To be alive, a group must be able to create at least two "eyes" if threatened. An eye is an empty point that issurrounded by friendly stones, where the opponent can never play due to the suicide rule. If two such eyes exist, theopponent can never capture a group of stones, because it will always have at least two liberties. One eye is notenough for life, because a point that would normally be suicide may be played upon if doing so fills the last liberty ofopposing stones, thereby capturing those stones. 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 cornersare dead, as both have only one eye. The group in the lower left may seem to have two eyes, but the surroundedempty point without a circle is not actually an eye. White can play there and take a black stone. Such a point is oftencalled a false eye.[17]

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  • Go 8

    Seki (mutual life)

    Example of seki (mutual life). Neither black norwhite can play on the marked points without

    reducing their own liberties for those groups toone (self-atari).

    There is an exception to the requirement that a group must have twoeyes to be alive, a situation called seki (or mutual life). Where differentcoloured groups are adjacent and share liberties, the situation may reacha position when neither player wants to move first, because doing sowould allow the opponent to capture; in such situations therefore bothplayer's stones remain on the board in mutual life or "seki". Neitherplayer receives any points for those groups, but at least those groupsthemselves remain living, as opposed to being captured.[18]

    Sekis can occur in many ways. The simplest are: (1) each player has agroup without eyes and they share two liberties, and (2) each player hasa group with one eye and they share one more liberty. In the "Exampleof seki (mutual life)" diagram, the circled points are liberties shared byboth a black and a white group. Neither player wants to play on a circledpoint, because doing so would allow the opponent to capture. All the other groups in this example, both black andwhite, are alive with at least two eyes. Sekis are unusual, but can result from an attempt by one player to invade andkill a nearly settled group of the other player.[17]

    TacticsIn Go, tactics deal with immediate fighting between stones, capturing and saving stones, life, death and other issueslocalized to a specific part of the board. Larger issues, not limited to only part of the board, are referred to asstrategy, and are covered in their own section.

    Capturing tacticsThere are several tactical constructs aimed at capturing stones.[19] These are among the first things a player learnsafter understanding the rules. Recognizing the possibility that stones can be captured using these techniques is animportant step forward.

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

    The most basic technique is the ladder.[20] To capture stones in a ladder, a player uses a constant series of capture threatscalled atarito force the opponent into a zigzag pattern as shown in the diagram to the right. Unless the pattern runs into friendly stones along the way, the stones in the ladder cannot avoid capture. Experienced players will recognize the futility of continuing the pattern and will play elsewhere. The presence of a ladder on the board does give a player the option to play a stone in the path of the ladder, thereby threatening to rescue their stones,

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  • Go 9

    forcing a response. Such a move is called a ladder breaker and may be a powerful strategic move. In the diagram,Black has the option of playing a ladder breaker.

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

    Another technique to capture stones is the so-called net,[21] also known by its Japanese name, geta. This refers to amove that loosely surrounds some stones, preventing their escape in all directions. An example is given in thediagram to the left. It is generally better to capture stones in a net than in a ladder, because a net does not depend onthe condition that there are no opposing stones in the way, nor does it allow the opponent to play a strategic ladderbreaker.

    A snapback. Although Black can capture the white stone by playing at the circled point, the resulting shape for Black will have onlyone liberty (at 1), thus White can then capture the three Black stones by playing at 1 again (snap back).

    A third technique to capture stones is the snapback.[22] In a snapback, one player allows a single stone to becaptured, then immediately plays on the point formerly occupied by that stone; by so doing, the player captures alarger 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 will not play out such a sequence, recognizing the futility of capturing onlyto be captured back immediately.

    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  • Go 10

    Reading aheadOne of the most important skills required for strong tactical play is the ability to read ahead. Reading ahead includesconsidering available moves to play, the possible responses to each move, and the subsequent possibilities after eachof those responses. Some of the strongest players of the game can read up to 40 moves ahead even in complicatedpositions.[23]

    As explained in the scoring rules, some stone formations can never be captured and are said to be alive, while otherstones may be in the position where they cannot avoid being captured and are said to be dead. Much of the practicematerial available to students of the game comes in the form of life and death problems, also known as tsumego.[24]

    In such problems, players are challenged to find the vital move sequence that will kill a group of the opponent orsave a group of their own. Tsumego are considered an excellent way to train a player's ability at reading ahead,[24]

    and are available for all skill levels, some posing a challenge even to top players.

    Ko fighting

    A simplified ko fight on a 99 board. The ko is atthe point marked with a square Black has

    "taken the ko" first. The ko fight will determinethe life of the A and B groups only one will

    survive and the other will be captured. White mayplay C as a ko threat, and Black will properlyanswer at D. White can then "take the ko" by

    playing at the square-marked point (capturing theone Black stone). E is a possible ko threat for

    Black.

    In situations when the Ko rule applies, a ko fight may occur.[11] If theplayer who is prohibited from capture is of the opinion that the captureis important, because it prevents a large group of stones from beingcaptured for instance, the player may play a ko threat.[11] This is amove elsewhere on the board that threatens to make a large profit if theopponent does not respond. If the opponent does respond to the kothreat, the situation on the board has changed, and the prohibition oncapturing the ko no longer applies. Thus the player who made the kothreat may now recapture the ko. Their opponent is then in the samesituation and can either play a ko threat as well, or concede the ko bysimply playing elsewhere. If a player concedes the ko, either becausethey do not think it important or because there are no moves left thatcould function as a ko threat, they have lost the ko, and their opponentmay connect the ko.

    Instead of responding to a ko threat, a player may also choose to ignorethe threat and connect the ko.[11] They thereby win the ko, but at a cost.The choice of when to respond to a threat and when to ignore it is asubtle one, which requires a player to consider many factors, includinghow much is gained by connecting, how much is lost by notresponding, how many possible ko threats both players haveremaining, what the optimal order of playing them is, and what the sizepoints lost or gainedof each of theremaining threats is.

    Frequently, the winner of the ko fight does not connect the ko but instead captures one of the chains that constitutedtheir opponent's side of the ko.[11] In some cases, this leads to another ko fight at a neighboring location.

    Strategy

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  • Go 11

    Game 1 of the 2002 Korean LG Cup final between Choe Myeong-hun (White) and Lee Sedol (Black)[25] at the end of the openingstage; White has developed a great deal of potential territory, while Black has emphasized central influence. After White move 1,Black will turn at a, and make thickness all the way out to b, which he then used to mount a successful attack on the marked whitegroup.

    Strategy deals with global influence, interaction between distant stones, keeping the whole board in mind duringlocal fights, and other issues that involve the overall game. It is therefore possible to allow a tactical loss when itconfers a strategic advantage.Go is not easy to play well. With each new level (rank) comes a deeper appreciation for the subtlety and nuancesinvolved and for the insight of stronger players. The acquisition of major concepts of the game comes slowly.Novices often start by randomly placing stones on the board, as if it were a game of chance; they inevitably lose toexperienced players who know how to create effective formations. An understanding of how stones connect forgreater power develops, and then a few basic common opening sequences may be understood. Learning the ways oflife and death helps in a fundamental way to develop one's strategic understanding of weak groups.[26] It is necessaryto play thousands of games before one can get close to one's ultimate potential skill level in Go. A player who bothplays aggressively and can handle adversity is said to display kiai, or fighting spirit, in the game.Familiarity with the board shows first the tactical importance of the edges, and then the efficiency of developing inthe corners first, then sides, then center. The more advanced beginner understands that territory and influence aresomewhat interchangeablebut there needs to be a balance. This intricate struggle of power and control makes thegame highly dynamic.

    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  • Go 12

    Basic conceptsBasic strategic aspects include the following: Connection: Keeping one's own stones connected means that fewer groups need to make living shape, and one

    will have 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." 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 to a particular point withoutthen allowing the other player to play at another point to capture. The most common example is that of adjacentgroups that share their last few liberties if either player plays in the shared liberties, they can reduce their owngroup 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, meaning less than two eyes, will eventually be removed from the board ascaptured.

    Invasion: Set up a new living group inside an area where the opponent has greater influence, means one willreduce the opponents 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 theywill eventually get, but not so far in that it can be cut off from friendly stones outside.

    Sente: A play that forces one's opponent to respond (gote), such as placing an opponent's group in atari(immediate danger of capture). A player who can regularly play sente has the initiative, as in chess, and cancontrol 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 theirunderstanding of strategy, and a novice may play many hundreds of games against opponents before being able towin regularly.

    Opening strategyIn the opening of the game, players will usually play in the corners of the board first, as the presence of two edgesmake it easier for them to surround territory and establish their stones.[27] After the corners, focus moves to the sides,where there is still one edge to support a player's stones. Opening moves are generally on the third and fourth linefrom the edge, with occasional moves on the second and fifth lines. In general, stones on the third line offer stabilityand are good defensive moves, whereas stones on the fourth line influence more of the board and are good attackingmoves.In the opening, players often play established sequences called joseki, which are locally balanced exchanges;[28]

    however, the joseki chosen should also produce a satisfactory result on a global scale. It is generally advisable tokeep a balance between territory and influence. Which of these gets precedence is often a matter of individual taste.

    Phases of the gameWhile the opening moves in a game have a distinct set of aims, they usually make up only 10% to at most 20% of the game. In other words, in a game of 250 moves, there may be around 30 or so opening moves, with limited "fighting". At the end of such a game, there will also be perhaps 100 moves that are counted as "endgame", in which territories are finished off definitively and all issues on capturing stones become clear. The middle phase of the game is the most combative, and usually lasts for more than 100 moves. During the middlegame, or just "the fighting", the players invade each others' frameworks, and attack weak groups, formations that lack the necessary two eyes for viability. Such groups must run away, i.e. expand to avoid enclosure, giving a dynamic feeling to the struggle. It is

  • Go 13

    quite possible that one player will succeed in capturing a large weak group of the opponent's, which will often provedecisive and end the game by a resignation. But matters may be more complex yet, with major trade-offs, apparentlydead groups reviving, and skillful play to attack in such a way as to construct territories rather than to kill.The end of the middlegame and transition to the endgame is marked by a few features. The game breaks up intoareas that do not affect each other (with a caveat about ko fights), where before the central area of the board relatedto all parts of it. No large weak groups are still in serious danger. Moves can reasonably be attributed some definitevalue, such as 20 points or fewer, rather than simply being necessary to compete. Both players set limited objectivesin their plans, in making or destroying territory, capturing or saving stones. These changing aspects of the gameusually occur at much the same time, for strong players. In brief, the middlegame switches into the endgame whenthe concepts of strategy and influence need reassessment in terms of concrete final results on the board.

    History

    Origin in China

    Woman Playing Go (Tang Dynasty ca. 744),discovered at the Astana Graves.

    The earliest written reference to the game is generally recognized asthe historical annal Zuo Zhuan[29] (c. 4th century BC),[30] referring to ahistorical event of 548 BC. It is also mentioned in Book XVII of theAnalects of Confucius[30] and in two books written by Mencius[31] (c.3rd century BC).[30] In all of these works, the game is referred to as y(). Today, in China, it is known as weiqi (simplified Chinese: ;traditional Chinese: ; pinyin: wiq; WadeGiles: wei ch'i),literally the "encirclement board game".

    Go was originally played on a 1717 line grid, but a 1919 gridbecame standard by the time of the Tang Dynasty (618907).[32]

    Legends trace the origin of the game to Chinese emperor Yao(23372258 BC), said to have had his counselor Shun design it for hisunruly son, Danzhu, to favorably influence him.[33] Other theoriessuggest that the game was derived from Chinese tribal warlords andgenerals, who used pieces of stone to map out attacking positions.[34]

    In China, Go was considered one of the four cultivated arts of theChinese scholar gentleman, along with calligraphy, painting andplaying the musical instrument guqin.[35]

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  • Go 14

    Spread to Korea and JapanWeiqi was introduced to Korea sometime between the 5th and 7th centuries AD, and was popular among the higherclasses. In Korea, the game is called baduk (hangul: ), and a variant of the game called Sunjang baduk wasdeveloped by the 16th century. Sunjang baduk became the main variant played in Korea until the end of the 19thcentury.[36] [37]

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

    The game reached Japan in the 7th century ADwhere it is called go () or igo ()the gamebecame popular at the Japanese imperial court in the8th century,[38] and among the general public by the13th century.[39] In 1603, Tokugawa Ieyasure-established Japan's unified national government. Inthe same year, he assigned the then-best player inJapan, a Buddhist monk named Nikkai (n KanYosaburo, 1559), to the post of Godokoro (Minister ofGo).[40] Nikkai took the name Honinbo Sansa andfounded the Honinbo Go school.[40] Several competingschools were founded soon after.[40] These officiallyrecognized and subsidized Go schools greatlydeveloped the level of play and introduced the dan/kyu

    style system of ranking players.[41] Players from the four schools (Honinbo, Yasui, Inoue and Hayashi) competed inthe annual castle games, played in the presence of the shogun.[42]

    Go in the WestDespite its widespread popularity in East Asia, Go has been slow to spread to the rest of the world. Although thereare some mentions of the game in western literature from the 16th century forward, Go did not start to becomepopular in the West until the end of the 19th century, when German scientist Oskar Korschelt wrote a treatise on thegame.[43] 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 GoClub together with (amongst others) Arthur Smith, who had learned of the game while touring the East and hadpublished the book The Game of Go in 1908.[44] Lasker's book Go and Go-moku (1934) helped spread the gamethroughout the US,[44] and in 1935, the American Go Association was formed. Two years later, in 1937, the GermanGo Association was founded.World War II put a stop to most Go activity, but after the war, Go continued to spread.[45] For most of the 20thcentury, the Japan Go Association played a leading role in spreading Go outside East Asia by publishing theEnglish-language magazine Go Review in the 1960s; establishing Go centers in the US, Europe and South America;and often sending professional teachers on tour to Western nations.[46]

    In 1996, NASA astronaut Daniel Barry and Japanese astronaut Koichi Wakata became the first people to play Go inspace. Both astronauts were awarded honorary dan ranks by the Nihon Ki-in.[47]

    As of 2008, the International Go Federation has a total of 71 member countries.[48] It has been claimed that acrossthe world 1 person in every 222 plays Go.[49]

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  • Go 15

    Competitive play

    Ranks and ratings

    Three Japanese professional Go players observesome younger amateurs as they dissect a life anddeath 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, ranksare measured using kyu and dan grades,[50] a system which also hasbeen adopted by many martial arts. More recently, mathematical ratingsystems similar to the Elo rating system have been introduced.[51] Suchrating systems often provide a mechanism for converting a rating to akyu or dan grade.[51] Kyu grades (abbreviated k) are considered studentgrades and decrease as playing level increases, meaning 1st kyu is thestrongest available kyu grade. Dan grades (abbreviated d) areconsidered master grades, and increase from 1st dan to 7th dan. Firstdan equals a black belt in eastern martial arts using this system. Thedifference among each amateur rank is one handicap stone. Forexample, if a 5k plays a game with a 1k, the 5k would need a handicapof four stones to even the odds. Top-level amateur players sometimesdefeat professionals in tournament play.[52] Professional players have professional dan ranks (abbreviated p). Theseranks are separate from amateur ranks.

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

    Rank Type Range Stage

    Double-digit kyu 3020k Beginner

    Double-digit kyu 1910k Casual player

    Single-digit kyu 91k Intermediate/club player

    Amateur dan 17d (where 8d is special title) Expert player

    Professional dan 19p (where 10p is special title) Professionals

    Tournament and match rulesTournament and match rules deal with factors that may influence the game but are not part of the actual rules ofplay. Such rules may differ between events. Rules that influence the game include: the setting of compensationpoints (komi), handicap strategies, and time control parameters. Rules that do not generally influence the game are:the tournament system, pairing strategies, and placement criteria.Common tournament systems used in Go include the McMahon system,[53] Swiss system, league systems and theknockout system. Tournaments may combine multiple systems; many professional Go tournaments use acombination of the league and knockout systems.[54]

    Tournament rules may also set the following: compensation points, called komi, which compensate the second player for the first move advantage of his

    opponent; tournaments commonly use a compensation in the range of 58 points,[55] generally including ahalf-point to prevent draws;

    compensation stones placed on the board before alternate play, allowing players of different strengths to playcompetitively (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,[56]

    there are some complex situationstriple ko, eternal life,[57] etc.that are not covered by it but would allow the game to cycle indefinitely. To prevent this, the ko rule is sometimes extended to disallow the repetition of any

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  • Go 16

    previous position. This extension is called superko.[56]

    Top playersAlthough the game was developed in China, the establishment of the Four Go houses by Tokugawa Ieyasu at thestart of the 17th century shifted the focus of the Go world to Japan. State sponsorship, allowing players to dedicatethemselves full time to study of the game, and fierce competition between individual houses resulted in a significantincrease in the level of play. During this period, the best player of his generation was given the prestigious titleMeijin (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 Dosaku, Jowa and Shusaku, all of the houseHoninbo.[58]

    Honinbo Shusai (left), last head of houseHoninbo, plays against then-up-and-coming Go

    Seigen in the game of the century.

    After the end of the Tokugawa shogunate and the Meiji Restorationperiod, the Go houses slowly disappeared, and in 1924, the NihonKi-in (Japanese Go Association) was formed. Top players from thisperiod often played newspaper-sponsored matches of 210 games.[59]

    Of special note are Go Seigen (Chinese: Wu Qingyuan), who scored animpressive 80% in these matches,[60] and Minoru Kitani, whodominated matches in the early 1930s.[61] These two players are alsorecognized for their groundbreaking work on new opening theory(Shinfuseki).[62]

    For much of the 20th century, Go continued to be dominated byplayers trained in Japan. Notable names included Eio Sakata, Rin

    Kaiho (born in China), Masao Kato, Koichi Kobayashi and Cho Chikun (born Cho Ch'i-hun, South Korea).[63] TopChinese and Korean talents often moved to Japan, because the level of play there was high and funding was morelavish. One of the first Korean players to do so was Cho Namchul, who studied in the Kitani Dojo 19371944. Afterhis return to Korea, the Hanguk Kiwon (Korea Baduk Association) was formed and caused the level of play in SouthKorea to rise significantly in the second half of the 20th century.[64] In China, the game declined during the CulturalRevolution (19661976) but quickly recovered in the last quarter of the 20th century, bringing Chinese players, suchas Nie Weiping and Ma Xiaochun, on par with their Japanese and Korean counterparts.[65]

    Korean player Lee Chang-ho, regarded by manyas one of best modern Go players, plays against

    Russian player Alexandre Dinerchtein,seven-time European Champion and one of the

    few Western players to reach professional status.

    With the advent of major international titles from 1989 onward, itbecame possible to compare the level of players from differentcountries more accurately. Korean players such as Lee Chang-ho, ChoHunhyun, Lee Sedol and Yoo Changhyuk dominated international Goand won an impressive number of titles.[66] Several Chinese playersalso rose to the top in international Go, most notably Ma Xiaochun,Chang Hao and Gu Li. As of 2008, Japan lags behind in theinternational Go scene.

    Historically, as with most sports and games, more men than womenhave played Go. Special tournaments for women exist, but untilrecently, men and women did not compete together at the highestlevels; however, the creation of new, open tournaments and the rise ofstrong female players, most notably Rui Naiwei, have in recent yearshighlighted the strength and competitiveness of emerging female players.[67]

    The level in other countries has traditionally been much lower, except for some players who had preparatory professional training in Asia.[68] Knowledge of the game has been scant elsewhere up until the 20th century. A famous player of the 1920s was Edward Lasker.[69] It was not until the 1950s that more than a few Western players

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