The Image of Baduk in the West Marketing Baduk to the Public in the United Kingdom
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Rules of Go It Would Be Suicidal (And Hence Illegal) for White to Play at E, the Board Is Initially Because the Block of Four White Empty
Scoring Example another liberty at D. Rules of Go It would be suicidal (and hence illegal) for white to play at E, The board is initially because the block of four white empty. stones would have no liberties. Could black play at E? It looks like a suicidal move, because Black plays first. the black stone would have no liberties, but it would occupy On a turn, either place a the white block’s last liberty at stone on a vacant inter- the same time; the move is legal and the white stones are section or pass (giving a captured. stone to the opponent to The black block F can never be keep as a prisoner). In the diagram above, white captured. It has two internal has 8 points in the center and liberties (eyes) at the points Stones may be captured 7 points at the upper right. marked G. To capture the by tightly surrounding Two white stones (shown be- block, white would have to oc- low the board) are prisoners. cupy both of them, but either them. Captured stones White’s score is 8 + 7 − 2 = 13. move would be suicidal and are taken off the board Black has 3 points at the up- therefore illegal. and kept as prisoners. per left and 9 at the lower Suppose white plays at H, cap- right. One black stone is a turing the black stone at I. prisoner. Black’s score is (Notice that H is not an eye.) It is illegal to make a − 3 + 9 1 = 11. White wins. -
W2go4e-Book.Pdf
American Go Association The AGA is dedicated to promotion of the game of go in America. It works to encourage people to learn more about and enjoy this remarkable game and to strengthen the U.S. go playing community. The AGA: • Publishes the American Go e-Journal, free to everyone with Legal Note: The Way To Go is a copyrighted work. special weekly editions for members Permission is granted to make complete copies for • Publishes the American Go Journal Yearbook – free to members personal use. Copies may be distributed freely to • Sanctions and promotes AGA-rated tournaments others either in print or electronic form, provided • Maintains a nationwide rating system no fee is charged for distribution and all copies contain • Organizes the annual U.S. Go Congress and Championship this copyright notice. • Organizes the summer U.S. Go Camp for children • Organizes the annual U.S. Youth Go Championship • Manages U.S. participation in international go events Information on these services and much more is available at the AGA’s website at www.usgo.org. E R I C M A N A American Go Association G Box 397 Old Chelsea Station F O O N U I O New York, NY 10113 N D A T http://www.usgo.org American Go Foundation The American Go Foundation is a 501(c)(3) charitable organiza- tion devoted to the promotion of go in the United States. With our help thousands of youth have learned go from hundreds of teachers. Cover print: Two Immortals and the Woodcutter Our outreach includes go related educational and cultural activities A watercolor by Seikan. -
How to Play Go Lesson 1: Introduction to Go
How To Play Go Lesson 1: Introduction To Go 1.1 About The Game Of Go Go is an ancient game originated from China, with a definite history of over 3000 years, although there are historians who say that the game was invented more than 4000 years ago. The Chinese call the game Weiqi. Other names for Go include Baduk (Korean), Igo (Japanese) and Goe (Taiwanese). This game is getting increasingly popular around the world, especially in Asian, European and American countries, with many worldwide competitions being held. Diagram 1-1 The game of Go is played on a board as shown in Diagram 1-1. The Go set comprises of the board, together with 180 black and white stones each. Diagram 1-1 shows the standard 19x19 board (i.e. the board has 19 lines by 19 lines), but there are 13x13 and 9x9 boards in play. However, the 9x9 and 13x13 boards are usually for beginners; more advanced players would prefer the traditional 19x19 board. Compared to International Chess and Chinese Chess, Go has far fewer rules. Yet this allowed for all sorts of moves to be played, so Go can be a more intellectually challenging game than the other two types of Chess. Nonetheless, Go is not a difficult game to learn, so have a fun time playing the game with your friends. Several rule sets exist and are commonly used throughout the world. Two of the most common ones are Chinese rules and Japanese rules. Another is Ing's rules. All the rules are basically the same, the only significant difference is in the way counting of territories is done when the game ends. -
March 2014 Table of Contents
Newsletter February and March 2014 Table of Contents Article to the Readers .................................................................................... Page 2 Canadian Go Open ......................................................................................... Page 3 Go Problems - Part 1 ..................................................................................... Page 4 Joseki Explained ............................................................................................... Page 5 Go Problems - Part 2 ..................................................................................... Page 22 Canadian Go Association League Report .............................................. Page 23 Go Problems - Part 3 ..................................................................................... Page 24 Lee Sedol Vs. Gu Li Jubango Match One Review ................................ Page 25 University of Waterloo Go Tournament March 22nd ......................... Page 30 University of Brock Go Tournament March 30th ................................. Page 31 Photo by Brayden England Article to the Readers By: Matthew Mennie It’s a great honour to be able to bring this newsletter to the members of the Canadian Go Association. I would like to thank James Sedgwick, the president of the Canadian Go Association, Mark Wong, Irene Sha, and Ben Mantle. Without them the newsletter would have been a bunch of blank pages. Mark Wong, has officially changed his role in the newsletter process, from editor and compiler to editor in -
Computer Go: from the Beginnings to Alphago Martin Müller, University of Alberta
Computer Go: from the Beginnings to AlphaGo Martin Müller, University of Alberta 2017 Outline of the Talk ✤ Game of Go ✤ Short history - Computer Go from the beginnings to AlphaGo ✤ The science behind AlphaGo ✤ The legacy of AlphaGo The Game of Go Go ✤ Classic two-player board game ✤ Invented in China thousands of years ago ✤ Simple rules, complex strategy ✤ Played by millions ✤ Hundreds of top experts - professional players ✤ Until 2016, computers weaker than humans Go Rules ✤ Start with empty board ✤ Place stone of your own color ✤ Goal: surround empty points or opponent - capture ✤ Win: control more than half the board Final score, 9x9 board ✤ Komi: first player advantage Measuring Go Strength ✤ People in Europe and America use the traditional Japanese ranking system ✤ Kyu (student) and Dan (master) levels ✤ Separate Dan ranks for professional players ✤ Kyu grades go down from 30 (absolute beginner) to 1 (best) ✤ Dan grades go up from 1 (weakest) to about 6 ✤ There is also a numerical (Elo) system, e.g. 2500 = 5 Dan Short History of Computer Go Computer Go History - Beginnings ✤ 1960’s: initial ideas, designs on paper ✤ 1970’s: first serious program - Reitman & Wilcox ✤ Interviews with strong human players ✤ Try to build a model of human decision-making ✤ Level: “advanced beginner”, 15-20 kyu ✤ One game costs thousands of dollars in computer time 1980-89 The Arrival of PC ✤ From 1980: PC (personal computers) arrive ✤ Many people get cheap access to computers ✤ Many start writing Go programs ✤ First competitions, Computer Olympiad, Ing Cup ✤ Level 10-15 kyu 1990-2005: Slow Progress ✤ Slow progress, commercial successes ✤ 1990 Ing Cup in Beijing ✤ 1993 Ing Cup in Chengdu ✤ Top programs Handtalk (Prof. -
Curriculum Guide for Go in Schools
Curriculum Guide 1 Curriculum Guide for Go In Schools by Gordon E. Castanza, Ed. D. October 19, 2011 Published By: Rittenberg Consulting Group 7806 108th St. NW Gig Harbor, WA 98332 253-853-4831 © 2005 by Gordon E. Castanza, Ed. D. Curriculum Guide 2 Table of Contents Acknowledgements ......................................................................................................................... 4 Purpose and Rationale..................................................................................................................... 5 About this curriculum guide ................................................................................................... 7 Introduction ..................................................................................................................................... 8 Overview ................................................................................................................................. 9 Building Go Instructor Capacity ........................................................................................... 10 Developing Relationships and Communicating with the Community ................................. 10 Using Resources Effectively ................................................................................................. 11 Conclusion ............................................................................................................................ 11 Major Trends and Issues .......................................................................................................... -
Weiqi, Baduk): a Beautiful Game
Go (Weiqi, Baduk): A Beautiful Game Description Go is a strategy board game originating from China more than two thousand years ago. Though its rules are simple, the game is intractably complex; a top professional can easily defeat the best supercomputers today. It was considered one of the four essential skills of a Chinese scholar. The game spread to Korea and Japan, has flourished in East Asia, and is becoming more well-known in the West. Today, Go is enjoyed by more than 40 million players in the world. Objectives Students will learn the rules of go and become able to play at an intermediate level. They will also understand the game in a historical and/or mathematical context. We hope (but do not require) that students will be able to play at a single-digit kyu level (1k-9k). Students will also learn something significant from one of the following (or both): ◦ The culture and history of go, including its origins, historical figure, and presence in East Asia and the western world. ◦ Some mathematical results of go, including a treatment of go using combinatorial game theory. This will offer enough flexibility for students of all majors. Prerequisites None. We expect all students to be able to understand the course material. The course is designed to suit students of all majors. This course is not designed for dan-level players. We will not allow dan-level players to take this course. Course Format This course will be taught by Joshua Wu in both lecture and interactive formats. We hope to emphasize student participation. -
Learning to Play the Game of Go
Learning to Play the Game of Go James Foulds October 17, 2006 Abstract The problem of creating a successful artificial intelligence game playing program for the game of Go represents an important milestone in the history of computer science, and provides an interesting domain for the development of both new and existing problem-solving methods. In particular, the problem of Go can be used as a benchmark for machine learning techniques. Most commercial Go playing programs use rule-based expert systems, re- lying heavily on manually entered domain knowledge. Due to the complexity of strategy possible in the game, these programs can only play at an amateur level of skill. A more recent approach is to apply machine learning to the prob- lem. Machine learning-based Go playing systems are currently weaker than the rule-based programs, but this is still an active area of research. This project compares the performance of an extensive set of supervised machine learning algorithms in the context of learning from a set of features generated from the common fate graph – a graph representation of a Go playing board. The method is applied to a collection of life-and-death problems and to 9 × 9 games, using a variety of learning algorithms. A comparative study is performed to determine the effectiveness of each learning algorithm in this context. Contents 1 Introduction 4 2 Background 4 2.1 Go................................... 4 2.1.1 DescriptionoftheGame. 5 2.1.2 TheHistoryofGo ...................... 6 2.1.3 Elementary Strategy . 7 2.1.4 Player Rankings and Handicaps . 7 2.1.5 Tsumego .......................... -
Modern Master Games Volume One the Dawn of Tournament Go
Modern Master Games Volume One The games presented in Modern Master Games, Volume One were played in turbulent The Dawn of times. When the first Honinbo tournament was Tournament Go established, the war had not yet seriously affected the Japanese go world or the daily life of the average Japanese. But by the time of the third Honinbo tournament, Japanese society Rob van Zeijst was in chaos; the atomic bomb was dropped and just 10 kilometers from where the second game Richard Bozulich of the title match was being played. After the war, life was slowly returning to With historical notes by normal. By the 1950s, the go world was again John Power abuzz. Rivalries were flourishing, and newspapers were establishing new tournaments with abundant prize money. As the post-war go world was reorganizing itself, the matches played were of much consequence — it became more than just winning a title. The results were to determine the organizations that governed the game in Japan until today. The pressures on the players were intense, and it exposed their psychological strengths as well as fragilities. Takagawa’s games in this book show how dangerous it is to underestimate an opponent. It was almost unbelievable to some that the mild-mannered Takagawa, whose quiet and laid-back style, never attacking too strongly, and lacking the brilliance of a player like Sakata, could hold the Honinbo title against all comers for nearly 10 years. Sakata’s games are good illustrations of the slashing style which earned him the moniker Razor-Sharp Sakata. We also see examples of the depth of his analysis in which he makes an unorthodox peep (dubbed the tesuji of the century) against Fujisawa Shuko that entails another tesuji 15 moves later whose consequences also have to be analyzed. -
Go Books Detail
Evanston Go Club Ian Feldman Lending Library A Compendium of Trick Plays Nihon Ki-in In this unique anthology, the reader will find the subject of trick plays in the game of go dealt with in a thorough manner. Practically anything one could wish to know about the subject is examined from multiple perpectives in this remarkable volume. Vital points in common patterns, skillful finesse (tesuji) and ordinary matters of good technique are discussed, as well as the pitfalls that are concealed in seemingly innocuous positions. This is a gem of a handbook that belongs on the bookshelf of every go player. Chapter 1 was written by Ishida Yoshio, former Meijin-Honinbo, who intimates that if "joseki can be said to be the highway, trick plays may be called a back alley. When one masters the alleyways, one is on course to master joseki." Thirty-five model trick plays are presented in this chapter, #204 and exhaustively analyzed in the style of a dictionary. Kageyama Toshiro 7 dan, one of the most popular go writers, examines the subject in Chapter 2 from the standpoint of full board strategy. Chapter 3 is written by Mihori Sho, who collaborated with Sakata Eio to produce Killer of Go. Anecdotes from the history of go, famous sayings by Sun Tzu on the Art of Warfare and contemporary examples of trickery are woven together to produce an entertaining dialogue. The final chapter presents twenty-five problems for the reader to solve, using the knowledge gained in the preceding sections. Do not be surprised to find unexpected booby traps lurking here also. -
GO MINILIST 1 July 2015
1001 LIFE AND DEATH PROBLEMS ADVANCED TEXTS Bozulich $15.00 MAKING GOOD SHAPE 1992 TOURNAMENT GO GO MINILIST Bozulich & Van Zeijst $15.00 Power $35.00 ATTACKING & DEFENDING MOYOS 21st CENTURY NEW OPENINGS 1 July 2015 Bozulich $15.00 Kim Sungrae 4P $20.00 ST K41 21 CENTURY DICTIONARY OF BASIC JOSEKI V. 1 DICTIONARY OF MODERN FUSEKI: THE Takao Shinji $40.00 CLEARANCE SALE K41 21ST CENTURY DICTIONARY OF BASIC JOSEKI V. 2 KOREAN STYLE $20.00 (While stocks last.) Takao Shinji $40.00 ART OF CAPTURING STONES Completely up to date Wu & Yu $15.00 Postage is extra HANDBOOK OF GO PROVERBS DICTIONARY OF BASIC JOSEKI VOL. 3 The Nihon Kiin $15.00 Ishida Old edition $15.00 We accept Visa and Mastercard for STRATEGIC FUNDAMENTALS IN GO mail orders, or you can direct debit to THE 1971 HONINBO TOURNAMENT Guo Tisheng & Lu Wen $15.00 Iwamoto $15.00 our account. HANDBOOK OF STAR POINT JOSEKI The Nihon Kiin $15.00 GRADED GO PROBS. FOR DAN PLAYERS POWER BUILDER VOL. 2 Westpac Vol. 1 300 L & D 5kyu – 3 dan $22.00 Wang RuNan $15.00 Vol. 2 300 Tesuji Probs 5 kyu – 3 dan$22.00 BSB 734026 Vol 3 300 Joseki Prob 1 dan – 3 dan $22.00 Acct. 577505 EVEN GAME JOSEKI JW and S Hardy The Nihon Kiin $15.00 Vol 4 300 L & D 4 dan – 7 dan $22.00 STEP UP TO A HIGHER LEVEL Vol 7 256 Open / Mid 4 dan – 7 dan $22.00 DICTIONARY OF BASIC FUSEKI VOL. 1 Abe Yoshiteru $10.00 Rin Kaiho $12.00 WHOLE BOARD LIVING TESUJIS JUNGSUK IN OUR TIME Chatterjee & Yang $12.00 Hankuk Kiw3on $15.00 Our Website LECTURES ON THE OPENING VOL. -
The Way to Go Is a Copyrighted Work
E R I C M A N A G F O O N How to U I O N D A T www.usgo.org www.agfgo.org play the Asian game of Go The Way to by Karl Baker American Go Association Box 397 Old Chelsea Station New York, NY 10113 GO Legal Note: The Way To Go is a copyrighted work. Permission is granted to make complete copies for personal use. Copies may be distributed freely to others either in print or electronic form, provided no fee is charged for distribution and all copies contain this copyright notice. The Way to Go by Karl Baker American Go Association Box 397 Old Chelsea Station New York, NY 10113 http://www.usgo.org Cover print: Two Immortals and the Woodcutter A watercolor by Seikan. Date unknown. How to play A scene from the Ranka tale: Immortals playing go as the the ancient/modern woodcutter looks on. From Japanese Prints and the World of Go by William Pinckard at: Asian Game of Go http://www.kiseido.com/printss/cover.htm Dedicated to Ann All in good time there will come a climax which will lift one to the heights, but first a foundation must be laid, INSPIRED BY HUNDREDS broad, deep and solid... OF BAFFLED STUDENTS Winfred Ernest Garrison © Copyright 1986, 2008 Preface American Go Association The game of GO is the essence of simplicity and the ultimate in complexity all at the same time. It is taught earnestly at military officer training schools in the Orient, as an exercise in military strategy.