Syllabus & Study Pack Module A
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
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 -
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 .......................................................................................................... -
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. -
Cognitive Reflection and Theory of Mind of Go Players Marc Oliver Rieger1and Mei Wang2
RESEARCH ARTICLE ADVANCES IN COGNITIVE PSYCHOLOGY Cognitive Reflection and Theory of Mind of Go Players Marc Oliver Rieger1and Mei Wang2 1 University of Trier 2 WHU – Otto Beisheim School of Management ABSTRACT Go is a classical Chinese mind game and a highly popular intellectual pursuit in East Asia. In a survey KEYWORDS at two Go tournaments (one of them the largest in Europe), we measured cognitive reflection and cognitive reflection test decision in strategic games (using the classical “beauty contest” game) (N = 327). We found that Go theory of mind players in our survey had outstanding average cognitive reflection test (CRT) scores: 2.51 among all patience participants and 2.80 among players of high master level (dan). This value easily outperforms previ- board games ous measurements, for example, of undergraduates at top universities. The CRT score was closely Go related to the playing strength, but not to the frequency of playing. On the other hand, frequent weiqi players tended to have higher theory of mind, regardless of their playing strengths. However, self- baduk reported patience was not statistically significantly correlated with Go strength or playing frequency. chess INTRODUCTION Human behavior is influenced by cognitive ability. Traditionally, these playing strategic games that require adopting the other person’s point abilities have been summarized in one dimension, intelligence, but of view, for example, the famous “beauty contest game or “Keynesian subsequent research focused on finding more and more facets of intel- beauty contest” (Nagel, 1995).1 The name of this game is inspired by ligence that are important for specific tasks. -
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. -
What Is the Project Title
Artificial Intelligence for Go CIS 499 Senior Design Project Final Report Kristen Ying Advisors: Dr. Badler and Dr. Likhachev University of Pennsylvania PROJECT ABSTRACT Go is an ancient board game, originating in China – where it is known as weiqi - before 600 B.C. It spread to Japan (where it is also known as Go), to Korea as baduk, and much more recently to Europe and America [American Go Association]. This game, in which players take turn placing stones on a 19x19 board in an attempt to capture territory, is polynomial-space hard [Reyzin]. Checkers is also polynomial-space hard, and is a solved problem [Schaeffer]. However, the sheer magnitude of options (and for intelligent algorithms, sheer number of possible strategies) makes it infeasible to create even passable novice AI with an exhaustive pure brute-force approach on modern hardware. The board is 19 x19, which, barring illegal moves, allows for about 10171 possible ways to execute a game. This number is about 1081 times greater than the believed number of elementary particles contained in the known universe [Keim]. Previously investigated approaches to creating AI for Go include human-like models such as pattern recognizers and machine learning [Burmeister and Wiles]. There are a number of challenges to these approaches, however. Machine learning algorithms can be very sensitive to the data and style of play with which they are trained, and approaches modeling human thought can be very sensitive to the designer‟s perception of how one thinks during a game. Professional Go players seem to have a very intuitive sense of how to play, which is difficult to model. -
STEAM 19 GO [NEW SLIDE] 0:00 in This Video We're Going to Talk About the Game of Go, Also Called Baduk Or Wei- Chi. I Find
STEAM 19 GO [NEW SLIDE] 0:00 In this video we’re going to talk about the game of go, also called baduk or wei- chi. I find this an incredibly important game to put into your curriculum. Even though it may not fit with your benchmarks, there’s so many reasons to add this. We’re going to talk now about those reasons, and in the next video we’re going to learn the rules of the game. The first thing to realize is, it’s only played with black and white stones. It’s very simple. http://en.wikipedia.org/wiki/Go_%28game%29 [NEW SLIDE] 0:34 Let’s talk about where it came from. It was developed in China about 4000 years ago. It’s one of the oldest strategy games known. And originally, if you look at this picture, it was played on a scroll. It now looks different. But it certainly is very much still the same game that was developed so many thousands of years ago. Think about the game of chess. It’s based on a feudal system of Europe. Where there are kings and queens and pawns and a definite hierarchy, all the pieces move in different ways, and it can be quite confusing to learn. Go is more simplistic, there’s only two pieces. Once they go on the board they don’t move around. And it’s based more on a yin and yang philosophy. In chess it’s your goal to annihilate the king of the other team and as many pieces as possible. -
The Official AGA Tournament Guide
The Official AGA Tournament Guide by Ken Koester Copyright © The American Go Association 2006 Table of Contents Part I: The Tasks Introduction........................................................................................................................................... v Chapter 1. Planning.............................................................................................................................1 Theme and System ................................................................................................................1 Budgeting, or, The Tournament on $15 and $20 a Day .................................................... 6 In Need of Assistance ...........................................................................................................8 Timetables ...............................................................................................................................9 Chapter 2. Preparation .....................................................................................................................11 Time and Place .....................................................................................................................11 Getting the Word Out ..........................................................................................................12 Food for Thought .................................................................................................................15 The Prize Is Right .................................................................................................................16 -
2009 AMERICAN GO YEARBOOK 8 Contents AGA OFFICERS & COORDINATORS
Please patronize these Yearbook supporters: 2009 AMERICAN GO Yearbook fi ne purveyors of quality go books, 2009 equipment, software and more! AMERICAN GO YEARBOOK 2010 U.S. GO CONGRESS GOBASE.ORG GOGAMEWORLD.COM GOGOD GUO JUAN’S GO SCHOOL KISEIDO SCHAAK EN GO WINKEL HET PAARD SLATE & SHELL SMARTGO YELLOW MOUNTAIN IMPORTS AMERICAN GO PRSRT STD YEARBOOK U.S. POSTAGE PAID American Go Association WASHINGTON, DC PERMIT #3070 P.O. Box 397 Old Chelsea Station New York, NY 10112-0397 THE WORLD’S OLDEST BOARD GAME REVIEW & INSTRUCTION INSIDE: TOURNAMENT REPORTS, GAMES, RATINGS, INSTRUCTION, GO PLAYERS GUIDE TO THE WORLD & MORE Guide to Go Guide to Go Where to play Go in America — AGA CHAPTERS Where to play Go in America — AGA CHAPTERS http://www.usgo.org for a full club listing http://www.usgo.org for a full club listing AZ: Tempe CO: Denver HI: Honolulu MA: Boston MT: Bozeman Arizona Go Club Fiery Rain of Go Stones Honolulu Go Club Northeastern Univ. Go Club Gallatin Valley Go Club TX: San Antonio WA: Olympia WI: Madison William Gundberg Jasmine Sailing Sid Kobashigawa Joshua Warhurst Pippin Wallace San Antonio Go Club Olympia Go Club University of Wisconsin Go Club DAF Go League 480-831-5567 303-388-4666 833-2540 508-728-1351 406-582-8732 Levi Self Jason Baghoudarian Dan Kastenholtz Latasha James [email protected] [email protected] [email protected] [email protected] [email protected] 210-367-9759 360-867-4086 608-255-6539 [email protected] [email protected] [email protected] [email protected] AZ: Tucson CO: Longmont HI: Kaneohe MA: Sharon NE: Omaha Tucson Go Club Longmont Go Club Oahu Go Club Sharon Go Club Omaha go UT: Salt Lake City WA: Seattle WI: Milawukee Martin Lebl Aref Nammari Frank H. -
The Game of Go: from Ancient Art to Modern Research
The Game of Go from ancient art to modern research Eleanor Hogan, Asian Studies Todd Neller, Computer Science Games as Art Game play is an art. 1. Conscious production or arrangement of elements in a manner that affects the sense of beauty 2. Skill that is attained by study, practice, or observation culturally ubiquitous We offer Go to you as a high example of this art. History of Go China – Go is called “Wei-chi” Earliest references are from 6th century BC China in Confucius’ Analects Legends: Emperor Yao (2357-2255 BC) invented Go to help his son learn. Shun (2255-2205 BC) invented Go to teach his son. Learn what? Patience, strategy. Japan By 7th century AD, the game had reached Japan via a Japanese emissary, who was sent by the Japanese court to the city of Chang’an during the T’ang dynasty. Chinese records of the Sui Dynasty (circa 618) make reference to the Japanese playing Go. Kojiki, recorded in 712, in man’yogana (mismash of Chinese and Japanese language) 中国 ちゅうごく China Heian Period 794-1185 Go was popular at imperial court by mid 8th century in Japan Male and female characters in The Tale of Genji (~1000 AD) play Go. Genji scrolls created in late Heian. Chapter 3 - Utsusemi Illustrated scroll mid-18th c. Genji observes women playing go. Woodblock Prints and Go 碁 Images by Toyokuni III (also known as Kunisada) a woodblock print artist of the Edo Period. 1786-1864 Series: The Tale Of Genji Date: Circa 1844 Chapter 42 - Prince Niou Prince Niou observes Yugiri’s daughters (Genji’s grand- daughters) playing Go. -
Go Players React to Computer Defeat : Nature News & Comment
Go players react to computer defeat Experts think that world champion Lee Sedol may still beat the AI software in a March contest. Elizabeth Gibney 27 January 2016 JUNG YEON-JE/AFP/Getty Images South Korean students play Go, an ancient Chinese board game popular across Asia. For decades, the ancient game of Go has stood out as the one board game that computers couldn’t crack. Played by tens of millions of people across Asia, its complexity and subtlety meant that Go’s top human players reigned supreme against the advance of artificial intelligence (AI). Now, for the first time, a computer has beaten a human Go professional without the advantage of a handicap. AlphaGo, a program developed by Google’s London-based company DeepMind, bested European champion Fan Hui in five games out of five. Nature asked Fan what it’s like to be beaten by a machine, and took predictions from other Go and AI aficionados about who will win when AlphaGo faces its ultimate challenge: playing against Lee Sedol, one of the game’s greatest players, in March. Fan Hui European Go champion "In China, Go is not just a game. It is also a mirror on life. We say if you have a problem with your game, maybe you also have a problem in life. Losing was very hard. Before I played with AlphaGo, I thought I would win. After the first game I changed my strategy and fought more, but I lost. The problem is humans sometimes make very big mistakes, because we are human.