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| Go | |
|---|---|
![]() A traditional Go board is wooden, with black painted lines. The stones are flat and fit closely together when placed on adjacent intersections. |
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| Players | 2 |
| Age range | 5+ |
| Setup time | No setup needed |
| Playing time | 10 minutes to 7 hours |
| Rules complexity | Low |
| Strategy depth | Very High |
| Random chance | None |
| Skills required | Strategy, Observation |
Go is a board game for two players. It is also known as Weiqi in Chinese (Traditional Chinese: 圍棋,Simplified Chinese: 围棋), Igo in Japanese (Kanji: 囲碁), Cờ Vây in Vietnamese (Chữ Hán Việt:圍棋), and Baduk in Korean (Hangul:바둑). Go originated in ancient China before 500 BC. It is now popular throughout the world, especially in East Asia.
Go is played by alternately placing black and white stones on the vacant intersections of a 19×19 rectilinear grid. A stone or a group of stones is captured and removed if it is tightly surrounded by stones of the opposing color. The objective is to control a larger territory than the opponent by placing one's stones so they cannot be captured. The game ends and the score is counted when both players consecutively pass on a turn, indicating that neither side can increase its territory or reduce its opponent's; the game can also end by resignation.
Despite the fact that Go originated from Ancient China, Westerners first learned about this game from Japan, so its English name is related to Japan as well.
The game is called Go in many languages; this word originated from the Japanese 碁 (go). It is also called 囲碁 (igo) in Japanese.
In Chinese the characters 棋/碁 are variants, as seen in the Chinese Kangxi dictionary. The Chinese name Weiqi (圍棋,围棋) roughly translates as "encirclement chess", "board game of surrounding", or "enclosing game". The game's ancient Chinese name is 弈 (pinyin: yì).
Because Japanese professionals taught the first Western players, the latter naturally used the Japanese name in early German-language and then English-language books and articles about the game.
The Japan Go Association (Nihon Ki-in) has long played a leading role spreading Go outside East Asia, publishing the English-language magazine Go Review in the 1960s, establishing Go Centers in the US and Europe, and often sending professional teachers to Western nations for extended periods. As a result, many Go concepts for which there is no ready English equivalent have become known elsewhere by their Japanese names.
The widespread use of Japanese terminology in the West notwithstanding, Chinese and Korean members of the international Go community, including professionals, continue to advocate for the primacy of terms from their language in common usage. They point out that in recent years, many Chinese and Korean players have also taught Western students. There is also no exact equivalence of concepts in different Asian languages, meaning that Go is still without a standard technical jargon.
In order to differentiate the game from the common English verb "go", the game is sometimes spelt with a capital G; this convention is not however followed in most of the technical literature on the game. An alternative but uncommon spelling is Goe, proposed by Ing Chang-Ki, the late wealthy promoter of Go (particularly in Taiwan and the US and Europe), for the same reason.[1] This spelling is not widely used outside events sponsored by the Ing foundation.
Some legends trace the origin of the game to Chinese emperor Yao 堯 (2337 - 2258 BC) who designed it for his son, Danzhu, to teach him discipline, concentration, and balance. Other theories suggest that the game was derived from Chinese warlords and generals who used pieces of stone to map out attacking positions, or that Go equipment emerged from divination material.[2][3] The earliest written references of the game come from the Zuo Zhuan, which describes a man in 548 BC who likes the game, and Book XVII of the Analects of Confucius, compiled sometime after 479 BC.[4]
In China, Go was perceived as the popular game of the aristocratic class while Xiangqi (Chinese chess) was the game of the masses. Go was considered one of the cultivated arts of the Chinese scholar gentleman, along with calligraphy, painting and playing the guqin, together known as 琴棋書畫 (四艺, pinyin: Sìyì), or the Four Arts of the Chinese Scholar.[5]
Go had reached Japan from China by the 7th century, and gained popularity at the imperial court in the 8th century. By the beginning of the 13th century, Go was played among the general public in Japan.
In 1603, Tokugawa Ieyasu created Japan's first unified national government. Almost immediately, he appointed the then-best player in Japan, Honinbo Sansa, head of a newly founded Go academy (the Honinbo school, the first of several competing schools founded about the same time). These officially recognized and subsidized Go schools greatly developed the level of play, and introduced the martial arts style system of ranking players. Players from the four houses (Honinbo, Yasui, Inoue, Hayashi) competed in the annual castle games for status and the position of Godokoro, or minister of Go. Players like Honinbo Shusaku[6] became national celebrities. The government discontinued its support for the Go academies in 1868 as a result of the fall of the Tokugawa shogunate.
Historically, Go has seen unequal gender participation. However, the creation of new, open tournaments and the rise of strong female players, most notably Rui Naiwei, has in recent years legitimised the strength and competitiveness of emerging female players.[7]
Around 2000, in Japan, the manga (Japanese comic) and anime series Hikaru no Go popularized Go among the youth and started a Go boom in Japan.
Until recently, a Korean scholar challenged the history of Go, claiming that Go originated from Korea as Korean players have a higher skills in international Go competitions. However, this is generally viewed as an irresponsible claim ignoring the long history of Go in China.
Scott A. Boorman's The Protracted Game: A Wei-Chi Interpretation of Maoist Revolutionary Strategy[8], likens the game to historical events, saying that the Maoists were better at surrounding territory. Mao Zedong himself was a Go player.
In game theory terms, Go is a zero-sum, perfect information, deterministic strategy game, putting it in the same class as chess, checkers (draughts), and reversi (othello) although it is not similar in its play to these. Although the game rules are very simple, the practical strategy is extremely complex.
The game emphasizes the importance of balance on multiple levels, and has internal tensions. To secure an area of the board, it is good to play moves close together; but to cover the largest area one needs to spread out, perhaps leaving weaknesses that can be exploited. Playing too low (close to the edge) secures insufficient territory and influence; yet playing too high (far from the edge) allows the opponent to invade. Many people find Go attractive for its reflection of the conflicting demands of real life.
It has been claimed that Go is the most complex game in the world, on various measures, such as the spread of identifiable levels of skill.[9] Its large board and lack of restrictions allows great scope in strategy and expression of players' individuality. Decisions in one part of the board may be influenced by an apparently unrelated situation in a distant part of the board. Plays made early in the game can shape the nature of conflict a hundred moves later.
The game complexity of Go is such that describing even elementary strategy fills many introductory books. Go strategy and tactics gives a very brief introduction to the main concepts of Go strategy.
Numerical estimates tell us that the number of possible games of Go [10] far exceeds the number of atoms in the known universe. (In contrast, the number of legal positions in chess is comparatively much smaller[11].) Because of Go's simple mechanics of play, all legal positions[12] are also positions resulting from possible games.
Although one could play Go with a piece of cardboard for a board and a bag of plastic tokens, the finest equipment can be extremely expensive. Many players derive great aesthetic and sensuous satisfaction from playing with good equipment.
The traditional Go board (qi pan in Chinese and goban in Japanese) is solid wood, from 10 to 18 cm thick, and often stands on its own attached legs. It is preferably made from the rare golden-tinged Kaya tree (Torreya nucifera), with the very best made from Kaya trees up to 700 years old. More recently, the California Torreya (Torreya californica) has been prized for its light color and pale rings. Other woods often used to make quality table boards include Hiba (Thujopsis dolabrata), Katsura (Cercidiphyllum japonicum), Kauri (Agathis), and Shin-Kaya (Spruce). So-called Shin Kaya is a potentially confusing merchant's term: shin means "new" and thus "shin kaya" is best translated "faux kaya" — the woods so described are biologically unrelated to Kaya.[13]
The smooth stones (go-ishi) are kept in matching solid wood bowls (go-ke) and are made of clamshell (white) and slate (black). The classic slate is nachiguro stone mined in Wakayama prefecture and the clamshell from the Hamaguri clam. The natural resources of Japan have been unable to keep up with the enormous demand for the native clams and slow-growing Kaya trees; both must be of sufficient age to grow to the desired size, and they are now extremely rare at the age and quality required, raising the price of such equipment tremendously.
In clubs and at tournaments, where large numbers of sets must be maintained (and usually purchased) by one organization, expensive traditional sets are not usually used. For these situations, table boards (of the same design as floor boards, but only about 2–5 cm thick and without legs) are used, and the stones are made of glass rather than slate and shell. Bowls are often plastic if wooden bowls are not available. Plastic stones could be used, but are considered inferior to glass as they are generally too light, and stick to the fingers even after being released. Most players find that the lower price does not justify this distraction.
Traditionally, the board's grid is 1.5 shaku long by 1.4 shaku wide (455 mm by 424 mm) with space beyond to allow stones to be played on the edges and corners of the grid. This often surprises newcomers: it is not a perfect square, but is longer than it is wide, in the proportion 15:14. Two reasons are frequently given for this. One is that when the players sit at the board, the angle at which they view the board gives a foreshortening of the grid; the board is slightly longer between the players to compensate for this. Another suggested reason is that the Japanese aesthetic finds structures with geometric symmetry to be in bad taste.
Traditional stones are made so that black stones are slightly larger in diameter than white; this is probably to compensate for the optical illusion created by contrasting colours that would make equal-sized white stones appear larger on the board than black stones. The difference is slight, and since its effect is to make the stones appear the same size on the board, it can be surprising to discover they are not.
The bowls for the stones are of a simple shape, like a flattened sphere with a level underside. The lid is loose-fitting and is upturned before play to receive stones captured during the game. The bowls are usually made of turned wood, although small lidded baskets of woven bamboo or reeds make a cheaper alternative.
The traditional way to place a Go stone is to first take a stone from the bowl, gripping it between the index and middle fingers, and then place it directly on the desired intersection. It is permissible to strike the board firmly to produce a sharp click. Many consider the acoustic properties of the board to be quite important. The traditional goban will usually have its underside carved with a pyramid called a heso recessed into the board. Tradition holds that this is to give a better resonance to the stone's click, but the more conventional explanation is to allow the board to expand and contract without splitting the wood. A board is seen, by some, as more attractive when it is marked with slight dents from decades (or centuries) of stones striking the surface.
A player's score is the number of empty points enclosed by his stones plus the number of opposing stones which he has captured. Points which are occupied by stones do not count for scoring purposes. The player with the higher score wins. (Note that there are other rulesets that count the score differently, yet almost always produce the same result.) For a more detailed treatment, see Rules of Go.
This is the essence of the game of Go. The risk of capture means that stones must work together to control territory, which makes the gameplay very complex and interesting.
Go allows one to play not only even games (games between players of roughly equal strength) but also handicap games (games between players of unequal strength). Without a handicap, even a slight difference in strength will generally be decisive.
Optional Go rules may set the following:
Basic strategic aspects include the following:
The strategy involved can become very abstract and complex. High-level players spend years perfecting understanding of strategy.
Go is not easy to play well. With each new level (rank) comes a deeper appreciation for the subtlety and nuances involved, and for the insight of stronger players. The acquisition of major concepts of the game comes slowly. Novices often start by randomly placing stones on the board, as if it were a game of chance; they inevitably lose to experienced players who know how to create effective formations. An understanding of how stones connect for greater power develops, and then a few basic common opening sequences may be understood. Learning the ways of life and death helps in a fundamental way to develop one's strategic understanding, of weak groups. It is necessary to play some thousands of games before one can get close to one's ultimate potential Go skill. A player who both plays aggressively and can handle adversity is said to display kiai or fighting spirit in the game.
Familiarity with the board shows first the tactical importance of the edges, and then the efficiency of developing in the corners first, then sides, then centre. The more advanced beginner understands that territory and influence are somewhat interchangeable — but there needs to be a balance. It is best to develop more or less at the same pace as the opponent in both territory and influence. This intricate struggle of power and control makes the game highly dynamic.
Often, a comparison of Go and chess is used as a parallel to explain western versus eastern strategic thinking (despite chess's Asian origin).[15] Go begins with an empty board. It is focused on building from the ground up (nothing to something) with multiple, simultaneous battles leading to a point-based win. Chess, one can say, is in the end centralised, as the predetermined object is to kill one individual piece (the king). Go is quite otherwise: individuals are only significant as they join or help determine the fate of larger forces, and what those are is worked out only as the game proceeds.
A similar comparison has been drawn among Go, chess and backgammon, perhaps the three oldest games that still enjoy worldwide popularity.[16] Backgammon is a "man vs. fate" contest, with chance playing a strong role in determining the outcome. Chess, with rows of soldiers marching forward to capture each other, embodies the conflict of "man vs. man." Because the handicap system tells each Go player where he/she stands relative to other players, an honestly ranked player can expect to lose about half of his/her games; therefore, Go can be seen as embodying the quest for self-improvement — "man vs. self."
Go poses a significant challenge to computer programmers. While there may be only a handful of masters in the world who can beat the best computer chess software, there are millions of people who can beat the best computer Go software. The best computer Go software manages to reach consistently only the range 8–10 kyu, the level a human beginner can hope to reach by studying and playing regularly for some months. Programs for Go are not yet much helped by fast computation. On the other hand, a chess-playing computer, Deep Blue, beat the world champion in 1997. For this reason, many in the field of artificial intelligence consider Go to be a better measure of a computer's capacity for thought than chess.[17][18]
The reasons why computers are not good at playing Go are attributed to many qualities of the game,[19] including:
Computers become useful when they are used as tools to support Go learners and players in the following ways:
There are many variations on the basic game of Go. Many of the modern variants are purely for fun, but some were invented with a specific purpose in mind. For example, capture Go is used for introducing the game to beginners, whilst rengo (paired Go) aims at the promotion of the game amongst women. There are also historical regional variations that have now fallen out of fashion, such as Sunjang Baduk and Tibetan Go.
There are some instances in modern culture where Go and its strategies have been used as a literary concept, such as theme. For example, the 1979 novel Shibumi by Trevanian, centers around the game and uses Go metaphors.[21] Go symbolism is used in the Chung Kuo series of novels, and Rick Cook's Limbo System.[21] Other novels that have centered around the game include the Prix Goncourt des Lycéens and Kiriyama Prize winner The Girl Who Played Go by Shan Sa,[22][23] Nobel prize-winner Yasunari Kawabata's The Master of Go, Sung-Hwa Hong's First Kyu, Scarlett Thomas's PopCo, and Jean-Jacques Pelletier' s Blunt: Les Treize Derniers Jours.
In television, Go appeared in:
In films Go has appeared in Heaven Knows, Mr. Allison, A Beautiful Mind, Pi, Restless, After the Sunset and Hero among many others.[24][25] The game is featured in the manga and anime series Hikaru no Go and Naruto. At the end of each episode of the anime version of Hikaru no Go, a three minute segment teaches a concept of Go.
In Go, ranks are employed to indicate playing strength. The difference between the amateur ranks is one handicap stone while for professional ranks the difference is roughly 1 stone for every three ranks. For example, if a 5k played a game with a 1k where the 1k gave four handicap stones, the game would be about even whereas if a 9p played a 3p, he would give two handicap stones for a game where both have equal chances.
The rank system is comprised of, from the lowest to highest ranks:
| Rank Type | Range | Stage |
|---|---|---|
| double-digit kyu (級,급) (gup in Korean) | 30–10k | Introductory |
| single-digit kyu | 9–1k | Elementary to Intermediate |
| amateur dan (段,단) | 1–7d (where 8d is special title) | Advanced |
| professional dan (段,단) | 1–9p (where 10p is special title) | Expert |
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. Adjournments and sealed moves began to be regulated in the 1930s. Time control systems adapted to Go are often called byoyomi,[26] something of a misnomer. Amateur Go tournaments use a number of variants of 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.[27]
Two widely used methods that are associated with Go are:[28]
The most important Go matches have timekeepers (preliminaries tend to have pros pressing clocks). The term byoyomi actually arises from the countdown of a one-minute period in which a player must play, or lose the game by forfeit. In a time control system evolved in Japan, the last ten minutes of time on the clock are re-usable, with each minute being counted down by the timekeeper: a minute counted out cannot be retrieved, so that a player down to the last minute of time must then actually play within 60 seconds or lose.[32]
Although the game was developed in China, Japan-based players dominated the international Go scene for most of the twentieth century. However, professional players from China such as Nie Weiping (from the 1980s) and South Korea (since the 1990s) reached the top levels. Nowadays, many top players from China and Korea are of similar strength, and Japanese dominance is something of the past. Professionals from these three countries regularly compete in a number of national and international Go tournaments. The top Japanese tournaments have a prize purse comparable to that of professional golf tournaments in the United States, while tournaments in China and Korea are less lavishly funded.[33]
Korean players have had an edge in the major international titles, winning 23 tournaments in a row between 2000 and 2002.[34] In the last few years, Korean dominance in international competitions has been increasingly challenged by their Chinese counterparts. Several big name players in South Korea are Lee Chang-ho, Cho Hunhyun, Lee Sedol, Choi Cheol-han and Park Young-Hoon.
The level in other countries has traditionally been much lower (apart from Taiwan), except for some players who had preparatory professional training in Asia.[35] Knowledge of the game has been scanty elsewhere, for most of the game's history. A German scientist, Oscar Korschelt, is credited with the first systematic description of the game in a Western language in 1880;[36] It was not until the 1950s that more than a few Western players took up the game as other than a passing interest.[37][38] In 1978, Manfred Wimmer became the first Westerner to receive a professional player's certificate from an Asian professional Go association. It was not until 2000 that a Westerner, Michael Redmond, achieved the top rank awarded by an Asian Go association, 9 dan.

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