Go Game

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Go (game)

Go is an abstract strategy board game for two players,


Go
in which the aim is to surround more territory than the
opponent. The game was invented in China more than
2,500 years ago and is believed to be the oldest board
game continuously played to the present day.[1][2] A
2016 survey by the International Go Federation's 75
member nations found that there are over 46 million
people worldwide who know how to play Go and over
20 million current players, the majority of whom live
in East Asia.[3]

The playing pieces are called stones. One player uses


the white stones and the other, black. The players take
turns placing the stones on the vacant intersections
("points") of a board. Once placed on the board,
stones may not be moved, but stones are removed
from the board if "captured". Capture happens when a Go is played on a grid of black lines (usually
stone or group of stones is surrounded by opposing 19×19). Game pieces, called stones, are played
stones on all orthogonally-adjacent points.[4] The on the lines' intersections.
game proceeds until neither player wishes to make Years active Zhou dynasty to present
another move. When a game concludes, the winner is Genre(s) Board game
determined by counting each player's surrounded Abstract strategy game
territory along with captured stones and komi (points Mind sport
added to the score of the player with the white stones
Players 2
as compensation for playing second).[5] Games may
also be terminated by resignation. Setup time Minimal
Playing time Casual: 20–90 minutes
The standard Go board has a 19×19 grid of lines, Professional: 1–6 hours[a]
containing 361 points. Beginners often play on
Random chance None
smaller 9×9 and 13×13 boards,[6] and archaeological
evidence shows that the game was played in earlier Skill(s) required Strategy, tactics, observation
centuries on a board with a 17×17 grid. However, Synonym(s) Weiqi
boards with a 19×19 grid had become standard by the Igo / Paduk
time the game had reached Korea in the 5th century Baduk
CE and later Japan in the 7th century CE.[7] a Some professional games exceed 16 hours
and are played in sessions spread over two
Go was considered one of the four essential arts of the
days.
cultured aristocratic Chinese scholars in antiquity. The
earliest written reference to the game is generally
Go
recognized as the historical annal Zuo Zhuan[8][9] (c. 4th century
BC).[10] Chinese name
Traditional Chinese 圍棋
Simplified Chinese 围棋
Despite its relatively simple rules, Go is very complex. Compared Literal meaning "encirclement
to chess, Go has both a larger board with more scope for play and board game"
longer games, and, on average, many more alternatives to Transcriptions
consider per move. The lower bound on the number of legal
Standard Mandarin
board positions in Go has been estimated to be 2 × 10170.[11][12]
Hanyu Pinyin wéiqí
Wade–Giles wei2-ch'i2
IPA [wěi.tɕʰǐ]
Contents ( listen)

Etymology Wu
Overview Suzhounese wé-jí
Rules Yue: Cantonese
Basic rules Yale Romanization wàih-kèih
Liberties and capture
Jyutping wai4-kei4
Ko rule
Southern Min
Suicide
Hokkien POJ uî-kî
Komi
Scoring rules Middle Chinese
Life and death Middle Chinese hwigi
Seki (mutual life) Old Chinese
Tactics Baxter–Sagart *[ɢ]ʷə[j] [ɡ](r)ə
Capturing tactics (2014)
Reading ahead Zhengzhang *ɢʷɯl ɡɯ
Ko fighting Korean name
Strategy Hangul 바둑
Basic concepts
Transcriptions
Opening strategy
Revised Romanization baduk
Middlegame and endgame
McCune–Reischauer paduk
History
Origin in China Japanese name
Spread to Korea and Japan Kanji 囲碁
Internationalization Hiragana いご
Competitive play Transcriptions
Ranks and ratings Romanization igo
Tournament and match rules
Time control
Notation and recording games
Top players and professional Go
Equipment
Traditional equipment
Boards
Stones
Bowls
Playing technique and etiquette
Computers and Go
Nature of the game
Software players
Software assistance
In popular culture and science
Psychology
Game theory
Comparisons
See also
Notes
References
Citations
Sources
Further reading
Introductory books
Historical interest
External links

Etymology
The word "Go" is derived from the full Japanese name igo, which is derived from its Chinese name weiqi
(Middle Chinese "hjwɨj-gi"), which roughly translates as "board game of surrounding" or "encircling
game". To differentiate the game from the common English verb to go, "g" is often capitalized,[13] or, in
events sponsored by the Ing Chang-ki Foundation, it is spelled "goe".[14]

The Korean word baduk derives from the Middle Korean word Badok, the origin of which is
controversial; the more plausible etymologies include the suffix "dok" added to "Ba" creating the
meaning "flat and wide board", or the joining of "Bat", meaning "field", and "Dok", meaning "stone".
Less plausible etymologies include a derivation of "Badukdok", referring to the playing pieces of the
game, or a derivation from Chinese 排子, meaning "to arrange pieces".[15]

Overview
Go is an adversarial game with the objective of surrounding a larger total area of the board with one's
stones than the opponent.[16] As the game progresses, the players position stones on the board to map out
formations and potential territories. Contests between opposing formations are often extremely complex
and may result in the expansion, reduction, or wholesale capture and loss of formation stones.

A basic principle of Go is that a group of stones must have at least one "liberty" to remain on the board.
A "liberty" is an open "point" (intersection) bordering the group. An enclosed liberty (or liberties) is
called an "eye", and a group of stones with two or more eyes is said to be unconditionally "alive".[18]
Such groups cannot be captured, even if surrounded.[19]
The general strategy is to expand one's territory, attack the
opponent's weak groups (groups that can be killed), and always
stay mindful of the "life status" of one's own groups.[20][21] The
liberties of groups are countable. Situations where mutually
opposing groups must capture each other or die are called
capturing races, or semeai.[22] In a capturing race, the group with
more liberties (and/or better "shape") will ultimately be able to
capture the opponent's stones.[22][23] Capturing races and the
elements of life or death are the primary challenges of Go.

A player may pass on determining that the game offers no further


opportunities for profitable play. The game ends when both The first 60 moves of a Go game
players pass,[24] and is then scored. For each player, the number animated. This particular game
of captured stones is subtracted from the number of controlled quickly developed into a complicated
(surrounded) points in "liberties" or "eyes", and the player with fight in the lower left and bottom.
the greater score wins the game.[25] Games may also be won by (Click on the board to restart the play
in a larger window.)
resignation of the opponent.

In the opening stages of the game, players typically establish


positions (or "bases") in the corners and around the sides of the
board. These bases help to quickly develop strong shapes which
have many options for life (self-viability for a group of stones
that prevents capture) and establish formations for potential
territory.[26] Players usually start in the corners because
establishing territory is easier with the aid of two edges of the
board.[27] Established corner opening sequences are called
"joseki" and are often studied independently.[28]

"Dame" are points that lie in between the boundary walls of black
and white, and as such are considered to be of no value to either
The four liberties (adjacent empty
side. "Seki" are mutually alive pairs of white and black groups
points) of a single black stone (A), as
where neither has two eyes. A "ko" (Chinese and Japanese: 劫) is White reduces those liberties by one
a repeated-position shape that may be contested by making (B, C, and D). When Black has only
forcing moves elsewhere. After the forcing move is played, the one liberty left (D), that stone is "in
ko may be "taken back" and returned to its original position.[29] atari".[17] White may capture that
Some "ko fights" may be important and decide the life of a large stone (remove from board) with a
play on its last liberty (at D-1).
group, while others may be worth just one or two points. Some
ko fights are referred to as "picnic kos" when only one side has a
lot to lose.[30] The Japanese call it a hanami (flower-viewing) ko.[31]

Playing with others usually requires a knowledge of each player's strength, indicated by the player's rank
(increasing from 30 kyu to 1 kyu, then 1 dan to 7 dan, then 1 dan pro to 9 dan pro). A difference in rank
may be compensated by a handicap—Black is allowed to place two or more stones on the board to
compensate for White's greater strength.[32][33] There are different rule-sets (Japanese, Chinese, AGA,
etc.), which are almost entirely equivalent, except for certain special-case positions.

Rules
Aside from the order of play (alternating moves, Black moves first or takes a handicap) and scoring rules,
there are essentially only two rules in Go:

Rule 1 (the rule of liberty) states that every stone remaining on the board must have at least
one open "point" (an intersection, called a "liberty") directly orthogonally adjacent (up, down,
left, or right), or must be part of a connected group that has at least one such open point
("liberty") next to it. Stones or groups of stones which lose their last liberty are removed
from the board.
Rule 2 (the "ko rule") states that the stones on the board must never repeat a previous
position of stones. Moves which would do so are forbidden, and thus only moves elsewhere
on the board are permitted that turn.
Almost all other information about how the game is played is a heuristic, meaning it is learned
information about how the game is played, rather than a rule. Other rules are specialized, as they come
about through different rule-sets, but the above two rules cover almost all of any played game.

Although there are some minor differences between rule-sets used in different countries,[34] most notably
in Chinese and Japanese scoring rules,[35] these differences do not greatly affect the tactics and strategy
of the game.

Except where noted, the basic rules presented here are valid independent of the scoring rules used. The
scoring rules are explained separately. Go terms for which there are no ready English equivalent are
commonly called by their Japanese names.

Basic rules
The two players, Black and White, take turns placing stones of
their colour on the intersections of the board, one stone at a time.
The usual board size is a 19x19 grid but for beginners, or for
playing quick games,[36] the smaller board sizes of 13x13[37] and
9x9 are also popular.[38] The board is empty to begin with.[39]
Black plays first, unless black is given a handicap of two stones
or more (in which case, white plays first). The players may
choose any unoccupied intersection to play on, except for those
forbidden by the ko and suicide rules (see below). Once played, a
stone can never be moved and can be taken off the board only if One black chain and two white
it is captured.[40] A player may also pass, declining to place a chains, with their liberties marked
stone, though this is usually only done at the end of the game with dots. Liberties are shared
among all stones of a chain and can
when both players believe nothing more can be accomplished
be counted. Here the black group
with further play. When both players pass consecutively, the
has 5 liberties, while the two white
game ends[41] and is then scored. chains have 4 liberties each.

Liberties and capture


Vertically and horizontally adjacent stones of the same color form a chain (also called a string or
group),[42] forming a discrete unit that cannot then be divided.[43] Only stones connected to one another
by the lines on the board create a chain; stones that are diagonally adjacent are not connected. Chains
may be expanded by placing additional stones on adjacent intersections, and can be connected together
by placing a stone on an intersection that is adjacent to two or more chains of the same color.[44]
A vacant point adjacent to a stone, along one of the grid lines of the board, is called a liberty for that
stone.[45][46] Stones in a chain share their liberties.[42] A chain of stones must have at least one liberty to
remain on the board. When a chain is surrounded by opposing stones so that it has no liberties, it is
captured and removed from the board.[47]

Ko rule
Players are not allowed to make a
move that returns the game to the
previous position. This rule, called the
ko rule, prevents unending
If White plays at A, the black chain repetition.[48] As shown in the
loses its last liberty. It is captured and example pictured: Black has just
removed from the board.
played the stone marked 1, capturing
a white stone at the intersection
An example of a
marked with the red circle. If White
situation in which
were allowed to play on the marked intersection, that move would capture the
the ko rule applies
black stone marked 1 and recreate the situation before Black made the move
marked 1. Allowing this could result in an unending cycle of captures by both
players. The ko rule therefore prohibits White from playing at the marked
intersection immediately. Instead White must play elsewhere, or pass; Black can then end the ko by
filling at the marked intersection, creating a five-stone black chain. If White wants to continue the ko
(that specific repeating position), White tries to find a play elsewhere on the board that Black must
answer; if Black answers, then White can retake the ko. A repetition of such exchanges is called a ko
fight.[49]

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 position that is further removed. See Rules of Go: Repetition for further
information.

Suicide
A player may not place a stone such that it or its group immediately has no liberties, unless doing so
immediately deprives an enemy group of its final liberty. In the latter case, the enemy group is captured,
leaving the new stone with at least one liberty.[52] This rule is responsible for the all-important difference
between one and two eyes: if a group with only one eye is fully surrounded on the outside, it can be
killed with a stone placed in its single eye.

The Ing and New Zealand rules do not have this rule,[53] and there a player might destroy one of its own
groups—"commit suicide". This play would only be useful in a limited set of situations involving a small
interior space.[54] In the example at right, it may be useful as a ko threat.

Komi
Because Black has the advantage of playing the first move, the idea of awarding White some
compensation came into being during the 20th century. This is called komi, which gives white a 6.5-point
compensation under Japanese rules (number of points varies by rule set).[55] Under handicap play, White
receives only a 0.5-point komi, to break a possible tie ("jigo").

Scoring rules
Two general types of scoring system are used, and players
determine which to use before play. Both systems almost always
give the same result. Territory scoring counts the number of
empty points a player's stones surround, together with the number
of stones the player captured. Area scoring counts the number of
points a player's stones occupy and surround. It is associated with
Under normal rules, White cannot
contemporary Chinese play and was probably established there play at A because that point has no
during the Ming Dynasty in the 15th or 16th century.[56] liberties. Under the Ing[50] and New
Zealand rules,[51] White may play A,
After both players have passed consecutively, the stones that are a suicide stone that kills itself and the
still on the board but unable to avoid capture, called dead stones, two neighboring white stones,
are removed. leaving an empty three-space eye.
Black naturally answers by playing at
Area scoring (including Chinese): A player's score is the A, creating two eyes.
number of stones that the player has on the board, plus the
number of empty intersections 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 number of empty points
enclosed by a player's stones, plus the number of prisoners
captured by that player.[nb 1]

If there is disagreement about which stones are dead, then under


area scoring rules, the players simply resume play to resolve the
matter. The score is computed using the position after the next
time the players pass consecutively. Under territory scoring, the A simplified game at its end. Black's
rules are considerably more complex; however, in practice, territory (A) + (C) and prisoners (D) is
counted and compared to White's
players generally play on, and, once the status of each stone has
territory (B) only (no prisoners). In
been determined, return to the position at the time the first two this example, both Black and White
consecutive passes occurred and remove the dead stones. For attempted to invade and live (C and
further information, see Rules of Go. D groups) to reduce the other's total
territory. Only Black's invading group
Given that the number of stones a player has on the board is (C) was successful in living, as
directly related to the number of prisoners their opponent has White's group (D) was killed with a
black stone at (E). The points in the
taken, the resulting net score, that is the difference between
middle (F) are "dame", meaning they
Black's and White's scores, is identical under both rulesets (unless
belong to neither player.
the players have passed different numbers of times during the
course of the game). Thus, the net result given by the two scoring
systems rarely differs by more than a point.[57]

Life and death


While not actually mentioned in the rules of Go (at least in simpler rule sets, such as those of New
Zealand and the U.S.), the concept of a living group of stones is necessary for a practical understanding
of the game.[58]

When a group of stones is mostly surrounded and has no options to


connect with friendly stones elsewhere, the status of the group is either
alive, dead or unsettled. A group of stones is said to be alive if it cannot
be captured, even if the opponent is allowed to move first. Conversely,
a group of stones is said to be dead if it cannot avoid capture, even if
the owner of the group is allowed the first move. Otherwise, the group
is said to be unsettled: the defending player can make it alive or the
opponent can kill it, depending on who gets to play first.[58]

An "eye" is an empty point or group of points surrounded by one


Examples of eyes player's stones. If the eye is surrounded by Black stones, White cannot
(marked). The black play there unless such a play would take Black's last liberty and capture
groups at the top of the the Black stones. (Such a move is forbidden according to the "suicide
board are alive, as they rule" in most rule sets, but even if not forbidden, such a move would be
have at least two eyes. a useless suicide of a White stone.)
The black groups at the
bottom are dead as they If a Black group has two eyes, White can never capture it because
only have one eye. The White cannot remove both liberties simultaneously. If Black has only
point marked a is a false one eye, White can capture the Black group by playing in the single
eye. eye, removing Black's last liberty. Such a move is not suicide because
the Black stones are removed first. In the "Examples of eyes" diagram,
all the circled points are eyes. The two black groups in the upper
corners are alive, as both have at least two eyes. The groups in the
lower corners are dead, as both have only one eye. The group in the lower left may seem to have two
eyes, but the surrounded empty point marked a is not actually an eye. White can play there and take a
black stone. Such a point is often called a false eye.[58]

Seki (mutual life)


There is an exception to the requirement that a group must have
two eyes to be alive, a situation called seki (or mutual life).
Where different colored groups are adjacent and share liberties,
the situation may reach a position when neither player wants to
move first, because doing so would allow the opponent to
capture; in such situations therefore both players' stones remain
on the board in mutual life or "seki". Neither player receives any
points for those groups, but at least those groups themselves
remain living, as opposed to being captured.[nb 2] Example of seki (mutual life). Neither
Black nor White can play on the
Seki can occur in many ways. The simplest are: marked points without reducing their
own liberties for those groups to one
1. each player has a group without eyes and they share (self-atari).
two liberties, and
2. each player has a group with one eye and they share
one more liberty.
In the "Example of seki (mutual life)" diagram, the circled points are liberties shared by both a black and
a white group. Neither player wants to play on a circled point, because doing so would allow the
opponent to capture. All the other groups in this example, both black and white, are alive with at least
two eyes. Seki can result from an attempt by one player to invade and kill a nearly settled group of the
other player.[58]

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

Capturing tactics
There are several tactical constructs aimed at capturing stones.[59] These are among the first things a
player learns after understanding the rules. Recognizing the possibility that stones can be captured using
these techniques is an important step forward.

The most basic technique is the ladder.[60] To capture stones in a


ladder, a player uses a constant series of capture threats—called atari—
to force the opponent into a zigzag pattern as shown in the adjacent
diagram. Unless the pattern runs into friendly stones along the way, the
stones in the ladder cannot avoid capture. Experienced players
recognize the futility of continuing the pattern and 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, 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
A ladder. Black cannot
of playing a ladder breaker.
escape unless the ladder
Another technique to capture stones connects to black stones
is the so-called net,[61] also known by further down the board
its Japanese name, geta. This refers to that will intercept with
a move that loosely surrounds some the ladder.
stones, preventing their escape in all
directions. An example is given in the
adjacent diagram. It is generally better to capture stones in a net than in
a ladder, because a net does not depend on the condition that there are
no opposing stones in the way, nor does it allow the opponent to play a
strategic ladder breaker.
A net. The chain of three
marked black stones A third technique to capture stones is the snapback.[62] In a snapback,
cannot escape in any one player allows a single stone to be captured, then immediately plays
direction. on the point formerly occupied by that stone; by so doing, the player
captures a larger group of their opponent's stones, in effect snapping
back at those stones. An example can be seen on the right. As with the
ladder, an experienced player does not play out such a sequence, recognizing the futility of capturing
only to be captured back immediately.
Reading ahead
One of the most important skills required for strong tactical play is the
ability to read ahead.[63] Reading ahead includes considering available
moves to play, the possible responses to each move, and the subsequent
possibilities after each of those responses. Some of the strongest
players of the game can read up to 40 moves ahead even in complicated
positions.[64]

As explained in the scoring rules, some stone formations can never be


captured and are said to be alive, while other stones may be in the A snapback. Although
position where they cannot avoid being captured and are said to be Black can capture the
dead. Much of the practice material available to players of the game white stone by playing at
comes in the form of life and death problems, also known as the circled point, the
tsumego.[65] In such problems, players are challenged to find the vital resulting shape for Black
move sequence that kills a group of the opponent or saves a group of has only one liberty (at
their own. Tsumego are considered an excellent way to train a player's 1), thus White can then
ability at reading ahead,[65] and are available for all skill levels, some capture the three black
posing a challenge even to top players. stones by playing at 1
again (snap back).
Ko fighting
In situations when the Ko rule applies, a ko fight may occur.[49] If
the player who is prohibited from capture is of the opinion that
the capture is important, because it prevents a large group of
stones from being captured for instance, the player may play a ko
threat.[49] This is a move elsewhere on the board that threatens to
make a large profit if the opponent does not respond. If the
opponent does respond to the ko threat, the situation on the board
has changed, and the prohibition on capturing the ko no longer
applies. Thus the player who made the ko threat may now
recapture the ko. Their opponent is then in the same situation and
can either play a ko threat as well, or concede the ko by simply
playing elsewhere. If a player concedes the ko, either because
A simplified ko fight on a 9×9 board.
they do not think it important or because there are no moves left
The ko is at the point marked with a
that could function as a ko threat, they have lost the ko, and their
square—Black has "taken the ko"
opponent may connect the ko. first. The ko fight determines the life
of the A and B groups—only one
Instead of responding to a ko threat, a player may also choose to survives and the other is captured.
ignore the threat and connect the ko.[49] They thereby win the ko, White may play C as a ko threat, and
but at a cost. The choice of when to respond to a threat and when Black properly answers at D. White
to ignore it is a subtle one, which requires a player to consider can then "take the ko" by playing at
the square-marked point (capturing
many factors, including how much is gained by connecting, how
the one black stone). E is a possible
much is lost by not responding, how many possible ko threats ko threat for Black.
both players have remaining, what the optimal order of playing
them is, and what the size—points lost or gained—of each of the
remaining threats is.[66]
Frequently, the winner of the ko fight does not connect the ko but instead captures one of the chains that
constituted their opponent's side of the ko.[49] In some cases, this leads to another ko fight at a
neighboring location.

Strategy
Strategy deals with global influence, interaction between distant stones, keeping the whole board in mind
during local fights, and other issues that involve the overall game. It is therefore possible to allow a
tactical loss when it confers a strategic advantage.

Novices often start by randomly placing stones on the board, as if it were a game of chance. An
understanding of how stones connect for greater power develops, and then a few basic common opening
sequences may be understood. Learning the ways of life and death helps in a fundamental way to develop
one's strategic understanding of weak groups.[nb 3] A player who both plays aggressively and can handle
adversity is said to display kiai, or fighting spirit, in the game.

Basic concepts
Basic strategic aspects include the following:

Connection: Keeping one's own stones connected means that fewer groups need to make
living shape, and one has fewer groups to defend.
Cut: Keeping opposing stones disconnected means that the opponent needs to defend and
make living shape for more groups.
Stay alive: The simplest way to stay alive is to establish a foothold in the corner or along
one of the sides. At a minimum, a group must have two eyes (separate open points) to be
"alive".[67] An opponent cannot fill in either eye, as any such move is suicidal and prohibited
in the rules.
Mutual life (seki) is better than dying: A situation in which neither player can play on a
particular point without then allowing the other player to play at another point to capture.
The most common example is that of adjacent groups that share their last few liberties—if
either player plays in the shared liberties, they can reduce their own group to a single liberty
(putting themselves in atari), allowing their opponent to capture it on the next move.
Death: A group that lacks living shape is eventually removed from the board as captured.
Invasion: Set up a new living group inside an area where the opponent has greater
influence, means one reduces the opponent's score in proportion to the area one occupies.
Reduction: Placing a stone far enough into the opponent's area of influence to reduce the
amount of territory they eventually get, but not so far in that it can be cut off from friendly
stones outside.
Sente: A play that forces one's opponent to respond (gote). A player who can regularly play
sente has the initiative and can control the flow of the game.
Sacrifice: Allowing a group to die in order to carry out a play, or plan, in a more important
area.
The strategy involved can become very abstract and complex. High-level players spend years improving
their understanding of strategy, and a novice may play many hundreds of games against opponents before
being able to win regularly.

Opening strategy
In the opening of the game, players usually play and gain territory in the corners of the board first, as the
presence of two edges makes it easier for them to surround territory and establish their stones.[68] From a
secure position in a corner, it is possible to lay claim to more territory by extending along the side of the
board.[69] The opening is the most theoretically difficult part of the game and takes a large proportion of
professional players' thinking time.[70][71] The first stone played at a corner of the board is generally
placed on the third or fourth line from the edge. Playing nearer to the edge does not produce enough
territory to be efficient, and playing further from the edge does not safely secure the territory.[72]

In the opening, players often play established sequences called joseki, which are locally balanced
exchanges;[73] however, the joseki chosen should also produce a satisfactory result on a global scale. It is
generally advisable to keep a balance between territory and influence. Which of these gets precedence is
often a matter of individual taste.

Middlegame and endgame


The middle phase of the game is the most combative, and usually lasts for more than 100 moves. During
the middlegame, the players invade each other's territories, and attack formations that lack the necessary
two eyes for viability. Such groups may be saved or sacrificed for something more significant on the
board.[74] It is possible that one player may succeed in capturing a large weak group of the opponent's,
which often proves decisive and ends the game by a resignation. However, matters may be more complex
yet, with major trade-offs, apparently dead groups reviving, and skillful play to attack in such a way as to
construct territories rather than kill.[75]

The end of the middlegame and transition to the endgame is marked by a few features. Near the end of a
game, play becomes divided into localized fights that do not affect each other,[76] with the exception of
ko fights, where before the central area of the board related to all parts of it. No large weak groups are
still in serious danger. Moves can reasonably be attributed some definite value, such as 20 points or
fewer, rather than simply being necessary to compete. Both players set limited objectives in their plans,
in making or destroying territory, capturing or saving stones. These changing aspects of the game usually
occur at much the same time, for strong players. In brief, the middlegame switches into the endgame
when the concepts of strategy and influence need reassessment in terms of concrete final results on the
board.

History
Go
Origin in China Chinese name
The earliest written reference to the game is generally recognized Simplified Chinese 围棋
as the historical annal Zuo Zhuan[8][9] (c. 4th century BC),[10]
Traditional Chinese 圍棋
referring to a historical event of 548 BC. It is also mentioned in
Book XVII of the Analects of Confucius[10] and in two books Literal meaning surround game
written by Mencius[9][77] (c. 3rd century BC).[10] In all of these Transcriptions
works, the game is referred to as yì ( 弈 ). Today, in China, it is Standard Mandarin
known as weiqi (simplified Chinese: 围 棋 ; traditional Chinese:
Hanyu Pinyin Wéiqí
圍 棋 ; pinyin: wéiqí; Wade–Giles: wei ch'i), literally
"encirclement board game". Wade–Giles Wei-ch'i
Tibetan name


Go was originally played Tibetan མི ག་མངས
on a 17×17 line grid, but Transcriptions
a 19×19 grid became
Wylie mig mangs
standard by the time of
the Tang Dynasty (618– Korean name
907).[9] Legends trace the Hangul 바둑
origin of the game to the Transcriptions
mythical Chinese
Revised Romanization Baduk
emperor Yao (2337–2258
A 19×19 Go board model from a Sui McCune–Reischauer Paduk
BC), who was said to
dynasty (581–618 CE) tomb. have had his counselor Japanese name
Shun design it for his Kanji 碁, 囲碁
unruly son, Danzhu, to ("surround
favorably influence him. [78] Other theories suggest that the game game")
was derived from Chinese tribal warlords and generals, who used Transcriptions
pieces of stone to map out attacking positions.[79][80]
Romanization Go, Igo
In China, Go was considered one of the four cultivated arts of the
Chinese scholar gentleman, along with calligraphy, painting and playing
the musical instrument guqin.[81] In ancient times the rules of go were
passed on verbally, rather than being written down.[82]

Spread to Korea and Japan


Weiqi was introduced to Korea sometime between the 5th and 7th
centuries CE, and was popular among the higher classes. In Korea, the
game is called baduk (hangul: 바둑), and a variant of the game called
Sunjang baduk was developed by the 16th century. Sunjang baduk
became the main variant played in Korea until the end of the 19th
century, when the current version was reintroduced from Japan.[83][84] Woman Playing Go (Tang
Dynasty c. 744), discovered
The game reached Japan in the at the Astana Graves
7th century CE—where it is
called go ( 碁 ) or igo ( 囲 碁 ). It
became popular at the Japanese imperial court in the 8th
century,[85] and among the general public by the 13th century.[86]
The modern version of the game as we know it today was
formalized in Japan in the 15th century. In 1603, Tokugawa
Ieyasu re-established Japan's unified national government. In the
Korean couple, in traditional dress, same year, he assigned the then-best player in Japan, a Buddhist
play in a photograph dated between
monk named Nikkai (né Kanō Yosaburo, 1559), to the post of
1910 and 1920
Godokoro (Minister of Go).[87]

Nikkai took the name Hon'inbō Sansa and founded the Hon'inbō
Go school.[87] Several competing schools were founded soon after.[87] These officially recognized and
subsidized Go schools greatly developed the level of play and introduced the dan/kyu style system of
ranking players.[88] Players from the four schools (Hon'inbō, Yasui, Inoue and Hayashi) competed in the
annual castle games, played in the presence of the shōgun.[89]
Internationalization
Despite its widespread popularity in East Asia, Go has been slow to spread to
the rest of the world. Although there are some mentions of the game in western
literature from the 16th century forward, Go did not start to become popular in
the West until the end of the 19th century, when German scientist Oskar
Korschelt wrote a treatise on the ancient Han Chinese game.[90] By the early
20th century, Go had spread throughout the German and Austro-Hungarian
empires. In 1905, Edward Lasker learned the game while in Berlin. When he
moved to New York, Lasker founded the New York Go Club together with
(amongst others) Arthur Smith, who had learned of the game in Japan while
touring the East and had published the book The Game of Go in 1908.[91] Illustrated handscroll
of The Tale of Genji
Lasker's book Go and Go-moku (1934) helped spread the game throughout the
(12th century)
U.S.,[91] and in 1935, the American Go Association was formed. Two years
later, in 1937, the German Go Association was founded.

World War II put a stop to most Go activity, since it was a game coming from Japan, but after the war, Go
continued to spread.[92] For most of the 20th century, the Japan Go Association (Nihon Ki-in) played a
leading role in spreading Go outside East Asia by publishing the English-language magazine Go Review
in the 1960s, establishing Go centers in the U.S., Europe and South America, and often sending
professional teachers on tour to Western nations.[93] Internationally, the game had been commonly
known since the start of the twentieth century by its shortened Japanese name, and terms for common Go
concepts are derived from their Japanese pronunciation.

In 1996, NASA astronaut Daniel Barry and Japanese astronaut Koichi Wakata became the first people to
play Go in space. They used a special Go set, which was named Go Space, designed by Wai-Cheung
Willson Chow.[94] Both astronauts were awarded honorary dan ranks by the Nihon Ki-in.[94]

As of December 2015, the International Go Federation has 75 member countries, with 67 member
countries outside East Asia.[95] Chinese cultural centres across the world are promoting Go, and
cooperating with local Go associations, for example the seminars held by the Chinese cultural centre in
Tel Aviv, Israel together with the Israeli Go association.[96]

Competitive play

Ranks and ratings


In Go, rank indicates a player's skill in the game. Traditionally, ranks are measured using kyu and dan
grades,[97] a system also adopted by many martial arts. More recently, mathematical rating systems
similar to the Elo rating system have been introduced.[98] Such rating systems often provide a mechanism
for converting a rating to a kyu or dan grade.[98] Kyu grades (abbreviated k) are considered student
grades and decrease as playing level increases, meaning 1st kyu is the strongest available kyu grade. Dan
grades (abbreviated d) are considered master grades, and increase from 1st dan to 7th dan. First dan
equals a black belt in eastern martial arts using this system. The difference among each amateur rank is
one handicap stone. For example, if a 5k plays a game with a 1k, the 5k would need a handicap of four
stones to even the odds. Top-level amateur players sometimes defeat professionals in tournament play.[99]
Professional players have professional dan ranks (abbreviated p). These ranks are separate from amateur
ranks.
The rank system comprises, from the lowest to highest ranks:

Rank Type Range Stage


Double-digit
30–21k Beginner
kyu
Double-digit
20–10k Casual player
kyu
Single-digit Intermediate/club
9–1k
kyu player
1–7d (where 8d is a special
Amateur dan Advanced player
title)
Professional 1–9p (where 10p is a special
Professionals
dan title)

Tournament and match rules Three Japanese professional Go


Tournament and match rules deal with factors that may influence players observe some younger
amateurs as they dissect a life and
the game but are not part of the actual rules of play. Such rules
death problem in the corner of the
may differ between events. Rules that influence the game board, at the US Go Congress in
include: the setting of compensation points (komi), handicap, and Houston, Texas, 2003.
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,[100] Swiss system, league
systems and the knockout system. Tournaments may combine multiple systems; many professional Go
tournaments use a combination of the league and knockout systems.[101]

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 5–8
points,[102] generally including a half-point to prevent draws;
handicap stones placed on the board before alternate play, allowing players of different
strengths to play competitively (see Go handicap for more information); and
superko: Although the basic ko rule described above covers more than 95% of all cycles
occurring in games,[103] there are some complex situations—triple ko, eternal life,[nb 4] etc.
—that are not covered by it but would allow the game to cycle indefinitely. To prevent this,
the ko rule is sometimes extended to forbid the repetition of any previous position. This
extension is called superko.[103]

Time control
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.[104] Adjournments and sealed moves began
to be regulated in the 1930s. Go tournaments use a number of different time control systems. All
common systems envisage a single main period of time for each player for the game, but they vary on the
protocols for continuation (in overtime) after a player has finished that time allowance.[nb 5] The most
widely used time control system is the so-called byoyomi[nb 6] system. The top professional Go matches
have timekeepers so that the players do not have to press their own clocks.

Two widely used variants of the byoyomi system are:[105]

Standard byoyomi: After the main time is depleted, a player has a certain number of time
periods (typically around thirty seconds). After each move, the number of full-time periods
that the player took (often zero) is subtracted. For example, if a player has three thirty-
second time periods and takes thirty or more (but less than sixty) seconds to make a move,
they lose one time period. With 60–89 seconds, they lose two time periods, and so on. If,
however, they take less than thirty seconds, the timer simply resets without subtracting any
periods. Using up the last period means that the player has lost on time.
Canadian byoyomi: After using all of their main time, a player must make a certain number
of moves within a certain period of time, such as twenty moves within five minutes.[105][nb 7]
If the time period expires without the required number of stones having been played, then
the player has lost on time.[nb 8]

Notation and recording games


Go games are recorded with a simple coordinate system. This is comparable to algebraic chess notation,
except that Go stones do not move and thus require only one coordinate per turn. Coordinate systems
include purely numerical (4-4 point), hybrid (K3), and purely alphabetical.[106] The Smart Game Format
uses alphabetical coordinates internally, but most editors represent the board with hybrid coordinates as
this reduces confusion. The Japanese word kifu is sometimes used to refer to a game record.

In Unicode, Go stones can be represented with black and white circles from the block Geometric Shapes:

U+25CB ○ WHITE CIRCLE (HTML ○)


U+25CF ● BLACK CIRCLE (HTML ●)
The block Miscellaneous Symbols includes "Go markers"[107] that were likely meant for mathematical
research of Go:[108][109]

U+2686 ⚆ WHITE CIRCLE WITH DOT RIGHT (HTML ⚆)


U+2687 ⚇ WHITE CIRCLE WITH TWO DOTS (HTML ⚇)
U+2688 ⚈ BLACK CIRCLE WITH WHITE DOT RIGHT (HTML ⚈)
U+2689 ⚉ BLACK CIRCLE WITH TWO WHITE DOTS (HTML ⚉)

Top players and professional Go


A Go professional is a professional player of the game of Go. There are six areas with professional go
associations, these are: China (China Qiyuan), Japan (Nihon Ki-in, Kansai Ki-in), South Korea (Korea
Baduk Association), Taiwan (Taiwan Chi Yuan Culture Foundation), the United States (AGA
Professional System) and Europe (European Professional System).

Although the game was developed in China, the establishment of the Four Go houses by Tokugawa
Ieyasu at the start of the 17th century shifted the focus of the Go world to Japan. State sponsorship,
allowing players to dedicate themselves full-time to study of the game, and fierce competition between
individual houses resulted in a significant increase in the level of play. During this period, the best player
of his generation was given the prestigious title Meijin (master) and the post of Godokoro (minister of
Go). Of special note are the players who were dubbed Kisei (Go Sage). The only three players to receive
this honor were Dōsaku, Jōwa and Shūsaku, all of the house Hon'inbō.[110]

After the end of the Tokugawa shogunate and the Meiji


Restoration period, the Go houses slowly disappeared, and in
1924, the Nihon Ki-in (Japanese Go Association) was formed.
Top players from this period often played newspaper-sponsored
matches of 2–10 games.[111] Of special note are the (Chinese-
born) player Go Seigen (Chinese: Wu Qingyuan), who scored
80% in these matches and beat down most of his opponents to
inferior handicaps),[112] and Minoru Kitani, who dominated
Hon'inbō Shūsai (left), last head of
house Hon'inbō, plays against then- matches in the early 1930s.[113] These two players are also
up-and-coming Go Seigen in the recognized for their groundbreaking work on new opening theory
game of the century (Shinfuseki).[114]

For much of the 20th century, Go continued to be dominated by


players trained in Japan. Notable names included Eio Sakata, Rin Kaiho (born in China), Masao Kato,
Koichi Kobayashi and Cho Chikun (born Cho Ch'i-hun, from South Korea).[115] Top Chinese and Korean
talents often moved to Japan, because the level of play there was high and funding was more lavish. One
of the first Korean players to do so was Cho Namchul, who studied in the Kitani Dojo 1937–1944. After
his return to Korea, the Hanguk Kiwon (Korea Baduk Association) was formed and caused the level of
play in South Korea to rise significantly in the second half of the 20th century.[116] In China, the game
declined during the Cultural Revolution (1966–1976) but quickly recovered in the last quarter of the 20th
century, bringing Chinese players, such as Nie Weiping and Ma Xiaochun, on par with their Japanese and
South Korean counterparts.[117] The Chinese Weiqi Association (today part of the China Qiyuan) was
established in 1962, professional dan grades started being issued in 1982.[118] Western professional Go
began in 2012 with the American Go Association's Professional System.[119] In 2014, the European Go
Federation followed suit and started their professional system.[120]

With the advent of major international titles from 1989 onward, it


became possible to compare the level of players from different
countries more accurately. Cho Hunhyun of South Korea won the
first edition of the Quadrennial Ing Cup in 1989. His disciple Lee
Chang-ho was the dominant player in international Go
competitions for more than a decade spanning much of 1990s and
early 2000s; he is also credited with groundbreaking works on the
endgame. Cho, Lee and other South Korean players such as Seo
Bong-soo, Yoo Changhyuk and Lee Sedol between them won South Korean player Lee Chang-ho
majority of international titles in this period.[121] Several Chinese plays against Russian player
players also rose to the top in international Go from 2000s, most Alexandre Dinerchtein, seven-time
European Champion and one of the
notably Ma Xiaochun, Chang Hao, Gu Li and Ke Jie. As of 2016,
few non-East Asian players to reach
Japan lags behind in the international Go scene.
professional status.

Historically, more men than women have played Go. Special


tournaments for women exist, but until recently, men and women did not compete together at the highest
levels; however, the creation of new, open tournaments and the rise of strong female players, most
notably Rui Naiwei, have in recent years highlighted the strength and competitiveness of emerging
female players.[122]

The level in other countries has traditionally been much lower, except for some players who had
preparatory professional training in East Asia.[nb 9] Knowledge of the game has been scant elsewhere up
until the 20th century. A famous player of the 1920s was Edward Lasker.[nb 10] It was not until the 1950s
that more than a few Western players took up the game as other than a passing interest. In 1978, Manfred
Wimmer became the first Westerner to receive a professional player's certificate from an East Asian
professional Go association.[123] In 2000, American Michael Redmond became the first Western player
to achieve a 9 dan rank.

Equipment
It is possible to play Go with a simple paper board and coins or
plastic tokens for the stones, or even by drawing the stones on the
board and erasing them when captured. More popular midrange
equipment includes cardstock, a laminated particle board, or
wood boards with stones of plastic or glass. More expensive
traditional materials are still used by many players. The most
expensive Go sets have black stones carved from slate and white
stones carved from translucent white shells, played on boards
carved in a single piece from the trunk of a tree.

Traditional equipment

Boards
The Go board (generally referred to by its Japanese name goban
碁盤) typically measures between 45 and 48 cm (18 and 19 in) in
length (from one player's side to the other) and 42 to 44 cm (161⁄2 A traditional Japanese set, with a
1
to 17 ⁄4 in) in width. Chinese boards are slightly larger, as a solid wooden floor board (碁盤
goban), 2 bowls (碁笥 goke) and 361
traditional Chinese Go stone is slightly larger to match. The
stones (碁石 goishi)
board is not square; there is a 15:14 ratio in length to width,
because with a perfectly square board, from the player's viewing
angle the perspective creates a foreshortening of the board. The added length compensates for this.[124]
There are two main types of boards: a table board similar in most respects to other gameboards like that
used for chess, and a floor board, which is its own free-standing table and at which the players sit.

The traditional Japanese goban is between 10 and 18 cm (3.9 and 7.1 in) thick and has legs; it sits on the
floor (see picture).[124] It is preferably made from the rare golden-tinged Kaya tree (Torreya nucifera),
with the very best made from Kaya trees up to 700 years old. More recently, the related California
Torreya (Torreya californica) has been prized for its light color and pale rings as well as its reduced
expense and more readily available stock. The natural resources of Japan have been unable to keep up
with the enormous demand for the slow-growing Kaya trees; both T. nucifera and T. californica take
many hundreds of years to grow to the necessary size, and they are now extremely rare, raising the price
of such equipment tremendously.[125] As Kaya trees are a protected species in Japan, they cannot be
harvested until they have died. Thus, an old-growth, floor-standing Kaya goban can easily cost in excess
of $10,000 with the highest-quality examples costing more than $60,000.[126]

Other, less expensive woods often used to make quality table boards in both Chinese and Japanese
dimensions include Hiba (Thujopsis dolabrata), Katsura (Cercidiphyllum japonicum), Kauri (Agathis),
and Shin Kaya (various varieties of spruce, commonly from Alaska, Siberia and China's Yunnan
Province).[125] So-called Shin Kaya is a potentially confusing merchant's term: shin means "new", and
thus shin kaya is best translated "faux kaya", because the woods so described are biologically unrelated
to Kaya.[125]

Stones
A full set of Go stones (goishi) usually contains 181 black stones and 180 white ones; a 19×19 grid has
361 points, so there are enough stones to cover the board, and Black gets the extra odd stone because that
player goes first.

Traditional Japanese stones are double-convex, and made of clamshell (white) and slate (black).[127] The
classic slate is nachiguro stone mined in Wakayama Prefecture and the clamshell from the Hamaguri
clam; however, due to a scarcity in the Japanese supply of this clam, the stones are most often made of
shells harvested from Mexico.[127] Historically, the most prized stones were made of jade, often given to
the reigning emperor as a gift.[127]

In China, the game is traditionally played with single-convex stones[127] made of a composite called
Yunzi. The material comes from Yunnan Province and is made by sintering a proprietary and trade-secret
mixture of mineral compounds derived from the local stone. This process dates to the Tang Dynasty and,
after the knowledge was lost in the 1920s during the Chinese Civil War, was rediscovered in the 1960s
by the now state-run Yunzi company. The material is praised for its colors, its pleasing sound as
compared to glass or to synthetics such as melamine, and its lower cost as opposed to other materials
such as slate/shell. The term "yunzi" can also refer to a single-convex stone made of any material;
however, most English-language Go suppliers specify Yunzi as a material and single-convex as a shape
to avoid confusion, as stones made of Yunzi are also available in double-convex while synthetic stones
can be either shape.

Traditional stones are made so that black stones are slightly larger in diameter than white; this is to
compensate for the optical illusion created by contrasting colors that would make equal-sized white
stones appear larger on the board than black stones.[127][nb 11]

Bowls
The bowls for the stones are shaped like a flattened sphere with a level underside.[128] The lid is loose
fitting and upturned before play to receive stones captured during the game. Chinese bowls are slightly
larger, and a little more rounded, a style known generally as Go Seigen; Japanese Kitani bowls tend to
have a shape closer to that of the bowl of a snifter glass, such as for brandy. The bowls are usually made
of turned wood. Mulberry is the traditional material for Japanese bowls, but is very expensive; wood
from the Chinese jujube date tree, which has a lighter color (it is often stained) and slightly more visible
grain pattern, is a common substitute for rosewood, and traditional for Go Seigen-style bowls. Other
traditional materials used for making Chinese bowls include lacquered wood, ceramics, stone and woven
straw or rattan. The names of the bowl shapes, "Go Seigen" and "Kitani", were introduced in the last
quarter of the 20th century by the professional player Janice Kim
as homage to two 20th-century professional Go players by the
same names, of Chinese and Japanese nationality, respectively,
who are referred to as the "Fathers of modern Go".[110]

Playing technique and etiquette


The traditional way to
An example of single-convex stones place a Go stone is to first
and Go Seigen bowls. These
take one from the bowl,
particular stones are made of Yunzi
material, and the bowls of jujube gripping it between the
wood. index and middle fingers,
with the middle finger on
top, and then placing it
directly on the desired intersection. [129] One can also place a Go players in Shanghai demonstrate
stone on the board and then slide it into position under the traditional technique of holding a
appropriate circumstances (where it does not move any other stone.
stones). It is considered respectful towards White for Black to
place the first stone of the game in the upper right-hand
corner.[130] (Because of symmetry, this has no effect on the game's outcome.)

It is considered poor manners to run one's fingers through one's bowl of unplayed stones, as the sound,
however soothing to the player doing this, can be disturbing to one's opponent. Similarly, "clacking" a
stone against another stone, the board, or the table or floor is also discouraged. However, it is permissible
to emphasize select moves by striking the board more firmly than normal, thus producing a sharp clack.
Additionally, hovering one's arm over the board (usually when deciding where to play) is also considered
rude as it obstructs the opponent's view of the board.

Manners and etiquette are extensively discussed in 'The Classic of WeiQi in Thirteen Chapters', a Song
dynasty manual to the game. Apart from the points above it also points to the need to remain calm and
honorable, in maintaining posture, and knowing the key specialised terms, such as titles of common
formations. Generally speaking, much attention is paid to the etiquette of playing, as much as to winning
or actual game technique.

Computers and Go

Nature of the game


In combinatorial game theory terms, Go is a zero-sum, perfect-information, partisan, deterministic
strategy game, putting it in the same class as chess, draughts (checkers), and Reversi (Othello); however
it differs from these in its game play. Although the rules are simple, the practical strategy is 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; however, to cover the largest area, one needs
to spread out, perhaps leaving weaknesses that can be exploited. Playing too low (close to the edge)
secures insufficient territory and influence, yet playing too high (far from the edge) allows the opponent
to invade.
It has been claimed that Go is the most complex game in the world due to its vast number of variations in
individual games.[131] Its large board and lack of restrictions allow 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. In fact, numerical estimates show that the number of possible games of Go far exceeds the
number of atoms in the observable universe.[nb 12]

Research of go endgame by John H. Conway led to the invention of the surreal numbers.[132] Go also
contributed to development of combinatorial game theory (with Go Infinitesimals[133] being a specific
example of its use in Go).

Software players
Go long posed a daunting challenge to computer programmers, putting forward "difficult decision-
making tasks, an intractable search space, and an optimal solution so complex it appears infeasible to
directly approximate using a policy or value function".[134] Prior to 2015,[134] the best Go programs only
managed to reach amateur dan level.[135] On smaller 9×9 and 13x13 boards, computer programs fared
better, and were able to compare to professional players. Many in the field of artificial intelligence
consider Go to require more elements that mimic human thought than chess.[136]

The reasons why computer programs had not played Go at the


professional dan level prior to 2016 include:[137]

The number of spaces on the board is much larger


(over five times the number of spaces on a chess board
—361 vs. 64). On most turns there are many more
possible moves in Go than in chess. Throughout most
of the game, the number of legal moves stays at around
150–250 per turn, and rarely falls below 100 (in chess,
A finished beginner's game on a
the average number of moves is 37).[138] Because an
13×13 board. Go software can reach
exhaustive computer program for Go must calculate
stronger levels on a smaller board
and compare every possible legal move in each ply
size.
(player turn), its ability to calculate the best plays is
sharply reduced when there are a large number of
possible moves. Most computer game algorithms, such
as those for chess, compute several moves in advance. Given an average of 200 available
moves through most of the game, for a computer to calculate its next move by exhaustively
anticipating the next four moves of each possible play (two of its own and two of its
opponent's), it would have to consider more than 320 billion (3.2 × 1011) possible
combinations. To exhaustively calculate the next eight moves, would require computing 512
quintillion (5.12 × 1020) possible combinations. As of March 2014, the most powerful
supercomputer in the world, NUDT's "Tianhe-2", can sustain 33.86 petaflops.[139] At this
rate, even given an exceedingly low estimate of 10 operations required to assess the value
of one play of a stone, Tianhe-2 would require 4 hours to assess all possible combinations
of the next eight moves in order to make a single play.
The placement of a single stone in the initial phase can affect the play of the game a
hundred or more moves later. A computer would have to predict this influence, and it would
be unworkable to attempt to exhaustively analyze the next hundred moves.
In capture-based games (such as chess), a position can often be evaluated relatively easily,
such as by calculating who has a material advantage or more active pieces.[nb 13] In Go,
there is often no easy way to evaluate a position.[140] However a 6-kyu human can evaluate
a position at a glance, to see which player has more territory, and even beginners can
estimate the score within 10 points, given time to count it. The number of stones on the
board (material advantage) is only a weak indicator of the strength of a position, and a
territorial advantage (more empty points surrounded) for one player might be compensated
by the opponent's strong positions and influence all over the board. Normally a 3-dan can
easily judge most of these positions.
As an illustration, the greatest handicap normally given to a weaker opponent is 9 stones. It was not until
August 2008 that a computer won a game against a professional level player at this handicap. It was the
Mogo program, which scored this first victory in an exhibition game played during the US Go
Congress.[141][142] By 2013, a win at the professional level of play was accomplished with a four-stone
advantage.[143][144] In October 2015, Google DeepMind's program AlphaGo beat Fan Hui, the European
Go champion and a 2 dan (out of 9 dan possible) professional, five times out of five with no handicap on
a full size 19×19 board.[134] AlphaGo used a fundamentally different paradigm than earlier Go programs;
it included very little "direct" instruction, and mostly used deep learning where AlphaGo played itself in
hundreds of millions of games such that it could measure positions more intuitively. In March 2016,
Google next challenged Lee Sedol, a 9 dan considered the top player in the world in the early 21st
century,[145] to a five-game match. Leading up to the game, Lee Sedol and other top professionals were
confident that he would win;[146] however, AlphaGo defeated Lee in four of the five games.[147][148]
After having already lost the series by the third game, Lee won the fourth game, describing his win as
"invaluable".[149] In May 2017, AlphaGo beat Ke Jie, who at the time continuously held the world No. 1
ranking for two years,[150][151] winning each game in a three-game match during the Future of Go
Summit.[152][153]

In October 2017, DeepMind announced a significantly stronger version called AlphaGo Zero which beat
the previous version by 100 games to 0.[154]

Software assistance
An abundance of software is available to support players of the
game. This includes programs that can be used to view or edit
game records and diagrams, programs that allow the user to
search for patterns in the games of strong players, and programs
that allow users to play against each other over the Internet.

Some web servers provide graphical aids like maps, to aid


learning during play. These graphical aids may suggest possible
next moves, indicate areas of influence, highlight vital stones A 9×9 game with graphical aids.
under attack and mark stones in atari or about to be captured. Colors and markings show
evaluations by the computer
There are several file formats used to store game records, the assistant.
most popular of which is SGF, short for Smart Game Format.
Programs used for editing game records allow the user to record
not only the moves, but also variations, commentary and further information on the game.[nb 14]
Electronic databases can be used to study life and death situations, joseki, fuseki and games by a
particular player. Programs are available that give players pattern searching options, which allow players
to research positions by searching for high-level games in which similar situations occur. Such software
generally lists common follow-up moves that have been played by professionals and gives statistics on
win/loss ratio in opening situations.

Internet-based Go servers allow access to competition with players all over the world, for real-time and
turn-based games.[nb 15] Such servers also allow easy access to professional teaching, with both teaching
games and interactive game review being possible.[nb 16]

In popular culture and science


Apart from technical literature and study material, Go and its strategies have been the subject of several
works of fiction, such as The Master of Go by Nobel prize-winning author Yasunari Kawabata[nb 17] and
The Girl Who Played Go by Shan Sa. Other books have used Go as a theme or minor plot device. For
example, the novel Shibumi by Trevanian centers around the game and uses Go metaphors,[155] and The
Way of Go: 8 Ancient Strategy Secrets for Success in Business and Life by Troy Anderson applies Go
strategy to business.[156] GO: An Asian Paradigm for Business Strategy[157] by Miura Yasuyuki, a
manager with Japan Airlines,[158] uses Go to describe the thinking and behavior of business men.[159] Go
features prominently in the Chung Kuo series of novels by David Wingrove, being the favourite game of
the main villain.[160]

The manga (Japanese comic book) and anime series Hikaru no Go, released in Japan in 1998, had a large
impact in popularizing Go among young players, both in Japan and—as translations were released—
abroad.[161][162] Go Player is a similar animated series about young Go players that aired in China. In the
anime PriPara, one of the main characters, Sion Tōdō, is a world renowned Go player, but decides to
retire as nobody has been able to beat her, becoming an idol instead. Despite this Go still features heavily
in her character's personality.

Similarly, Go has been used as a subject or plot device in film, such as π, A Beautiful Mind, Tron:
Legacy, and The Go Master, a biopic of Go professional Go Seigen.[163][nb 18] 2013's Tôkyô ni kita
bakari or Tokyo Newcomer portrays a Chinese foreigner Go player moving to Tokyo.[164] In King Hu's
wuxia film The Valiant Ones, the characters are color-coded as Go stones (black or other dark shades for
the Chinese, white for the Japanese invaders), Go boards and stones are used by the characters to keep
track of soldiers prior to battle, and the battles themselves are structured like a game of Go.[165] Go is
also featured prominently in the movie The Divine Move.

Go has also been featured in a number of television series. Starz's science fiction thriller Counterpart, for
instance, is rich in references (the opening itself featuring developments on a Go board), including
applications of the game's metaphors, a book about life and death being displayed, and Go matches,
accurately played, relevant to the plot.[166] Another example is Syfy's 12 Monkeys: In the first season's
episode Atari, one of the characters explains the homonymous concept, using it as an analogy to the
situation he was facing, and his son is briefly seen playing Go later on.[166]

The corporation and brand Atari was named after the Go term.[167]

Hedge fund manager Mark Spitznagel used Go as his main investing metaphor in his investing book The
Dao of Capital.[168]
In the endgame, it can often happen that the state of the board consists of several subpositions that do not
interact with the others. The whole board position can then be considered as a mathematical sum, or
composition, of the individual subpositions.[169] It is this property of go endgames that led John Horton
Conway to the discovery of surreal numbers.[132]

Occasionally the playing of Go happens in movies or videogames, especially those made in Korea.
Rarely, mistakes are made either in formations or in basics such as placing the stones inside the squares
as opposed to onto the intersections. This may be due to the creators not playing the game themselves
and usually goes unnoticed by the audience.

Psychology
A 2004 review of literature by Fernand Gobet, de Voogt & Retschitzki[170] shows that relatively little
scientific research has been carried out on the psychology of Go, compared with other traditional board
games such as chess. Computer Go research has shown that given the large search tree, knowledge and
pattern recognition are more important in Go than in other strategy games, such as chess.[170] A study of
the effects of age on Go-playing[171] has shown that mental decline is milder with strong players than
with weaker players. According to the review of Gobet and colleagues, the pattern of brain activity
observed with techniques such as PET and fMRI does not show large differences between Go and chess.
On the other hand, a study by Xiangchuan Chen et al.[172] showed greater activation in the right
hemisphere among Go players than among chess players. There is some evidence to suggest a correlation
between playing board games and reduced risk of Alzheimer's disease and dementia.[173]

Game theory
In formal game theory terms, Go is a non-chance, combinatorial game with perfect information.
Informally that means there are no dice used (and decisions or moves create discrete outcome vectors
rather than probability distributions), the underlying math is combinatorial, and all moves (via single
vertex analysis) are visible to both players (unlike some card games where some information is hidden).
Perfect information also implies sequence—players can theoretically know about all past moves.

Other game theoretical taxonomy elements include the facts that Go is bounded (because every game
must end with a victor (or a tie) within a finite number of moves); the strategy is associative (every
strategy is a function of board position); format is non-cooperative (not a team sport); positions are
extensible (can be represented by board position trees); game is zero-sum (player choices do not increase
resources available–colloquially, rewards in the game are fixed and if one player wins, the other loses)
and the utility function is restricted (in the sense of win/lose; however, ratings, monetary rewards,
national and personal pride and other factors can extend utility functions, but generally not to the extent
of removing the win/lose restriction). Affine transformations can theoretically add non-zero and complex
utility aspects even to two player games.[174]

Comparisons
Go begins with an empty board. It is focused on building from the ground up (nothing to something) with
multiple, simultaneous battles leading to a point-based win. Chess is tactical rather than strategic, as the
predetermined strategy is to trap one individual piece (the king). This comparison has also been applied
to military and political history, with Scott Boorman's book The Protracted Game (1969) and, more
recently, Robert Greene's book The 48 Laws of Power (1998) exploring the strategy of the Communist
Party of China in the Chinese Civil War through the lens of Go.[175][176]

A similar comparison has been drawn among Go, chess and backgammon, perhaps the three oldest
games that enjoy worldwide popularity.[177] Backgammon is a "man vs. fate" contest, with chance
playing a strong role in determining the outcome. Chess, with rows of soldiers marching forward to
capture each other, embodies the conflict of "man vs. man". Because the handicap system tells Go
players where they stand relative to other players, an honestly ranked player can expect to lose about half
of their games; therefore, Go can be seen as embodying the quest for self-improvement, "man vs.
self".[177]

See also
Benson's algorithm (Go) – Algorithm to determine whether a group of go stones are
unconditionally alive – a method for determining the chains that are unconditionally alive
Go opening strategy
Go variants
Games played with Go equipment

Notes
1. Exceptionally, in Japanese and Korean rules, empty points, even those surrounded by
stones of a single color, may count as neutral territory if some of them are alive by seki. See
the section on "Life and Death" for seki.
2. In game theoretical terms, seki positions are an example of a Nash equilibrium.
3. Whether or not a group is weak or strong refers to the ease with which it can be killed or
made to live. See this article (http://senseis.xmp.net/?BenjaminTeuber%2FGuideToBecome
Strong:v52) by Benjamin Teuber, amateur 6 dan, for some views on how important this is
felt to be.
4. A full explanation of the eternal life position can be found on Sensei's Library (http://senseis.
xmp.net/?EternalLife), it also appears in the official text for Japanese Rules, see translation
(http://www-2.cs.cmu.edu/~wjh/go/rules/Japanese.html).
5. Roughly, one has the time to play the game and then a little time to finish it off. Time-
wasting tactics are possible in Go, so that sudden death systems, in which time runs out at
a predetermined point however many plays are in the game, are relatively unpopular (in the
West).
6. Literally in Japanese byōyomi means 'reading of seconds'.
7. Typically, players stop the clock, and the player in overtime sets his/her clock for the desired
interval, counts out the required number of stones and sets the remaining stones out of
reach, so as not to become confused. If twenty moves are made in time, the timer is reset to
five minutes again.
8. In other words, Canadian byoyomi is essentially a standard chess-style time control, based
on N moves in a time period T, imposed after a main period is used up. It is possible to
decrease T, or increase N, as each overtime period expires; but systems with constant T
and N, for example 20 plays in 5 minutes, are widely used.
9. Kaku Takagawa toured Europe around 1970, and reported (Go Review) a general standard
of amateur 4 dan. This is a good amateur level but no more than might be found in ordinary
East Asian clubs. Published current European ratings would suggest around 100 players
stronger than that, with very few European 7 dans.
10. European Go has been documented by Franco Pratesi, Eurogo (Florence 2003) in three
volumes, up to 1920, 1920–1950, and 1950 and later.
11. See Overshoot in Western typography for similar subtle adjustment to create a uniform
appearance.
12. The number of board positions is at most 3361 (about 10172) since each position can be
white, black, or vacant. Ignoring (illegal) suicide moves, there are at least 361! games
(about 10768) since every permutation of the 361 points corresponds to a game. See Go
and mathematics for more details, which includes much larger estimates.
13. While chess position evaluation is simpler than Go position evaluation, it is still more
complicated than simply calculating material advantage or piece activity; pawn structure and
king safety matter, as do the possibilities in further play. The complexity of the algorithm
differs per engine.
14. Lists of such programs may be found at Sensei's Library (http://senseis.xmp.net/?GoEditing
Programs) or GoBase (http://gobase.org/software/editors/).
15. Lists of Go servers are kept at Sensei's Library (http://senseis.xmp.net/?GoServers) and the
AGA website (http://www.usgo.org/resources/servers.html)
16. The British Go Association provides a list of teaching services (http://www.britgo.org/teachin
g/teaching.html)
17. A list of books can be found at Sensei's Library (http://senseis.xmp.net/?Literature)
18. A list of films can be found at the EGF Internet Go Filmography (http://www.eurogofed.org/hi
story/filmography.htm)

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Further reading

Introductory books
Baker, Karl. The Way to Go: How to Play the Asian Game of Go (http://www.usgo.org/way-g
o), American Go Association, New York, rev. 7th ed., 2008, available as free .pdf download
or e-book.
Bradley, Milton N. Go for Kids, Yutopian Enterprises, Santa Monica, 2001 ISBN 978-1-
889554-74-7.
Cho, Chikun. Go: A Complete Introduction to the Game, Kiseido Publishers, Tokyo, 1997,
ISBN 978-4-906574-50-6.
Cobb, William. The Book of Go, Sterling Publishers, 2002, ISBN 978-0-8069-2729-9.
Iwamoto, Kaoru. Go for Beginners, Pantheon, New York, 1977, ISBN 978-0-394-73331-9.
Kim, Janice, and Jeong Soo-hyun. Learn to Play Go series, five volumes: Good Move
Press, Sheboygan, Wisconsin, second edition, 1997. ISBN 0-9644796-1-3.
Matthews, Charles. Teach Yourself Go, McGraw-Hill, 2004, ISBN 978-0-07-142977-1.
Seckiner, Sancar. Chinese Go Players, 6th article of the main book Budaha, Efil Yayinevi,
Ankara, Feb. 2016, ISBN 978-605-4160-62-4.
Shotwell, Peter. Go! More than a Game, Tuttle Publishing, Boston, Revised 2010. ISBN 0-
8048-3475-X.

Historical interest
Boorman, Scott A. (1969), The Protracted Game: A Wei Ch'i Interpretation of Maoist
Revolutionary Strategy, New York, NY: Oxford University Press, ISBN 978-0-19-501493-8
De Havilland, Walter Augustus (1910), The ABC of Go: The National War Game of Japan,
Yokohama, Kelly & Walsh, OCLC 4800147 (https://www.worldcat.org/oclc/4800147)
Korschelt, Oscar (1966), The Theory and Practice of Go (https://archive.org/details/theorypr
acticeof0000kors), C.E. Tuttle Co, ISBN 978-0-8048-0572-8
Smith, Arthur (1956), The Game of Go: The National Game of Japan, C.E. Tuttle Co,
OCLC 912228 (https://www.worldcat.org/oclc/912228)

External links
Go (https://curlie.org/Games/Board_Games/Abstract/Territory_Games/Go/) at Curlie
History of Go (http://www.kiseido.com/three.htm).
Sensei's Library (http://senseis.xmp.net/), a major resource about the game of Go.
Goproblems.com (http://www.goproblems.com/), open database of interactive Go problems.
The Interactive Way to Go (http://playgo.to/iwtg/en/), an interactive tutorial for Go.
The Way to Go (http://www.usgo.org/files/pdf/W2Go4E-book.pdf) Karl Baker's classic
pamphlet on how to play Go.
computer-go-dataset (1,645,958 SGFs) (https://github.com/yenw/computer-go-dataset/)

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