| |||||||||
| Go | |
|---|---|
| Chinese name | |
| Simplified Chinese | 围棋 |
| Traditional Chinese | 圍棋 |
| Hanyu Pinyin | Wéiqí (wei2qi2) |
| Wade-Giles | Wei-ch'i |
| Japanese name | |
| Kanji | 囲碁 |
| Romaji | Igo |
| Korean name | |
| Hangul | &#바둑 |
| Revised Romanization | Baduk |
| McCune-Reischauer | Paduk |
Go is a strategic, two-player board game originating in ancient China between 2000 BC and 200 BC.
Go is highly popular in East Asia, and play on the Internet has served to greatly increase its popularity throughout the rest of the world in recent years. The English name Go originated from the Japanese character 碁. The Chinese name (Weiqi) roughly translates to "Board Game of Surrounding (One's Opponent)" = "The Enclosing Game".
According to the history of Go, the game was used as a teaching tool after an ancient Chinese Emperor designed it for his son, who he thought needed to learn discipline, concentration, and balance. The son went on to become the first great player, a good emperor, and a balanced human being. Another suggested genesis for the game states that in ancient times, Chinese warlords and generals would use pieces of stone to map out attacking positions.
Go is deep, as playing against any stronger player will show (Depth of the game established by ELO ranking in Go) With each new level (rank) comes a deeper appreciation for the subtlety involved, and for the insight of stronger players. Beginners often start by randomly placing stones on the board, as if it were a game of chance — and they inevitably lose to experienced players. But soon an understanding of how stones connect to form strength develops, and shortly afterward a few basic joseki (corner sequences) are understood. Learning the ways of life and death helps to develop one's situational judgement.
Further experience yields an understanding of the board, the importance of the edges, then the efficiency of developing (in the corners first, then walls, then center). Soon, the advanced beginner understands that territory and influence are somewhat interchangeable — but there needs to be a balance. Best is 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.
This is the essence of the game of Go. The possibility and threat to capture opposing stones provides strategic variation and makes the game interesting. (Also see strategy.) The ko rule restricts that variation so that a game of Go does not last forever.
For a more detailed treatment, see Go rules. Note in particular that there are other rulesets which count the score differently, yet almost always produce the same result.
Go allows to play not only even games (games between players of roughly equal strength) but also handicap games (games between players of unequal strength), see optional rules.
Optional Go rules might set the following among other aspects:
For details see Go rules. Also see Go rules of play and strategy.
Basic strategic aspects include the following:
Also see details of Go strategy and tactics, Go rules of play, and optional rules.
Although rules of Go can be written so that they are very simple, the game strategy is extremely complex. Go is a complete-knowledge, deterministic, strategy game like chess, checkers (draughts), and reversi, although its depth exceeds even those games. Its large board and lack of restrictions allows great scope in strategy, as decisions in one part of the board are influenced by a seemingly unrelated situation in distant parts of the board, and moves made early in the game can shape the nature of conflict hundreds of moves later.
The game emphasises the importance and tensions of balance on multiple levels. 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. To ensure one does not fall behind, aggressive play is required; but playing too aggressively leaves weaknesses undefended that can be exploited. Playing too low (close to the edge) secures insufficient territory; yet playing too high (far from the edge) allows the opponent to invade. Many people find the game attractive for its reflection of the polarities found in life.
See Go strategy and tactics for an introductory explanation of how to play well, and the computers to play Go, success in that area has been moderate at best - development in this area has not reached the level of Chess programs. Even the strongest programs are no better than an average club player, and would easily be beaten by a strong player even getting a nine-stone handicap. This is attributed to many qualities of the game, including the "optimising" nature of the victory condition, the virtually unlimited placement of each stone, the large board size, the nonlocal nature of the Ko rule, and the high degree of pattern recognition involved. 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. See the article on Computer Go for details.
Use of computer networks to allow humans to meet, discuss games, and play one another, although generally considered inferior to face-to-face play, is becoming much more common. There are servers and software to facilitate this; see Additional Resources below for more information.
Go appears to stand apart among games in its rules and gameplay; it is difficult to find another board game which could be considered of the same "family" as Go. However, on learning about the game, people will attempt to compare it with other games they may already have experienced. This is a list of some games that are played with similar equipment or come from the same area.
Although one could play Go with a piece of card for a board and a bag of plastic tokens, Go players pride themselves on their game sets.
The traditional Go board (called a goban in Japanese) is solid wood, about 15-20cm thick, and stands on its own attached legs. They are preferably made from the rare golden-coloured Kaya tree (torreya nucifera), with the very best made from Kaya trees up to 700 years old.
Players sit on reed mats (tatami) on the floor to play. The stones (go-ishi) come in matching solid wood pots (go-ke) and are made out of clamshell (white) and slate (black) and are extremely smooth. 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, the expensive traditional sets are not usually used. For these situations, table boards (of the same design as floor boards, but only about 2-5cm thick and without legs) are used, and the stones are made of glass rather than slate and shell. Bowls will often be plastic if cheap wooden bowls are not available. Plastic stones could be used, but are considered inferior to glass as they are generally much lighter, and most players find that not even the cheaper price justifies their unpleasantness.
The dimensions of the board (traditionally the grid is 45.45cm long and 42.42cm wide, with space beyond to allow stones to be played on the edges and corners of the grid) often surprise newcomers: it is not a perfect square, but is longer than it is wide, roughly in the proportion 12:11. 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 reason is that the Japanese aesthetic finds any structure which is perfectly symmetrical to be in bad taste, and the board is not made a perfect square for this reason.
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 colors that makes the 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 place opponent's stones captured during the game. The bowls are usually made of turned wood, although small lidded baskets of woven bamboo or reeds make an attractive cheaper alternative.
There is even an art to placing a Go stone, held between the tips of the outstretched index and middle fingers and striking the board firmly to create a sharp click. Many consider the acoustic properties of the wood 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 as more attractive when it is marked with slight dents from decades – or centuries – of stones striking the surface.
See main article Go ranks and ratings
In countries where Go is popular, ranks are employed to indicate playing strength. From about the sixteenth century, the Japanese formalised the teaching and ranking of Go. The system is comparable to that of martial arts schools; and is considered to be derived ultimately from court ranks in China.
Beginning players today start at a rank of between 25 and 30 kyu. The kyu ranking then decreases as the player becomes stronger, dropping down to 1 kyu. Since beginners will commonly progress through elementary concepts quickly, it is difficult to set a solid kyu ranking for new players. Players who have progressed through the kyu ranks and passed the 1 kyu mark are then ranked at 1 dan, sometimes called shodan. The player then could advance through the amateur dan ranks up to amateur 6 dan, which only few players achieve. At that that playing level the ranks for professionals start with professional 1 dan going up to 9 dan (also called ping or p' as in 9 p to avoid confusion between a 1p professional 1 dan and a weaker amateur 6 or 7 dan.. The distinction between each amateur rank is, by definition, one handicap stone.
In other words, the difference in rank between two players is theoretically equal to the number of handicap stones required for each player to have an even chance of winning. Beating this handicap consistently is the indicator that a player's strength has improved, and his rank should be adjusted upward by one stone, thus changing the number of handicap stones required.
Although the game was developed in China, in recent centuries the strongest players in the world have come from Japan. However, top players from China (since the 1980s) and South Korea (since the 1990s) have reached the same or an even higher level. Nowadays, top players from these three countries are of comparable strength, although top Korean players seem to have an edge, dominating the major international titles. All three countries have a number of professional Go tournaments. The top Japanese tournaments have a prize purse comparable to that of professional golf tournaments in the United States. Tournaments in China and Korea are less lavishly funded.
Players from other countries have traditionally been much weaker, except for some players who have taken up professional courses in one of the Asian countries. This is attributable to the fact that details of the game have been unknown outside of Asia for most of the game's history. A German scientist, Otto Korschelt, is credited with the first systematic description of the game in a Western language in 1880 AD; it was not until the 1950s that Western players would take up the game as more than a passing interest. 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.
See also: Go players
See main article history of Go
The origins of the game are unknown, but the oldest surviving references come from China in the 6th century BC. Except for changes in the board size and starting position, has essentially kept the same rules since that time, which quite likely makes it the oldest board game still played today. It had reached Japan by the 7th century, and gained popularity at the imperial court in the 8th. By the beginning of the 13th century, the game was played in the general public in Japan.
Early in the 17th century, the then best player in Japan, Honinbo Sansa, was made head of a newly founded Go academy (the Honinbo school, the first of several competing schools founded about the same time), which developed the level of playing greatly, and introduced the martial-arts style system of ranking players. The government discontinued its support for the Go academies in 1868 as a result of the fall of the Tokugawa shogunate.
In honour of the Honinbo school, whose players consistently dominated the other schools during their history, one of the most prestigious Japanese Go championships is called the "Honinbo" tournament.
Historically, Go has been unequal in terms of gender. However, the opening 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.
Around 2000, in Japan, the manga (Japanese comic) and anime series Hikaru no Go has popularized Go among the youth and started a Go boom in Japan. In January 2004, the Hikaru no Go manga also began running in the American periodical Shonen Jump, in an attempt to spark a similar following in the United States.
Elwyn Berlekamp and David Wolfe have developed a mathematical theory of the late endgame in Go based on the combinatorial game theory of John Horton Conway. It is outlined in their book, Mathematical Go (ISBN 1568810326). Whilst not of general utility in most play, it greatly aids the analysis of certain classes of positions.