Was determined to go ahead là gì

This article is about the board game. For other uses, see Go [disambiguation].

Go
圍棋
  • Go opening strategy
  • Go variants
  • Games played with Go equipment
  • Xiangqi
  • Pente

Notes[edit]

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  1. ^ Game complexity can be difficult to estimate. The number of legal positions [state-space complexity] for chess has been estimated at anywhere between 1043 to 1050; in 2016 the number of legal positions for 19x19 Go was calculated by Tromp and Farneback at ~2.08×10170. Alternately, a measure of all the alternatives to be considered at each stage of the game [game-tree complexity] can be estimated with bd, where b is the game's breadth [number of legal moves per position] and d is its depth [number of moves or plies per game]. For chess and Go the comparison is very roughly, ~3580 ≪ ~250150, or ~10123 ≪ @10360[13]
  2. ^ Eyes and other complications may need to be considered when counting liberties
  3. ^ 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 below on seki.
  4. ^ In game theoretical terms, seki positions are an example of a Nash equilibrium.
  5. ^ 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 by Benjamin Teuber, amateur 6 dan, for some views on how important this is felt to be.
  6. ^ A full explanation of the eternal life position can be found on Sensei's Library, it also appears in the official text for Japanese Rules, see translation.
  7. ^ 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].
  8. ^ Literally in Japanese byōyomi means 'reading of seconds'.
  9. ^ 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.
  10. ^ 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.
  11. ^ 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.
  12. ^ European Go has been documented by Franco Pratesi, Eurogo [Florence 2003] in three volumes, up to 1920, 1920–1950, and 1950 and later.
  13. ^ See Overshoot in Western typography for similar subtle adjustment to create a uniform appearance.
  14. ^ It has been said that 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.
    This estimate, however, is inexact for two reasons: first, both contestants usually agree to end the game long before every point has been played; second, after a capture it may happen that an already played point is played again, even repetitively so in the case of a kō-battle.
  15. ^ 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.[citation needed]
  16. ^ Lists of such programs may be found at Sensei's Library or GoBase.
  17. ^ Lists of Go servers are kept at Sensei's Library and the AGA website
  18. ^ The British Go Association provides a list of teaching services
  19. ^ A list of books can be found at Sensei's Library
  20. ^ A list of films can be found at the EGF Internet Go Filmography

References[edit]

Citations[edit]

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  • Kageyama, Toshiro [2007]. Lessons in the Fundamentals of Go [3rd ed.]. Japan: Kiseido Publishing Company. ISBN 978-4-906574-28-5.
  • Kim, Janice; Jeong, Soo-hyun [1997]. Learn to Play Go. Five volumes [2nd ed.]. New York, NY: Good Move Press. ISBN 978-0-9644796-1-6.
  • Lasker, Edward [1960]. Go and Go-Moku: the Oriental Board Games [2nd ed.]. New York: Dover Publications, Inc. ISBN 0486-20613-0. LCCN 60050074.
  • Masayoshi, Shirakawa [2005], A Journey In Search of the Origins of Go, Yutopian Enterprises, ISBN 978-1-889554-98-3
  • Matthews, Charles [September 2002], Sufficient but Not Necessary: Two Eyes and Seki in Go, University of Cambridge, retrieved 2007-12-31
  • Matthews, Charles [2004]. Teach Yourself Go. McGraw-Hill. ISBN 978-0-07-142977-1.
  • Moews, David [1996], "Loopy Games and Go" [PDF], Games of No Chance, MRSI Publications, vol. 29, pp. 259–272
  • Moskowitz, Marc L. [2013], "Weiqi Legends, then and now: Cultural Paradigms in the Game of Go", in Lent, John; Fitzsimmons, Lorna [eds.], Asian Popular Culture, United Kingdom: Lexington Books, ISBN 978-0-7391-7961-1, retrieved May 9, 2014
  • Müller, Martin & Gasser, Ralph [1996], "Experiments in Computer Go Endgames" [PDF], in Nowakowski, Richard J. [ed.], Games of No Chance: Combinatorial Games at MSRI, 1994, Cambridge University Press, pp. 273–284, ISBN 0-521-64652-9
  • Nihon Kiin [1973]. Go: the World's most Fascinating Game [1st ed.]. Tokyo, Japan: Nihon Kiin.
    • Vol. 1: Introduction OCLC 926865835
    • Vol. 2: Basic techniques OCLC 59692609
  • Otake, Hideo [2002]. Opening Theory Made Easy: Twenty Strategic Principles to Improve Your Opening Game [6th ed.]. Tokyo: Kiseido Publishing Company. ISBN 978-4-906574-36-0.
  • Peng, Mike; Hall, Mark [1996]. "One Giant Leap For Go, or Astronauts Find Life In Space" [PDF]. Svenks Go Tidning. Vol. 96, no. 2. pp. 7–8. Archived from the original [PDF] on 2012-03-04. Retrieved 2007-11-12.
  • Shotwell, Peter [2003], Go! More Than a Game [1st ed.], Tuttle Publishing, ISBN 978-0-8048-3475-9

Further reading[edit]

Introductory books[edit]

  • Bradley, Milton N. Go for Kids, Yutopian Enterprises, Santa Monica, 2001 ISBN 978-1-889554-74-7.
  • Ogawa, Tomoko; Davies, James [2000]. The Endgame. Elementary Go Series. Vol. 6 [2nd ed.]. Tokyo: Kiseido Publishing Company. ISBN 4-906574-15-7.
  • 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, 4th ed. 2014, ISBN 978-0-8048-3475-9.

Historical interest[edit]

  • De Havilland, Walter Augustus [1910], The ABC of Go: The National War Game of Japan, Yokohama, Kelly & Walsh, OCLC 4800147
  • Korschelt, Oscar [1966], The Theory and Practice of Go, C.E. Tuttle Co, ISBN 978-0-8048-0572-8
  • Smith, Arthur [1956] [1908], The Game of Go: The National Game of Japan, C.E. Tuttle Co, OCLC 912228

External links[edit]

  • Go at Curlie
  • History of Go.
  • Sensei's Library, a major resource about the game of Go.

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