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Go (game)

Go is an abstract strategy board game for two players in which the aim is to capture more territory than the opponent by fencing off empty space. 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][3][4][5] 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.[6]

This article is about the board game. For other uses, see Go (disambiguation).

Years active

2

Minimal

  • Casual: 20–90 minutes
  • Professional: 1–6 hours or more[a]

None

  • Igo
  • Paduk / Baduk

'encirclement board game'

wéiqí

wéiqí

ㄨㄟˊ ㄑㄧˊ

wei2-chʻi2

wéi-cí

wé-jí

wàih-kèih

wai4 kei4

uî-kî

*[ɢ]ʷə[j] [ɡ](r)ə

*ɢʷɯl ɡɯ

མིག་མངས

mig mangs

mig mangs

碁圍

  • いご
  • or
  • イゴ
  • or

  • igo
  • or
  • go

  • igo
  • or
  • go

The playing pieces are called stones. One player uses the white stones and the other black. The players take turns placing their stones on the vacant intersections (points) on the board. Once placed, stones may not be moved, but captured stones are immediately removed from the board. A single stone (or connected group of stones) is captured when surrounded by the opponent's stones on all orthogonally adjacent points.[7] The game proceeds until neither player wishes to make another move.


When a game concludes, the winner is determined by counting each player's surrounded territory along with captured stones and komi (points added to the score of the player with the white stones as compensation for playing second).[8] Games may also end by resignation.[9]


The standard Go board has a 19×19 grid of lines, containing 361 points. Beginners often play on smaller 9×9 and 13×13 boards,[10] and archaeological evidence shows that the game was played in earlier centuries on a board with a 17×17 grid. Boards with a 19×19 grid had become standard, however, by the time the game reached Korea in the 5th century CE and Japan in the 7th century CE.[11]


Go was considered one of the four essential arts of the cultured aristocratic Chinese scholars in antiquity. The earliest written reference to the game is generally recognized as the historical annal Zuo Zhuan[12][13] (c. 4th century BCE).[14]


Despite its relatively simple rules, Go is extremely complex. Compared to chess, Go has both a larger board with more scope for play and longer games and, on average, many more alternatives to consider per move. The number of legal board positions in Go has been calculated to be approximately 2.1×10170,[15][a] which is far greater than the number of atoms in the observable universe, which is estimated to be on the order of 1080.[17]

Names of the game[edit]

The name Go is a short form of the Japanese word igo (囲碁; いご), which derives from earlier wigo (ゐご), in turn from Middle Chinese ɦʉi gi (圍棋, Mandarin: wéiqí, lit.'encirclement board game' or 'board game of surrounding'). In English, the name Go when used for the game is often capitalized to differentiate it from the common word go.[18] In events sponsored by the Ing Chang-ki Foundation, it is spelled goe.[19]


The Korean word baduk (바둑) derives from the Middle Korean word Badok, the origin of which is controversial; the more plausible etymologies include the suffix dok added to Ba to mean '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 páizi (排子), meaning 'to arrange pieces'.[20]

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. An opponent cannot fill in either eye, as any such move is suicidal and prohibited in the rules.

[9]

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 that it can be cut off from friendly stones outside.

Sente: A play that forces one's opponent to respond (). A player who can regularly play sente has the initiative and can control the flow of the game.

gote

Sacrifice: Allowing a group to die in order to carry out a play, or plan, in a more important area.

Liberty rule states that every stone remaining on the board must have at least one open point (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.

Repetition Rule () states that a stone on the board must never immediately repeat a previous position of a captured stone, thus only a move elsewhere on the board is permitted that turn. Since without this rule such a pattern of the two players repeating their prior moves (capturing stones in same places) could continue indefinitely, this rule prevents a stalemate.

the ko rule

Model of a 19×19 Go board, from a tomb of the Sui dynasty (581–618 CE)

Model of a 19×19 Go board, from a tomb of the Sui dynasty (581–618 CE)

Painting of a woman playing Go, from the Astana Graves. Tang dynasty, c. 744 CE.

Painting of a woman playing Go, from the Astana Graves. Tang dynasty, c. 744 CE.

Li Jing playing Go with his brothers. Detail from a painting by Zhou Wenju (fl. 942–961 CE), Southern Tang dynasty.

Li Jing playing Go with his brothers. Detail from a painting by Zhou Wenju (fl. 942–961 CE), Southern Tang dynasty.

compensation points, called komi, which compensate the second player for the first move advantage of their opponent; tournaments commonly use a compensation in the range of 5–8 points, generally including a half-point to prevent draws;

[107]

handicap stones placed on the board before alternate play, allowing players of different strengths to play competitively (see for more information); and

Go handicap

superko: Although the basic ko rule described above covers more than 95% of all cycles occurring in games, there are some complex situations—triple ko, eternal life,[f] 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.[108]

[108]

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, the average number of moves is 37). Because an exhaustive computer program for Go must calculate and compare every possible legal move in each ply (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.[141] 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 four hours to assess all possible combinations of the next eight moves in order to make a single play.

[140]

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. In Go, there is often no easy way to evaluate a position.[145] 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.

[n]

Psychological perspectives[edit]

A 2004 review of literature by Fernand Gobet, de Voogt and Jean Retschitzki shows that relatively little scientific research has been carried out on the psychology of Go, compared with other traditional board games such as chess.[177] 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.[177] A study of the effects of age on Go-playing[178] 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.[179] showed greater activation in the right hemisphere among Go players than among chess players, but the research was inconclusive because strong players from Go were hired while very weak chess players were hired in the original study.[180] There is some evidence to suggest a correlation between playing board games and reduced risk of Alzheimer's disease and dementia.[181]

Go is bounded by a finite number of moves and every game must end with a victor or a tie (although ties are very rare);

the strategy is associative because every strategy is a function of board position;

the format is non-cooperative (that is, it's not a team sport);

positions are extensible, and so can be represented by board position trees;

the game is because player choices do not increase resources available, the 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);

zero-sum

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, although can theoretically add non-zero and complex utility aspects even to two player games.[182]

Affine transformations

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


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.[183] It is this property of Go endgames that led John Horton Conway to the discovery of surreal numbers.[184]


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).


The game emphasizes the importance of balance on multiple levels: 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. Decisions in one part of the board may be influenced by an apparently unrelated situation in a distant part of the board (for example, ladders can be broken by stones at an arbitrary distance away). 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.[t]


Go also contributed to the development of combinatorial game theory (with Go infinitesimals[185] being a specific example of its use in Go).

Comparisons to other games[edit]

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 Chinese Communist Party in the Chinese Civil War through the lens of Go.[186][187]


A similar comparison has been drawn among Go, chess and backgammon, perhaps the three oldest games that enjoy worldwide popularity.[188] 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".[188]

Games played with Go equipment

List of books about Go

List of top title holders in Go

Sensei's Library