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
Spring and Autumn period to present
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
hwigi
*[ɢ]ʷə[j] [ɡ](r)ə
*ɢʷɯl ɡɯ
མིག་མངས
mig mangs
mig mangs
cờ vây
碁圍
baduk
baduk
paduk
baduk
baduk
paduk
- いご
- or
- ご
- イゴ
- or
- ゴ
- 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]
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]
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]