Information about Go (board Game)
| Go | |
|---|---|
Go is played on a grid with black painted lines (usually 19 by 19 of them). The playing pieces, called "stones", are played on the intersections of the lines. | |
| Players | 2 |
| Age range | 5+ |
| Setup time | None |
| Playing time | casual: 20-90 minutes tournament: 2-6 hours* |
| Random chance | None |
| Skills required | Tactics, Strategy, Observation |
| * some professional games take over 16 hours. | |
| This page contains Chinese text. Without proper rendering support, you may see question marks, boxes, or other symbols instead of Chinese characters. |
Go is a strategic board game for two players. It is known as Weiqi in Chinese (Traditional Chinese: 圍棋; Simplified Chinese: 围棋), Igo or Go in Japanese (Kanji: 囲碁 or 碁), and Baduk or Paduk (Hangul: 바둑), sometimes Gi (기;棋 or 碁) in Korean. Go originated in ancient China, centuries before its earliest known references in 5th century BC writing. It is mostly popular in East Asia, but has nowadays gained some popularity in the rest of the world as well. Go is noted for being rich in strategic complexity despite its simple rules.
Go is played by two players alternately placing black and white stones on the vacant intersections of a line grid. The standard size of this grid is 19 × 19, although the rules of Go can be freely applied to any size: 13 × 13 and 9 × 9 are also popular choices for more simple and tactic-oriented games as well as a way to introduce Go to new players. The objective is to control a larger part of a board than the opponent as a result of having placed one's stones such that they form territories that cannot be captured by the opponent. A stone or a group of stones is captured and removed if it has no empty adjacent intersections, the result of being completely surrounded by stones of the opposing color. The game ends and the score is counted when both players consecutively pass on a turn, indicating that neither side can increase its territory or reduce its opponent's.
Terminology
In order to differentiate the game from the common English verb "go", the game is sometimes spelt with a capital G; this convention is not however followed in most of the technical literature on the game. An alternative but uncommon spelling is Goe, proposed by the late Ing Chang-ki, a wealthy promoter of Go (particularly in Taiwan and the US and Europe), for the same reason.[3] This spelling is not widely used outside events sponsored by the Ing foundation.
History
Japanese woodblock of Guan Yu by Utagawa Kuniyoshi (1798-1861). In this scene he is attended to by the physician Hua Tuo.
Origin in China
Some legends trace the origin of the game to legendary Chinese emperor Yao (2337–2258 BC) who had his counselor Shun design it for his son, Danzhu — supposedly an unruly sort — to teach him discipline, concentration, and balance. Other theories suggest that the game was derived from Chinese tribal warlords and generals who used pieces of stone to map out attacking positions, or that Go equipment was originally a fortune telling device.[4][5]The earliest written reference of the game is commonly taken to be the historical annal Zuo Zhuan[6] (c. 424 BC), which describes a man in 548 BC who likes the game. It is also mentioned by Confucius in Book XVII of the Analects of Confucius (5th century BC) and by Mencius in two of his books[7] (4th century BC).
In China, Go was perceived as the popular game of the aristocracy while Xiangqi (Chinese chess) was the game of the masses. Go was considered one of the four cultivated arts of the Chinese scholar gentleman, along with calligraphy, painting and playing the guqin.[8]
Spread to Korea and Japan
Although there is some evidence that Go reached Korea as early as the 5th century AD[9], more solid evidence stems from the 7th century AD[9]. By this time, Go had also reached Japan[10], where it gained popularity at the imperial court in the 8th century[10]. By the beginning of the 13th century, Go was played among the general public in Japan[11]. In 1603, Tokugawa Ieyasu created Japan's first unified national government. Almost immediately, he ordered the then-best player in Japan, a Buddhist monk named Nikkai (born Kano Yosaburo, 1559), to found a Go Academy. Nikkai founded the Honinbo school and took on the name of Honinbo Sansa. Several competing schools were founded soon after. These officially recognized and subsidized Go schools greatly developed the level of play, and introduced the martial arts style system of ranking players. Players from the four houses (Honinbo, Yasui, Inoue, Hayashi) competed in the annual castle games for status and the position of Godokoro, or minister of Go. Players like Honinbo Shusaku[12] became national celebrities. A very famous game from this period is the Blood-vomiting game played between Honinbo Jowa (white) and Intetsu Akaboshi (black) on 27 June 1835. The government discontinued its support for the Go academies in 1868 as a result of the fall of the Tokugawa shogunate.International Go
Go was introduced to the west by the end of the 19th century, when German scientist Oskar Korschelt wrote the first treatise of the game in a western language. By the early 20th century, go had spread throughout the German and Austro-Hungarian empires[13]. In 1905, Edward Lasker learned the game while in Berlin. When returning to New York, Lasker founded the New York Go Club together with (amongst others) Arthur Smith, who had learned of the game while touring the east and had published the book The Game of Go in 1908[14]. Lasker's book Go and Go-moku (1934) helped spread the game throughout the US[14], and in 1935 the American Go Association was formed. Two years later, in 1937, the German Go Association was founded[13]. World War II put a stop to most go activity, but after the war go continued to spread[15]. By 2005, the European Go Federation had a total of 35 members [16]In 1996, NASA astronaut Daniel Barry and Japanese astronaut Koichi Wakata became the first people to play Go in space; Barry was awarded a Nihon Kiin honorary ni (2) dan rank for this.[17]
Rules
Basic rules
- Two players, Black and White, take turns placing a stone (game piece) on a vacant point (intersection) of a 19 by 19 board (grid). Black moves first. Other board sizes such as 13x13 and 9x9 may be used for teaching or quick games, but 19x19 is the standard size. Once played, a stone may not be moved to a different point.[18][19]
- A vacant point adjacent to a stone is a liberty for that stone.[20]
- Adjacent stones of the same color form a chain (also called a group) that shares its liberties in common, cannot subsequently be subdivided, and in effect becomes a single larger stone. Only stones connected to one another by the lines on the board create a chain.
- Chains may be expanded by playing additional stones of the same color on their liberties, or amalgamated by playing a stone on a mutual liberty of two or more chains of the same color.
- A chain 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.
- If a stone is played where it has no liberties, but it occupies the last liberty of one or more opposing chains, then such chains are captured first, leaving the newly played stone at least one liberty.
- "Ko rule": A stone cannot be played on a particular point, if doing so would recreate the board position that existed after the same player's previous turn.
- A player may pass instead of placing a stone, indicating that he sees no way to increase his territory or reduce his opponent's territory. When both players pass consecutively, the game ends and is then scored.
This is the essence of the game of Go. The risk of capture means that stones must work together to control territory, which makes the gameplay very complex and interesting.
Go allows one to play not only even games (games between players of roughly equal strength) but also handicap games (games between players of unequal strength). Without a handicap, even a slight difference in strength will generally be decisive.
Optional rules
Optional Go rules may set the following:- compensation points, almost always for the second player, see komi;
- compensation stones placed on the board before alternate play, allowing players of different strengths to play competitively (see Go handicap for more information);
- "superko": the ko rule (a move must not recreate the previous position) is extended to disallow any previous position. This prevents complex repetitive situations ("triple ko", "eternal life", etc.) from cycling indefinitely.[21]
Equipment
The traditional Go board (qi pan in Chinese and goban in Japanese) is solid wood, from 10 to 18 cm thick. In Japan 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 California Torreya (Torreya californica) has been prized for its light color and pale rings, as well as its less-expensive and more readily available stock. Other woods often used to make quality table boards include Hiba (Thujopsis dolabrata), Katsura (Cercidiphyllum japonicum), Kauri (Agathis), and Shin-Kaya (Spruce).[22] So-called Shin Kaya is a potentially confusing merchant's term: shin means "new" and thus "shin kaya" is best translated "faux kaya" — the woods so described are biologically unrelated to Kaya.[23]
In the Japanese style, stones (go-ishi) are kept in matching solid wood bowls (go-ke), and are made of clamshell (white) and slate (black). The classic slate is "nachiguro stone" mined in Wakayama prefecture and the clamshell from the Hamaguri clam. However, due to a scarcity in supplies, clamshells are being harvested from Mexico.[24] 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 necessary size, and they are now extremely rare at the age and quality required, raising the price of such equipment tremendously.
In China the game is traditionally played with yunzi stones, which are single convex (i.e. flat on one side). The stone comes from Yunnan province. Historically, the most prized stones were made of jade; often given to the reigning emperor as a gift.[25] In clubs and at tournaments, where large numbers of sets must be maintained (and usually purchased) by one organization, expensive traditional sets are not usually used. For these situations, table boards (of the same design as floor boards, but only about 2–5 cm thick and without legs) are used,[26] and the stones are made of glass or plastic rather than slate and shell. Bowls are often plastic if wooden bowls are not available.
Traditionally, the board's grid is 1.5 shaku long by 1.4 shaku wide (455 mm by 424 mm) with space beyond to allow stones to be played on the edges and corners of the grid.[27] This often surprises newcomers: it is not a perfect square, but is longer than it is wide, in the proportion 15:14. The reason for this 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.[28]
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.[29][30]
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 receive stones captured during the game. The bowls are usually made of turned wood, although small lidded baskets of woven straw are a cheaper alternative from China.
Playing technique
The traditional way to place a Go stone is to first take a stone from the bowl, gripping it between the index and middle fingers, and then place it directly on the desired intersection.[31] It is best to take only one stone at a time as you decide where best to play. It is permissible to strike the board firmly to produce a sharp click. Many consider the acoustic properties 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. In theory, the wood never fully dries, so fully sealing it threatens warping in varying conditions. The heso allows the board to breathe.Strategy
- Connection: Keeping one's own stones connected means that fewer groups need defense.
- Cut: Keeping opposing stones disconnected means that the opponent needs to defend more groups.
- Life: This is the ability of stones to permanently avoid capture. The simplest way is for the group to surround two "eyes" (separate empty areas), so that filling one eye will not kill the group and therefore be suicidal.
Game 1 of the 2002 LG Cup final between Choe Myeong-hun (White) and Lee Sedol (Black) at the end of the opening stage; white has developed a great deal of potential territory, while black has emphasized central influence. - Death: The absence of life coupled with the inability to create it, resulting in the eventual removal of a group.
- Invasion: Setting up a new living position inside an area where the opponent has greater influence, as a means of balancing territory.
- Reduction: Placing a stone far enough into the opponent's area of influence to reduce the amount of territory he/she will eventually get, but not so far in that it is cut off from friendly stones outside.
Concepts and philosophy
Go is not easy to play well. With each new level (rank) comes a deeper appreciation for the subtlety and nuances involved, and for the insight of stronger players. The acquisition of major concepts of the game comes slowly. Novices often start by randomly placing stones on the board, as if it were a game of chance; they inevitably lose to experienced players who know how to create effective formations. 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. It is necessary to play some thousands of games before one can get close to one's ultimate potential Go skill. A player who both plays aggressively and can handle adversity is said to display kiai or fighting spirit in the game.Familiarity with the board shows first the tactical importance of the edges, and then the efficiency of developing in the corners first, then sides, then centre. The more advanced beginner understands that territory and influence are somewhat interchangeable — but there needs to be a balance. It is best 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.
Often, a comparison of Go and chess is used as a parallel to explain western versus eastern strategic thinking (despite the fact that both Go and the original forms of chess have Asian origins).[32] 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, one can say, is in the end centralised, as the predetermined object is to kill one individual piece (the king). Go is quite otherwise: individuals are only significant as they join or help determine the fate of larger forces, and what those are is worked out only as the game proceeds.
A similar comparison has been drawn among Go, chess and backgammon, perhaps the three oldest games that still enjoy worldwide popularity.[33] 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 each Go player where he/she stands relative to other players, an honestly ranked player can expect to lose about half of his/her games; therefore, Go can be seen as embodying the quest for self-improvement — "man vs. self."
Psychology of Go
A recent review of literature by Gobet, de Voogt & Retschitzki (2004) [34] shows that relatively little scientific research has been carried out on the psychology of Go, compared to other traditional board games such as chess and mancala games. Given the large search tree, knowledge and pattern recognition seem to be more important than look-ahead search. A study of the effects of age on Go playing [35] has shown that 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, probably due to the fact that both games engage pattern recognition mechanisms. On the other hand, a study by Xiangchuan Chen et al. [36] showed greater activation in the right hemisphere among Go players than among chess players, which suggests that Go calls upon para-rational and intuitive functions more. There is some evidence to suggest a correlation between playing board games (including Go) and the prevention of Alzheimer's disease and dementia. [37]Nature of the game
- See also: Go complexity
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; but 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. Many people find Go attractive for its reflection of the conflicting demands of real life.
It has been claimed that Go is the most complex game in the world because of its vast number of variation in individual games.[38] 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. However, complexity doesn't correspond exactly to difficulty so one cannot claim that Go is more difficult to master than chess.
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 known universe.[39] Go strategy and tactics gives a very brief introduction to the main concepts of Go strategy.
Computer software
Software players
Go poses a daunting challenge to computer programmers. While the strongest computer chess software has defeated top players (Deep Blue beat the world champion in 1997), the best Go programs routinely lose to talented children. The best computer Go software manages to reach consistently only the range 4-6 kyu level. Many humans have achieved this level by studying and playing regularly for less than one year. Many in the field of artificial intelligence consider Go to be a better measure of a computer's capacity for thought than chess.[40]
The reasons why computer programs do not play Go well are attributed to many qualities of the game,[41] including:
- The area of the board is very large (more than five times the size of a chess board). Throughout most of the game the number of legal moves stays at around 150–250 per turn, and rarely goes below 50 (compare chess, where the average number of moves is 37 [42]). Because a computer must consider every possible legal move in each ply (player turn), its ability to think ahead is sharply reduced when there are a large number of possible moves.
- Unlike most games based on capture, where the game becomes simpler over time as pieces disappear (e.g. chess, checkers) , in Go, the game becomes progressively more complex as a new piece appears every move.
- Unlike other games, a material advantage in Go does not mean a simple way to victory, and may just mean that short-term gain has been given priority.
- The non-local nature of the ko rule has to be kept in mind in advanced play.
- There is a very high degree of pattern recognition involved in human capacity to play well.
Software assistance
The computer is a useful tool to support Go learners and players. Many Internet-based Go servers allow access to competition with players all over the world. Such servers also allow access to professional teaching, with both teaching games and interactive game review being possible. Electronic databases can be used to study life and death situations, joseki, fuseki and games by a particular player. The Internet also contains Go websites with material on various topics ranging from instruction to historical/cultural/scientific essays, information about top players, song parodies and more.Variants
There are many variations on the basic game of Go. Many of the modern variants are purely for fun, but some were invented with a specific purpose in mind. For example, capture Go is used for introducing the game to beginners, whilst rengo (paired Go) aims at the promotion of the game amongst women. There are also historical regional variations that have now fallen out of fashion, such as Sunjang Baduk and Tibetan Go.[43][44] A slightly modified version of Go is played in school at the back of mathematic exercise book (using its grid) using no more than red and blue pen. It is called Kepong, meaning to surround/to siege in Malay.
Cultural influence
There are some instances in modern culture where Go and its strategies have been used as a literary concept, such as theme. For example, the 1979 novel Shibumi by Trevanian, centers around the game and uses Go metaphors.[45] Go symbolism is used in the Chung Kuo series of novels, and Rick Cook's Limbo System.[45] Other novels that have centered on the game include the Prix Goncourt des Lycéens and Kiriyama Prize winner The Girl Who Played Go by Shan Sa,[46][47] Nobel prize-winner Yasunari Kawabata's The Master of Go, Sung-Hwa Hong's First Kyu, Scarlett Thomas's PopCo, and Jean-Jacques Pelletier' s Blunt: Les Treize Derniers Jours.Released in Japan during 1998, the manga (Japanese comic) and anime series Hikaru no Go popularized Go among the youth and started a Go boom in Japan and the rest of the world.
Gilles Deleuze and Felix Guattari use Go in their work A Thousand Plateaus as a model of what they call the war machine, something that eradicates the intrinsic properties a state apparatus forces upon its subjects. They contrast Go with chess, the latter having pieces with inherent, coded structure while Go is liberated from these restrictions.
Competitive play
Ranks
Three Japanese professional Go players observe some younger amateurs as they dissect a life and death problem in the corner of the board, at the US Go Congress in Houston, 2003.
In Go, rank indicates a player's skill in the game. Traditionally, ranks are measured using kyu and dan grades[48], a system which has also been adopted by many martial arts. More recently, mathematical rating systems similar to the Elo rating system have been introduced[49]. Such rating systems often provide a mechanism for converting a rating to a kyu or dan grade. Kyu grades (abbreviated k) are considered student grades, and are counted numerically downward as playing level increases, meaning 1st kyu is the strongest available kyu grade. Dan grades (abbreviated d) are considered master grades, and proceed numerically upwards from 1st dan through 7th dan. 1st dan equals a black belt in most martial arts. Top players can attain a professional dan grade (abbreviated p), with the very best reaching 9th dan professional. The difference between each amateur rank is one handicap stone. For the professional ranks the difference is roughly 1 handicap stone for every three ranks. For example, if a 5k plays a game with a 1k, the 5k would need a handicap of four stones to even the odds. Professional grades partly overlap the amateur 7th dan grade.
The rank system comprises, from the lowest to highest ranks:
| Rank Type | Range | Skill Level |
|---|---|---|
| Double-digit kyu (級,급) (geup in Korean) | 30–20k | Beginner |
| Double-digit kyu | 19–10k | Casual player |
| Single-digit kyu | 9–1k | Intermediate amateur |
| Amateur dan (段,단) | 1–7d (where 8d is special title) | Advanced amateur |
| Professional dan (段,단) | 1–9p (where 10p is special title) | Professional player |
- See also:
Time control
- For more details on this topic, see 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.[50] Adjournments and sealed moves began to be regulated in the 1930s. Time control systems adapted to Go are often called byoyomi,[51] something of a misnomer. Amateur 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.[52] The top professional Go matches have timekeepers so that the players don't have to press their own clocks.
Two widely used time control methods that are associated with Go are:[53]
- Standard byoyomi: After the main time is depleted, a player has a certain number of time periods (typically around thirty seconds).[54] Using up the last period means that the player has lost on time.
- Canadian byoyomi: After using all of his/her main time, a player must make a certain number of moves within a certain period of time — for example, twenty moves within five minutes.[55] If the time period expires without the required number of stones having been played, then the player has lost on time.[56]
Top players
- See also: and
After the end of the Tokugawa Shogunate and the Meiji Restoration period, the go houses slowly disappeared and in 1924 the Nihon Kiin (Japanese Go Association) was formed. Top players from this period often played newspaper sponsored matches of 2-10 games [58]. Of special note are Go Seigen (born Wu Qingyuan, China), who scored an impressive 80% in these matches[59], and Kitani Minoru, who dominated matches in the early 1930's[60]. These two players are also recognized for their groundbreaking work on new opening theory (Shinfuseki).
For much of the twentieth century, Go continued to be dominated by players trained in Japan. Notable names including Sakata Eio, Rin Kaiho (born Lin Haifeng, Taiwan), Kato Masao, Kobayashi Koichi and Cho Chikun (born Cho Ch'i-hun, South Korea) [61]. As these names show, top Chinese and Korean talents would sometimes move 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 (Korean Go Association) was formed and caused the level of play in South Korea to rise significantly in the second half of the twentieth century[62]. In China, the game suffered from the Cultural Revolution (1966-1976), but quickly recovered in the last quarter of the twentieth century, bringing Chinese players like Nie Weiping and Ma Xiaochun on par with their Japanese and Korean counterparts[63]
With the advent of major international titles from 1989 onward, it became possible to more accurately compare the level of players from different countries. Korean players like Lee Chang-ho, Cho Hunhyun, Lee Sedol and Park Young-Hoon dominated international go and won an impressive number of titles[64]. Several Chinese players also rose to the top in international go, most notably Ma Xiaochun, Chang Hao and Gu Li. Japan currently lags behind in the international go scene.
Historically, as with most sports and games, 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, has in recent years legitimised the strength and competitiveness of emerging female players.[65]
The level in other countries has traditionally been much lower, except for some players who had preparatory professional training in Asia.[66] Knowledge of the game has been scant elsewhere, for most of the game's history. A German scientist, Oscar Korschelt, is credited with the first systematic description of the game in a Western language in 1880;[67] A famous player of the 1920s was Emanuel Lasker, a former world chess champion during that time.[68]. 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 Asian professional Go association.[69] In 2000 a Westerner, Michael Redmond, finally achieved the top rank awarded by an Asian Go association, 9 dan. In total, as of 2007, only 8 non-Asian go players have ever turned professional.
Books
Introductions
- 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.
- Iwamoto, Kaoru. Go for Beginners, Pantheon, New York, 1977, ISBN 978-0394733319.
- Chikun, Cho. Go -- A Complete Introduction to the Game, Kiseido Publishers, Tokyo, 1997, ISBN 978-4906574506.
- Cobb, William. The Book of Go, Sterling Publishers, 2002, ISBN 978-0806927299.
- Matthews, Charles. Teach Yourself Go, McGraw-Hill, 2004, ISBN 978-0071429771.
- Shotwell, Peter. Go! More than a Game. Tuttle Publishing, Boston, 2003. ISBN 0-8048-3475-X.
Historical interest
- De Havilland, Walter Augustus. The ABC of Go: The national war game of Japan :Kelly & Walsh, (unknown binding) 1910. OCLC 4800147. 75 pages.
- Korschelt, Oscar. The Theory and Practice of Go, (Das "Go"-spiel, 1880-1884, translated by Elisabeth S. Grilk), Eds. Samuel P. King and George G. Leckie, Charles E. Tuttle Company, Tokyo, Japan, 1965. 269 pages.
- Smith, Arthur. The Game of Go: The National Game of Japan. Originally published, 1908, by Moffat, Yard & Company, New York. Charles E. Tuttle Company, Tokyo, Japan, 1956. 224 pages.
Further reading
- Go for Beginners, Iwamoto Kaoru, Ishi Press, Tokyo, 1972. ISBN 0-87040-166-1
- Lessons in the Fundamentals of Go, Kageyama Toshiro, Kiseido Publishing Company, 1978. (A more advanced book, suitable for people with a certain amount of experience.) ISBN 978-4906574285
- Basic Techniques of Go, Haruyama Isamu, Nagahara Yoshiaki, Ishi Press, Tokyo, 1969. (Again, a more advanced book.) ISBN 978-4906574025
- The Way of Go, Troy Anderson, Free Press, 2004. ISBN 0-7432-5814-2
- The game of GO, Arthur Smith, Charles E Tuttle Company Inc, Tokyo, 1989 (originally published 1908). ISBN 0-8048-0202-5
See also
- Computer Go
- Game complexity
- Games played with Go equipment
- Go competitions
- Go proverb
- Go terms
- List of board games
- List of free Go programs
- List of Go software
- List of go topics
- List of Go organizations
- List of internet Go servers
- Hikaru No Go
- Iemoto
- Irensei
References
1. ^ Go centres were established in New York, Seattle, Sao Paolo, Amsterdam and London. Iwamoto Kaoru helped fund these from his own means
2. ^ Kaoru Iwamoto is one such professional from the Nihon Ki-in. Retrieved on March 5, 2007.
3. ^ The Ing Chang-Ki Wei-Chi Education Foundation. Retrieved on September 25, 2006.
4. ^ Shirakawa Masayoshi, A Journey In Search of the Origins of Go, ISBN 1-889554-98-7
5. ^ Edward Lasker, Go and Go-Moku
6. ^ Potter, Donald L. (Winter 1985-86). "Go in the Classics (ii): the Tso-chuan", Go World, No. 42. Ishi Press: Tokyo, pp. 19-21.
7. ^ John Fairbairn. Go in Ancient China.
8. ^ Kiseido. The Four Accomplishments - Retrieved February 27, 2007.
9. ^ John Fairbairn. History of Go in Korea.
10. ^ Nihon Kiin. History of Go in Japan.
11. ^ Nihon Kiin. History of Go in Japan, cont'd.
12. ^ John Power, Invincible: The Games of Shusaku, Kiseido Publishing Company
13. ^ Leipzig Go. History of Go in Europe 1880-1945.
14. ^ American Go Association. American Go Association 1995 Historical Book.
15. ^ Richard Bozulich. The Magic of Go - 40. Go in Europe.
16. ^ European Go Federation. EGF History.
17. ^ NASA Astronaut Bio: Dan Barry
18. ^ How to place Go stones Retrieved March 4, 2007
19. ^ The Go Board Retrieved March 4, 2007
20. ^ Why do I keep getting captured? Retrieved March 4, 2007
21. ^ Sensei's Library: Superko Retrieved on 24 February 2007
22. ^ Article on selecting go equipment from Yutopian Retrieved March 4, 2007
23. ^ Richard Bozulich, The Go Player's Almanac, ISBN 4-906574-40-8
24. ^ Hyuga Hamaguri Goishi Retrieved on 24 February 2007
25. ^ Yunzi Retrieved March 4, 2007
26. ^ Agathis table board Retrieved March 4, 2007
27. ^ Picture of a go board showing the edges
28. ^ The grid isn't square but rectangular (about 8% longer than wide) Retrieved on March 4, 2007
29. ^ Glass Stones: The Hardy Yeomen of Go - Stone size may vary slightly within a few tenths of a millimeter, with the black stones being slightly larger to compensate for the optical illusion that makes black stones look smaller. Retrieved March 4, 2007
30. ^ Comparative measurements of go stones
31. ^ Nihon Kiin website,A stylish way to play your stones Retrieved on 24 February 2007
32. ^ Science, Culture, and the Game of Go (word document) Retrieved on 24 February 2007
33. ^ Pinckard, William "Go and the Three Games", in The Go Player's Almanac 2001, Kiseido Publications
34. ^ Gobet, F., de Voogt, A. J., & Retschitzki, J. (2004). ‘’Moves in mind: The psychology of board games’’. Hove, UK: Psychology Press
35. ^ Masunaga, H., & Horn, J. (2001). Expertise and age-related changes in components of intelligence. ‘’Psychology and Aging’’, 16, 293-311.
36. ^ Science Direct - Cognitive Brain Research
37. ^ New England Journal of Medicine
38. ^ Top Ten Reasons to Play Go AGA
39. ^ The number of board positions is at most 3361 (about 10172) since each position can be white, black, or vacant. There are at least 361! games (about 10768) since every permutation of the board positions corresponds to a game. See Go complexity for more details, which includes much larger estimates.
40. ^ Johnson, George (1997-07-29). To Test a Powerful Computer, Play an Ancient Game. New York Times.
41. ^ Read this article for more explanations on why computer Go is so hard to write
42. ^ How to beat your chess computer by Raymond Keene and David Levy, Batsford Books, 1991, page85
43. ^ Nam Chi-hyung (March 5, 2006). Lesson 35: Sunjang Baduk. The Korea Times.
44. ^ Tibetan Go. Sensei's' Library.
45. ^ Trevanian as quoted in McDonald, Brian (1995, 2002). Go in Western Literature p.5-6.
46. ^ Smith, Sarah (2003-05-24). Rules of the game. The Guardian.
47. ^ Previous Kiriyama Prize Winners Kiriyama Book Prize. Retrieved 15 September 2006.
48. ^ Pahle, Morten. rec.games.go FAQ, section 1.7. Retrieved on 2007-10-05.
49. ^ EGF Official Ratings.
50. ^ The Go Player's Almanac 2001 pp. 92-93, by Richard Bozulich
51. ^ Literally in Japanese byoyomi means 'reading of seconds'.
52. ^ 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).
53. ^ See EGF Tournament Rules August 1997
54. ^ After each move, the number of time periods that the player took (possibly 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, he loses one time period. With 60-89 seconds, he loses two time periods, and so on. If, however, he takes less than thirty seconds, the timer simply resets without subtracting any periods.
55. ^ The Origins of Canadian Byo-Yomi. 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.
56. ^ 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.
57. ^ John Fairbairn Jowa - Sage or Scoundrel
58. ^ John Fairbairn. History of Newspaper Go. Retrieved on June 14, 2007.
59. ^ GoBase.org. Go Seigen: Match Player. Retrieved on June 14, 2007.
60. ^ GoBase.org. Kitani's Streak. Retrieved on June 14, 2007.
61. ^ GoBase.org List of Japanese titles, prizemoney and winners
62. ^ Go History - Timeline Korea. Retrieved on June 14, 2007.
63. ^ Charles Matthews. Weiqi in Chinese Culture. Retrieved on June 14, 2007.
64. ^ GoBase.org List of International titles, prizemoney and winners
65. ^ Peter Shotwell, Go! More Than a Game, ISBN 0-8048-3475-X
66. ^ 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 Asian clubs. Published current European ratings would suggest around 100 players stronger than that, with very few European 7 dans.
67. ^ Korschelt's book was preceded by reports from China and elsewhere; it was the first to supply problem material and professional-level opening theory.
68. ^ European Go has been documented by Franco Pratesi, Eurogo (Florence 2003) in three volumes, up to 1920, 1920-1950, and 1950 and later.
69. ^ Austrian essay on Wimmer. Retrieved on February 23, 2007.
2. ^ Kaoru Iwamoto is one such professional from the Nihon Ki-in. Retrieved on March 5, 2007.
3. ^ The Ing Chang-Ki Wei-Chi Education Foundation. Retrieved on September 25, 2006.
4. ^ Shirakawa Masayoshi, A Journey In Search of the Origins of Go, ISBN 1-889554-98-7
5. ^ Edward Lasker, Go and Go-Moku
6. ^ Potter, Donald L. (Winter 1985-86). "Go in the Classics (ii): the Tso-chuan", Go World, No. 42. Ishi Press: Tokyo, pp. 19-21.
7. ^ John Fairbairn. Go in Ancient China.
8. ^ Kiseido. The Four Accomplishments - Retrieved February 27, 2007.
9. ^ John Fairbairn. History of Go in Korea.
10. ^ Nihon Kiin. History of Go in Japan.
11. ^ Nihon Kiin. History of Go in Japan, cont'd.
12. ^ John Power, Invincible: The Games of Shusaku, Kiseido Publishing Company
13. ^ Leipzig Go. History of Go in Europe 1880-1945.
14. ^ American Go Association. American Go Association 1995 Historical Book.
15. ^ Richard Bozulich. The Magic of Go - 40. Go in Europe.
16. ^ European Go Federation. EGF History.
17. ^ NASA Astronaut Bio: Dan Barry
18. ^ How to place Go stones Retrieved March 4, 2007
19. ^ The Go Board Retrieved March 4, 2007
20. ^ Why do I keep getting captured? Retrieved March 4, 2007
21. ^ Sensei's Library: Superko Retrieved on 24 February 2007
22. ^ Article on selecting go equipment from Yutopian Retrieved March 4, 2007
23. ^ Richard Bozulich, The Go Player's Almanac, ISBN 4-906574-40-8
24. ^ Hyuga Hamaguri Goishi Retrieved on 24 February 2007
25. ^ Yunzi Retrieved March 4, 2007
26. ^ Agathis table board Retrieved March 4, 2007
27. ^ Picture of a go board showing the edges
28. ^ The grid isn't square but rectangular (about 8% longer than wide) Retrieved on March 4, 2007
29. ^ Glass Stones: The Hardy Yeomen of Go - Stone size may vary slightly within a few tenths of a millimeter, with the black stones being slightly larger to compensate for the optical illusion that makes black stones look smaller. Retrieved March 4, 2007
30. ^ Comparative measurements of go stones
31. ^ Nihon Kiin website,A stylish way to play your stones Retrieved on 24 February 2007
32. ^ Science, Culture, and the Game of Go (word document) Retrieved on 24 February 2007
33. ^ Pinckard, William "Go and the Three Games", in The Go Player's Almanac 2001, Kiseido Publications
34. ^ Gobet, F., de Voogt, A. J., & Retschitzki, J. (2004). ‘’Moves in mind: The psychology of board games’’. Hove, UK: Psychology Press
35. ^ Masunaga, H., & Horn, J. (2001). Expertise and age-related changes in components of intelligence. ‘’Psychology and Aging’’, 16, 293-311.
36. ^ Science Direct - Cognitive Brain Research
37. ^ New England Journal of Medicine
38. ^ Top Ten Reasons to Play Go AGA
39. ^ The number of board positions is at most 3361 (about 10172) since each position can be white, black, or vacant. There are at least 361! games (about 10768) since every permutation of the board positions corresponds to a game. See Go complexity for more details, which includes much larger estimates.
40. ^ Johnson, George (1997-07-29). To Test a Powerful Computer, Play an Ancient Game. New York Times.
41. ^ Read this article for more explanations on why computer Go is so hard to write
42. ^ How to beat your chess computer by Raymond Keene and David Levy, Batsford Books, 1991, page85
43. ^ Nam Chi-hyung (March 5, 2006). Lesson 35: Sunjang Baduk. The Korea Times.
44. ^ Tibetan Go. Sensei's' Library.
45. ^ Trevanian as quoted in McDonald, Brian (1995, 2002). Go in Western Literature p.5-6.
46. ^ Smith, Sarah (2003-05-24). Rules of the game. The Guardian.
47. ^ Previous Kiriyama Prize Winners Kiriyama Book Prize. Retrieved 15 September 2006.
48. ^ Pahle, Morten. rec.games.go FAQ, section 1.7. Retrieved on 2007-10-05.
49. ^ EGF Official Ratings.
50. ^ The Go Player's Almanac 2001 pp. 92-93, by Richard Bozulich
51. ^ Literally in Japanese byoyomi means 'reading of seconds'.
52. ^ 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).
53. ^ See EGF Tournament Rules August 1997
54. ^ After each move, the number of time periods that the player took (possibly 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, he loses one time period. With 60-89 seconds, he loses two time periods, and so on. If, however, he takes less than thirty seconds, the timer simply resets without subtracting any periods.
55. ^ The Origins of Canadian Byo-Yomi. 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.
56. ^ 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.
57. ^ John Fairbairn Jowa - Sage or Scoundrel
58. ^ John Fairbairn. History of Newspaper Go. Retrieved on June 14, 2007.
59. ^ GoBase.org. Go Seigen: Match Player. Retrieved on June 14, 2007.
60. ^ GoBase.org. Kitani's Streak. Retrieved on June 14, 2007.
61. ^ GoBase.org List of Japanese titles, prizemoney and winners
62. ^ Go History - Timeline Korea. Retrieved on June 14, 2007.
63. ^ Charles Matthews. Weiqi in Chinese Culture. Retrieved on June 14, 2007.
64. ^ GoBase.org List of International titles, prizemoney and winners
65. ^ Peter Shotwell, Go! More Than a Game, ISBN 0-8048-3475-X
66. ^ 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 Asian clubs. Published current European ratings would suggest around 100 players stronger than that, with very few European 7 dans.
67. ^ Korschelt's book was preceded by reports from China and elsewhere; it was the first to supply problem material and professional-level opening theory.
68. ^ European Go has been documented by Franco Pratesi, Eurogo (Florence 2003) in three volumes, up to 1920, 1920-1950, and 1950 and later.
69. ^ Austrian essay on Wimmer. Retrieved on February 23, 2007.
External links
- Annotated Go Bibliographies Detailed go bibliographies and reviews of most go books in print in English. Pointers to similar sources in French and Italian.
- Gobooks contains a sophisticated database of Go books including sample pages, reviews, blurb, contents and availability.
- Learn to play interactively
- Go Base A large website with news, databases of games, pattern matching, player information, and articles on go culture
- A wiki devoted to the theory, practice, and culture of go
- Goproblems.com An open database of interactive Go problems.
- International Go Federation The IGF strives to promote the sport of Go and to improve the organization of world Go. The members of the IGF are the organizations connected with Go in each country or territory.
- KGS internet Go Server - Watch, play, and study in realtime.
For other uses, see Tactic.
A tactic is a method employed to help achieve a certain goal. Military tactics refers to the study of actions undertaken in warfare, but due to its use describing a broad range of subjects, the term is frequently used in
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Direction of Play that the game should continue in. The ability to recognize the correct direction of play can come from extensive play or from studying. Around AGA 5kyu, it becomes an important factor in all games.
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Observation is an activity of a sapient or sentient living being (e.g. humans), which senses and assimilates the knowledge of a phenomenon in its framework of previous knowledge and ideas.
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A board game is a game played with counters or pieces that are placed on, removed from, or moved across a "board" (a premarked surface, usually specific to that game). Simple board games often make ideal "family entertainment" since they are often appropriate for all ages.
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Chinese or the Sinitic language(s) (汉语/漢語, Pinyin: Hànyǔ; 华语/華語, Huáyǔ; or 中文, Zhōngwén) can be considered a language or language family.
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This article contains Japanese text.
Without proper ,
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Japanese
日本語
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Origins
Traditional Chinese
Variant characters
Simplified Chinese
Simplified Chinese (2nd-round)
Traditional/Simplified (debate)
Kanji
- Man'yōgana
Hanja
- Idu
Han Tu
- Chữ Nm
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Traditional Chinese
Variant characters
Simplified Chinese
Simplified Chinese (2nd-round)
Traditional/Simplified (debate)
Kanji
- Man'yōgana
Hanja
- Idu
Han Tu
- Chữ Nm
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Hangul (한글) or Chosŏn'gŭl (조선글) [2]
ISO 15924 Hang
Note
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ISO 15924 Hang
Note
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Korean}}}
Writing system: Exclusive use of Hangul (N. & S. Korea), mix of Hangul and Hanja (S. Korea), or Cyrillic alphabet (lesser used in Goryeomal)
Official status
Official language of: North Korea
South Korea
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China (Traditional Chinese: Without proper rendering support, you may see question marks, boxes, or other symbols instead of Chinese characters.
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The 5th century BC started the first day of 500 BC and ended the last day of 401 BC.
This century sees the beginning of a period of philosophical brilliance among advanced civilizations, particularly the Greeks which would continue all the way through the
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Overview
This century sees the beginning of a period of philosophical brilliance among advanced civilizations, particularly the Greeks which would continue all the way through the
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East Asia is a subregion of Asia that can be defined in either geographical or cultural terms. Geographically, it covers about 12,000,000 km², or about 28% of the Asian continent and about 15% bigger than the area of Europe. More than 1.
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A rectilinear polygon is a polygon all of whose edges meet at right angles. Thus the interior angle at each vertex is either 90° or 270°. Rectilinear polygons are a special case of isothetic polygons.
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Go (board game)
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- The game
- Go rules
- Go handicaps
- Go proverb
- Go terms
- Game complexity
- Go complexity
- Computer Go
- Games played with Go equipment
- The Go world
- List of free Go programs
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China (Traditional Chinese: Without proper rendering support, you may see question marks, boxes, or other symbols instead of Chinese characters.
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Origins
Traditional Chinese
Variant characters
Simplified Chinese
Simplified Chinese (2nd-round)
Traditional/Simplified (debate)
Kanji
- Man'yōgana
Hanja
- Idu
Han Tu
- Chữ Nm
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Traditional Chinese
Variant characters
Simplified Chinese
Simplified Chinese (2nd-round)
Traditional/Simplified (debate)
Kanji
- Man'yōgana
Hanja
- Idu
Han Tu
- Chữ Nm
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Oskar Korschelt (d. 1941, Saxony) (some sources erroneously give him the name Oscar or Otto) was a German chemist and engineer who introduced the Asian strategy board game of Go to Europe, especially to Germany and Austria.
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Edward Lasker (Kempen, December 3 1885 – New York, March 25 1981) was a leading American chess and Go player. He was awarded the title of International Master of chess by FIDE. Lasker was an engineer by profession, and an author.
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The Nihon Ki-in (日本棋院), also known as the Japan Go Association, is the main organizational body for Go in Japan, overseeing Japan's professional system and issuing diplomas for amateur dan rankings.
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Centuries: 19th century - 20th century - 21st century
1930s 1940s 1950s - 1960s - 1970s 1980s 1990s
1960 1961 1962 1963 1964
1965 1966 1967 1968 1969
- -
-
Their 1960s decade refers to the years from 1960 to 1969, inclusive.
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1930s 1940s 1950s - 1960s - 1970s 1980s 1990s
1960 1961 1962 1963 1964
1965 1966 1967 1968 1969
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Their 1960s decade refers to the years from 1960 to 1969, inclusive.
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This page contains Chinese text.
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Without proper rendering support, you may see question marks, boxes, or other symbols instead of Chinese characters.
A Chinese character or Han character (Simplified Chinese:
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Kangxi Dictionary (Chinese: 康熙字典; Pinyin: Kāngxī Zìdiǎn; Wade-Giles: K'ang-hsi tzu-tien
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- ''For other meanings see Go.
The verb to go is irregular, and apart from be is the only suppletive verb in the English language.
Principal parts
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Ing Chang-ki (Chinese: 应昌期; 1914 ~ 1997) was a Taiwan industrialist, Go player, and Go promoter. He was the founder of the Ing Cup. He is also known for inventing and promoting the ING Rules of Go.
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Us is a pronoun in the English language, the objective form of we.
US (capitalized) is an alternative of the abbreviation U.S. which generally refers to the United States of America.
US , U.S.
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US (capitalized) is an alternative of the abbreviation U.S. which generally refers to the United States of America.
US , U.S.
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Europe is one of the seven traditional continents of the Earth. Physically and geologically, Europe is the westernmost peninsula of Eurasia, west of Asia. Europe is bounded to the north by the Arctic Ocean, to the west by the Atlantic Ocean, to the south by the Mediterranean Sea,
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The game of Go originated in China. No one knows when the first game was played, but by the 6th century BC it was considered a worthy pastime for a gentleman, and described as such in the Analects of Confucius.
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