Go (board game)
Go is a board game played by two players. It is also referred to as Weiqi in Chinese (圍棋; 围棋), Baduk in Korea (바둑) and Igo or Go in Japanese (囲碁; 碁). Go is the worlds oldest game that is played in its original form, with a documented history of over 2.500 years.
Character
Go is played on a flat board with a grid of 19x19 intersections. Two sets of white and black stones are used. The game is played in turns and unlike Chess, black makes the first move in go. Each stone is placed on an intersection and the goal is to capture more territory than the opponent. In go, it often matters whether a given move is beautiful or produces good shape.
It is possible to play essentially the same game on a board of size different from the standard 19 by 19. Beginners, children and those in a hurry, often play on 13 by 13 board, or even on 9 by 9.
Geometric concepts of the game
The geometric-analytic representation of the go board
The go cross-section points can be represented, as in analytic geometry, by ordered pairs of integers, , where the two coordinates vary between and For instance, the row of points near the player of the white stones consists of:
- (0,18) (1,18) . . . (18,18)
while the row of points near the player of the black stones consists of:
- (0,0) (1,0) . . . (18,0)
Two points, and are called adjacent, or the nearest neighbors (as in the theory of lattice systems of statistical mechanics) if they are next to each other in a row or in a column; formally, if:
For instance, points (2,5) and (2,6) are adjacent; also (2,5) and (1,5); while points (2,2) and (3,3) are not.
A sequence of go points is called a path when its each pair of consecutive points is adjacent.
A point is adjacent to a set of points if it is adjacent to at least one point of that set. We also say that a set is adjacent to another set if the two are not apart, i.e. if there exists an adjacent pair of points which has one point in each of the two sets.
Connected sets
A set of go points is called disconnected if it splits into a union of two disjoint non-empty sets, , such that no point of is adjacent to any point of . And a set is called connected when it is not disconnected. It turns out that a set is connected if and only if for every two of its different points there exists a path which starts at one of these points and ends in the other one.
Every set of go points is uniquely a union of its maximal connected subsets, called its connected components. Each two components are disjoint and even apart one from another, meaning that points from two different components are never adjacent.
Remark: The empty set, and each 1-point set, is connected.
2-point sets: A 2-point set is connected if and only if its points are adjacent.
Board configuration and groups of stones
Each time you have black and white stones on some of the go points (cross-sections) you get a (board) configuration. Formally, a board configuration is an arbitrary function
- Equality is interpreted as: black stone occupies point
- equality is interpreted as: white stone occupies point
- equality is interpreted as: point is vacant.
In the everyday (non-mathematical) language we say that a configuration is any distribution of black and white stones on (the cross-points of) the board. Then we call a collection of the black (respectively white) stones a group if the points which these stones occupy form a connected component of the set of all points occupied by the black (resp. white) stones.
Removal of stones
Given a configuration and a set of stones (each of of either color), the removal of stones of means formally the replacement of the given configuration by configuration such that for every point of , and for every other point of the board.
Liberties and eyes
A vacant point adjacent to a (point occupied by one of the stones of a given) group is called a liberty of that group. Strong go players are always aware of the number of liberties of each group of stones on the board.
A group of stones which has no liberties is called dead.
If a vacant point is adjacent to black (resp. white) stones only then it is called a black (resp. white) eye or 1-point eye.
More generally, given a configuration a component of the set of all vacant points is called a black (resp. white) eye if there does not exist a configuration (resp. ) such that a point of is a white (resp. black) 1-point eye with respect to configuration
In the ordinary language of go, a black eye is not a result of a fist landing on someone's face, but it is a connected set of vacant points, surrounded by black stones, and such that it is not possible to create a white 1-point eye by filling all but one of these vacant points with white stones so that the remaining single vacant becomes a 1-point white eye (whether or not we also set white stones on the remaining vacant points, outside of the given connected group of vacant points is irrelevant because it will not affect the status of the points of the given vacant component).
Safe groups and families of groups of stones
Let's look at the simple case before stating the general full definition of a safe family of groups.
- A group of black (resp. white) stones is safe if it surrounds two eyes by itself, meaning that even if we remove from the board all other stones of the same color (outside of the given group), there would be at least two different eyes (with respect to the modified configuration) of the given color.
- In general, a family of groups of stones of the same color is safe if after removing all stones of the same color, which do not belong to any of the groups of the family, each group of the family will be adjacent to at least two different eyes (w.r. to the modified configuration) of the given color.
If a family consists of just one group then we get back the simple case (the two definitions above are equivalent for a group and a single-group family).
Configuration score
The conceptual notion of the configuration score is virtually necessary in order to define the (practical) notion of the score of a game—to be defined in the section on rules. But these two related notions should not be confused.
Let be an arbitrary fixed configuration (fixed means that we consider just the same one configuration throughout this whole section).
Definition 1 Let and be arbitrary go points. We say that it is possible to reach the latter point from the earlier one if there exists a path from to such that all intermediate points of that path are vacant.
Definition 2 We say that point is black (resp. white) if it is occupied by a black (resp. white) stone or if it is possible to reach a black (resp. white) stone, but not white (resp. black), from Otherwise, when a point is neither black nor white, we say that such a point is neutral.
Definition 3 The configuration score is the number of black points minus the number of the white points.
Remark The configuration score may sound to a go player at the same time familiar and strange (even silly). This is because a go player almost always thinks about the future configuration and never literally in the terms of the present configuration. Even when the two players agree to end the game, they, as a rule, do not consider the final configuration on the board but one of the equivalent future configurations which would occur if the players cared to make certain obvious moves. Thus they consider the score of one of those potential future final configurations, and not of the final configuration which actually occurred in the game. But we need the simple notion of the configuration score, as defined above, in order to precisely define the actual game score.
Examples
- When there are no stones on the board (i.e. the configuration function is identically equal to zero) then all points are neutral, hence the configuration score is zero.
- When there is only one black stone on the 19x19 board then the configuration score is equal to 19x19 = 361.
- When there is only one black and one white stone on the board then all points are neutral, and the score is zero.
- When (two black stones) and (a single white stone in the center) and all other points are vacant, then 3 points are black, 1 point is white, and the score is 2.
Rules
There are a few different Rule Sets for playing Go. They are very similar to each other and for most games the different rules give similar results. The core rules are:
1. Each turn a player places a stone on one empty intersection. Afterwards it's the other player's turn.
2. A stone is a member of a group of stones if one stone is connected to another stone of the group with the same color via a line (there are no direct diagonal connections). If there is no stone that is connected via a line to an empty intersection in a group that group is dead and has to be removed from the board and the stones become prisoners.
3. You aren't allowed to make a move that directly reverses the move of your opponent (your move would remove the stone of your opponent and that stone closed the last intersection of one of your stones and you want to replay that stone).
4. If nobody wants to make a move and passes the game is over. All stones that could be killed through adding additional stones are dead and get removed from the board and become prisoners.
After Japanese rules the winner is the person whose sum of enemy prisoners together with the amount of empty intersections that surround his stones is greater than the other person's.
In Chinese rules you add the number of your stones to the number of your surrounded empty interactions and the player that has the most points wins.
Because making one prisoner reduces the amount of enemy stones exactly by one both methods usually get the same result, besides the fact that in half of the games there is a one point difference because white passed first and black played one stone more than white.
While the above rules are sufficient for most games, specific rules that exactly define the terms that are used in the rules can be a bit longer.[1]
History
There is no exact date for the invention of Go. One legend dates the invention to the Emperor Yuo who taught the game to his eldest son Dan Zhu. Most modern writers think, that this legend (and a few similar legends), were written down in the Han period, to make the game appear older than it really is. They date the invention to the period of 1000-400 BC.[2]
Comparison to chess
Compared to chess go requires more activation in the right parietal brain areas.[3]
Go is conceptually simpler than chess (especially when go rules are properly formulated):
- A go player has only one kind of pieces, called stones. A chess player has six kinds of pieces (king, queen, rook, bishop, knight, pawn, and one of her/his bishops runs on white squares, while the other one on the black--thus they are actually different too).
- A go player makes only one kind of moves, namely setting a stone on an intersection point (the effect may be different each time, causing sometimes a group of opponent stones to be removed). A chess pawn has four kind of moves: 1.going one step forward, 2.going two steps forward from its initial position, 3.capturing an opponent's piece one step askew from it and landing where the opponent's piece was, 4. capturing opponent's pawn en passant. On the top of it, the pawn, which reaches the last row gets promoted.
- Go has essentially only one (very natural) restriction on moves: a move which would lead to a repetition of position is illegal (not allowed). It has also another rule, which disallows a suicide, but it's only a cultural rule, not essential to the game. In chess too we have a cultural rule which disallows to put your own king in check. In addition, we have also several essential rules which contribute to the total chess rules complexity: castling, en passant, promotion and the rules about draw by repetition or by making 50 moves by both sides without any capturing and without any pawn move.
Chess as a whole does not admit any natural, regular generalizations onto larger boards (but many chess endings do). In the case of go, one may play the game on the square boards of arbitrary n by n size, and also on rectangular m by n boards. More than that, one may play go on arbitrary finite simple graphs. Thus go is so mathematical that it provides a graph invariant: with arbitrary graph we may associate the result of the game played optimally by both players (mathematical theory of games states that such optimal strategies exist; it's a corollary to the respective Zermelo's theorem, 1913).
Go is one of the most complex games in the world, far outweighing games such as chess in the number of possible game positions.
Major Titles
There are 7 major go titles in Japan. The record for winning the most titles over the years is held by Japanese professional Cho Chikun, who has won 71 titles.
Tournament | Prize money | Current title holder |
---|---|---|
Judan | Cho Chikun | |
Tengen | Kono Rin | |
Oza | Yamashita Keigo | |
Meijin | Takao Shinji | |
Gosei | Cho U | |
Honinbo | Takao Shinji | |
Kisei | Yamashita Keigo |
Cultural Dimensions
Go strategy is also studied as an metaphor for Asian strategy compared to western strategy.[4]
Notes
- ↑ Rules sets compiled and analyzed by Robert Jasiek
- ↑ The Game of Go Speculations on its Origins and Symbolism in Ancient China By Peter Shotwell
- ↑ A functional MRI study of high-level cognition II. The game of GO by Xiangchuan Chen et al
- ↑ Learning from the Stones: A Go Approach to Mastering China's Strategic Concept, Shi, by Dr. David Lai