Go (board game)

From Citizendium
Revision as of 16:07, 2 January 2008 by imported>Richard Pettitt (→‎Comparison to chess: better explaination of brain function (I hope) and link to the article's full text)
Jump to navigation Jump to search
This article is developing and not approved.
Main Article
Discussion
Related Articles  [?]
Bibliography  [?]
External Links  [?]
Citable Version  [?]
 
This editable Main Article is under development and subject to a disclaimer.
(CC) Photo: S. Venga
Modern game board of Go the 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 world's oldest game that is played in its original form, with a documented history of over 2,500 years.

[edit intro]

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.

In the section devoted to a version of precise rules of go, the black color will be associated with 1, and the white color with -1. For instance a phrase like color   will mean color black for even values of   and it will mean color white for odd values of

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 captured 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]

A version of precise, complete rules of go

A go record is a finite sequence   of configurations (where   is a non-negative integer) such that the following six postulates hold:

  •   is identically   (the board is empty)
  • if    and   then
  • configuration   does not have any dead group of any color
  • for every   there is at most one point ,  called the click -point, such that and (the click value)
  • if   is a click -point then configuration is obtained from configuration   by removing the dead groups of color ,  where configuration differs from configuration   only at the click point   by assuming the click value .

for every

A go game is the process of making go moves by two players, of the black and of the white stones, where the player of black stones selects the odd numbered configurations and the player of white stones selects the even numbered configurations in such a way that they produce a finite sequence of configurations, which satisfies the above listed five assumptions. Each player selects the consecutive configuration based on the full information of the previous configurations, obtained by observing each previous generation from the moment it was selected to the moment the next configuration was selected.

The score of the go game is the configuration score of the last configuration. The player of black stones strives at maximizing the score, while the player of the white stones strives at minimizing.

Who is the winner?

When, according with the standard rules the game starts with an empty board then experience and common sense show that the player who makes the first move, which is the player of black stones, should get a positive score, when playing against an opponent of equal strength. The score hovers mostly around the values 5 to 8 when two equal, strong players play. Thus tournament directors or some go organization set the so-called komi at 5.5 or 6.5 or 7.5 level, which means that the player of the black stones is considered to be the winner if the score of the game is greater than komi; otherwise, when the score is smaller than the komi value then the player of the white stones is considered to be the winner.

Games between players of unequal strength

Players of clearly unequal strength may start, for the sake of greater enjoyment of the game, from a configuration   different from the identically 0-configuration. Depending on the difference in their strength, the initial configuration may be selected in such a way as to make the chances of winning more equal for the two players.

Various remarks

  • In practice, the last part of the game is not really played. Instead, the two players predict what the score would be if they continued by making obvious, reasonable moves.

Comparison to chess

Compared to chess, go requires global strategy that relies heavily on spatial ability. Players are observed to have greater activation of the brain's right hemisphere, while chess is mildly left lateralized.[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