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Go is a strategic board game for two players.

 It is also known as Weiqi in Chinese, Igo or Go in Japanese, and Baduk in Korean. Go originated in ancient China, possibly centuries before it was first mentioned in writing c. 548 BC. It is now popular throughout the world, especially in East Asia.

Go is played by two players alternately placing black and white stones on the vacant intersections of a 19×19 rectilinear grid. A stone or a group of stones is captured and removed if it is tightly surrounded by stones of the opposing color. The objective is to control a larger territory than the opponent's by placing one's stones so they cannot be captured. 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; the game can also end by resignation.

Origin of the name
Despite the fact that Go originated in Ancient China, it is commonly known in the West by its Japanese name, go or igo. This stems from the pioneers who learned of the game from Japanese sources, for example Oskar Korschelt.

The Chinese name Weiqi or Weichi roughly translates as "encirclement chess", "board game of surrounding", or "enclosing game".


 Terminology
Main article: Go terms
The Japan Go Association (Nihon Ki-in) has long played a leading role spreading Go outside East Asia, publishing the English-language magazine Go Review in the 1960s, establishing Go Centers in the US and Europe, and often sending professional teachers on tour to Western nations for extended periods. As a result, many Go concepts for which there is no ready English equivalent have become known elsewhere by their Japanese names.

The widespread use of Japanese terminology in the West notwithstanding, some Chinese and Korean members of the international Go community, including professionals, continue to advocate for the primacy of terms from their language in common usage. They point out that in recent years, many Chinese and Korean players have also taught Western students.

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. This spelling is not widely used outside events sponsored by the Ing foundation.


 History
Main article: History of Go
 
In many East Asian cultures, Go was considered one of the most important skills a civilized person could learn. This screen showing Chinese Go players in the Ming Dynasty was made by Kano Eitoku (????) in the 16th century.Some legends trace the origin of the game to legendary Chinese emperor Yao (2337–2258 BC) who designed it for his son, Danzhu — supposedly of limited intellect 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 fortunetelling device.

The earliest written references of the game come from the historical annal Zuo Zhuan, which describes a man in 548 BC who likes the game, and Book XVII of the Analects of Confucius, compiled sometime after 479 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.

Go had reached Japan from China by the 7th century, and gained popularity at the imperial court in the 8th century. By the beginning of the 13th century, Go was played among the general public in Japan.

 
Guan Yu playing Go while having wounds treatedIn 1603, Tokugawa Ieyasu created Japan's first unified national government. Almost immediately, he appointed the then-best player in Japan, Honinbo Sansa, head of a newly founded Go academy (the Honinbo school, the first of several competing schools founded about the same time). 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 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.

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.

Around 2000, in Japan, the manga (Japanese comic) and anime series Hikaru no Go popularized Go among the youth and started a Go boom in Japan.

Scott A. Boorman's The Protracted Game: A Wei-Chi Interpretation of Maoist Revolutionary Strategy, likens the game to historical events, saying that the Maoists were better at surrounding territory. Mao Zedong himself was a Go player.

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 his achievement.


 Nature of the game
In game theory terms, Go is a zero-sum, perfect information, deterministic strategy game, putting it in the same class as chess, checkers (draughts), and reversi (othello), although it is not similar in its play to these. Although the game rules are very simple, the practical strategy is extremely complex.

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, on various measures, such as the spread of identifiable levels of skill. 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.

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. Go strategy and tactics gives a very brief introduction to the main concepts of Go strategy.


 Traditional equipment
 
Round 1 of the 1989 Meijin tournament.Main article: Go equipment
It is possible to play Go with a simple paper board, and coins or plastic tokens for the stones. More popular midrange equipment includes cardstock, composite, or wood boards with stones of plastic or glass. More expensive traditional materials are also still used by many players.

The traditional Go board (qi pan in Chinese and goban in Japanese) is solid wood, from 10 to 18 cm thick. 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. Other woods often used to make quality table boards include Hiba (Thujopsis dolabrata), Katsura (Cercidiphyllum japonicum), Kauri (Agathis), and Shin-Kaya (Spruce). 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.

The smooth 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 brought from Mexico. 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 desired 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, and the best quality were made of jade; often given to the reigning emperor as a gift.

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, and the stones are made of glass rather than slate and shell. Bowls are often plastic if wooden bowls are not available. Plastic stones are also used.

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. 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.

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 colours that would make equal-sized white stones appear larger on the board than black stones.

 
Go bowls with stones.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 bamboo or reeds make a cheaper alternative.

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. 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.


 Rules
Main article: Rules of Go
 
This picture shows one black unit and two white units. Their respective liberties are shown with dots. Note that liberties are shared among all the stones of a unit. If White plays where his two units share a liberty, they will be connected into one.
 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.
A vacant point adjacent to a stone is a liberty for that stone.
Adjacent stones of the same color form a unit (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 unit.
Units 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 units of the same color.
 
If white plays at A, the black unit loses its last liberty, and is captured and removed from the board.A unit must have at least one liberty to remain on the board. When a unit 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 units, then such units 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.
A player's score is the number of empty points enclosed by his stones plus the number of opposing stones which he has captured. Points which are occupied by stones do not count for scoring purposes. The player with the higher score wins. (Note that there are other rulesets that count the score differently, yet almost always produce the same result.) For a more detailed treatment, see Rules of Go.

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.

 
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.
 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.

 Strategy
Main article: Go strategy and tactics
Basic strategic aspects include the following:

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.
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.
The strategy involved can become very abstract and complex. High-level players spend years improving their understanding of strategy.


 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 original forms of chess having Asian origin). 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. 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."


 Computer software

 Software players
Main article: Computer Go
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 8–10 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.

The reasons why computer programs do not play Go well are attributed to many qualities of the game, including:

The area of the board is very large (more than five times the size of a chess board) and the number of legal moves rarely go below 50 (compare chess, where the average number of moves is 37 ). Throughout most of the game the number of legal moves stay at around 150–250, and computers have a hard time distinguishing between good and bad 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
Main article: Go 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.


 Cultural influence
 
Go played using people wearing hats (black or white) in place of stones (black or white) on a grid laid out in the grass.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. Go symbolism is used in the Chung Kuo series of novels, and Rick Cook's Limbo System. Other novels that have centered around the game include the Prix Goncourt des Lycéens and Kiriyama Prize winner The Girl Who Played Go by Shan Sa, 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.

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.Main article: Go ranks and ratings
In Go, one's rank indicates one's playing strength. The difference between each amateur rank is one handicap stone or about a ten point difference in score while for the professional ranks the difference is roughly 1 stone for every three ranks. For example, if a 5k played a game with a 1k where the 1k gave four handicap stones, the game would be about even whereas if a 9p played a 3p, he would give two handicap stones for a game where both have equal chances. The professional grades partly overlap the amateur dan grades. If an amateur does not know his/her rank then he/she is probably no better than 10 kyu.

The rank system comprises, from the lowest to highest ranks:

Rank Type Range Skill Level
Double-digit kyu (?,?) (gup in Korean) 30–20k Beginner
Double-digit kyu 19–10k Casual player
Single-digit kyu 9–1k Intermediate amateur
Amateur dan (?,?) 1–7d (where 8d is special title) Advanced amateur
Professional dan (?,?) 1–9p (where 10p is special title) Professional


 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. Adjournments and sealed moves began to be regulated in the 1930s. Time control systems adapted to Go are often called byoyomi, 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. 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:

Standard byoyomi: After the main time is depleted, a player has a certain number of time periods (typically around thirty seconds). 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. If the time period expires without the required number of stones having been played, then the player has lost on time.

 Top players
Main article: Go players
Although the game was developed in China, Japan-based players dominated the international Go scene for most of the twentieth century. However, professional players from China such as Nie Weiping (from the 1980s) and from South Korea (since the 1990s) have reached the top levels. Nowadays, many top players from China and Korea are of similar strength, and Japanese dominance is something of the past. Professionals from these three countries regularly compete in a number of national and international Go tournaments. The top Japanese tournaments have a prize purse comparable to that of professional golf tournaments in the United States, while tournaments in China and Korea are less lavishly funded.

Korean players have had an edge in the major international titles, winning 23 tournaments in a row between 2000 and 2002. In the last few years, Korean dominance in international competitions has been increasingly challenged by their Chinese counterparts. Several big name players in South Korea are Lee Chang-ho, Cho Hunhyun, Lee Sedol, Choi Cheol-han and Park Young-Hoon. Top Chinese players include Chang Hao and Gu Li.

The level in other countries has traditionally been much lower, except for some players who had preparatory professional training in Asia. 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; It was not until the 1950s that more than a few Western players took up the game as other than a passing interest. Two famous players of the 1920s were Emanuel Lasker, the world chess champion during that time, and Albert Einstein. In 1978, Manfred Wimmer became the first Westerner to receive a professional player's certificate from an Asian professional Go association. It was not until 2000 that a Westerner, Michael Redmond, achieved the top rank awarded by an Asian Go association, 9 dan.

Reproduced from Wikipedia, The Free Encyclopedia

 


 

 Goama Newsletter

Happy New Year, Dear Goama readers!

We would like to state our plans for 2008:

1. Igor Grishin and the Go Federation of Russia will continue their support. Our magazine will be free and we will still publish it every weak

2. As usual, we will often translate the interviews of top Asian professionals and publish their games, commented by Alexander Dinerchtein

3. We will publish few chapters from the new book of Igor Grishin, Michael Emelyanov and Dmitrij Donskov - "Russian style"

4. Alexander Dinerchtein together with Li Ang, 3-dan professional is starting a new project, called "Joseki innovations". Some of new josekis will be explained on the pages of the Goama magazine

5. Last year we published some interviews with KGS stars, "gentlerain", 9-dan for example. We plan to interview more online heroes in future

6. The archive of all previous issues will be available soon on http://gogame.info/. Our webmaster is working on it right now.

7. We will probably organize a team tournament on KGS, sponsored by Goama magazine

8. We will probably start the "Best Go article" contest, but currently we don't have enough sponsorship for attracting the professional writers and big websites owners, who can post the articles.

We will try to make our magazine better! If you have any ideas on improving it, or can suggest any help, feel free to contact us!

We did not prepare any articles this time, but you can enjoy the commented games at the attachment. They are special, even magic!

See you again in 2008!

Alexander Dinerchtein, the main editor

 

Dear friends!

We are glad to present you the 83rd issue of the "Goama" newsletter, including:

1. An interview with Park Yeonghun, 9-dan

2. An interview with Jang Bi, 9-dan AGA

3. Commented game: "roln111" vs "gentlerain"

4. New photos from Korea

5. The most exciting game of the week

6. Gifts for our readers (new offer)!

7. Announcements: Game commentary contest on Go Teaching Ladder, sponsored by Goama and Go4Go

8. Announcements: Let us support your tournaments!

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An interview with Park Yeonghun, 9-dan, the winner of the Korean GS Galtex cup

- Congratulations! You surprised us a lot by winning the title after losing first 2 games!

- Yes, I think, that it was over too. I thought that I already lost the match, so it was easier to play the 3rd game

- What can you tell us about the last game?

- Lee Sedol, 9-dan made a big mistake in the opening and I thought, that I can finish the game easily. Later the position suddenly became close

- You will play him again in the final match of the Samsung World Go championship. What do you think about your chances?

- In my previous interview I said, that he is the most difficult opponent in the world. I still think so, even after winning the GS Galtex cup

- You beat Gu Li, 9-dan in the semifinal of the Samsung cup. What can you say about that match?

- I was behind in the deciding game and thought that my chances are close to zero. Later he was too passive in the endgame and gave me the chance.

- Can we say that Gu Li's style and Lee Sedol’s style are similar?

- I don't think so. It's possible to imagine the next move, which will be played by Gu Li, but Lee Sedol , 9-dan plays so many unexpected moves!

- As a GS Galtex titleholder, which master you would you like to meet in the title match next year?

- I know that the challenger will be strong, but if possible, I want to avoid another match with Lee Sedol, 9-dan.

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An interview with Jang Bi, 9-dan AGA

Jang Bi, 9-dan is a former Korean insei, he is currently undefeated in US tournaments.

 

- How do you feel about the level of go activity and interest in Go you found on the US west coast? Was it more or less than you expected?

- I feel Baduk in US west coast is just one of common board games yet and still played by Asian people much more. Baduk popularity is less than my expectation

 

- Will you try to get the US citizenship and the possibility of playing for USA in World Amateur Go Championships?

- The reason I came here is to learn English and western culture, and then I want to be a Baduk evangelist for western people. If I wanted to play for WAGC, I would try to qualify in Korea

 

- Li Jie is currently the top-rated amateur in USA. What do you think about your chances against him?

- I saw few of his games and I realized he's one of strongest Baduk player in the USA, He's really strong

I do want to play with him. It would be such a nice match

 

- Ha Sangbong, 7-dan will be the Korean representative on the next WAGC. I bet you know him well. What do you think about the chances of top European (Cristian Pop, Ilya Shikshin) and US amateurs against him?

- I don't think people who are top of European are stronger than me and I'm not a top of Amateur players in Korea

 

- You lost only one game on KGS (as gentlerain, 9-dan) during the last 30 days. What can you say about the person, who beat you – "doodle", 9-dan. Is he a professional or not?

- He could be a professional player but I wasn't impressed of his Baduk

 

- What can you say about the current level of KGS software, comparing to Korean servers? Shall they improve it, if they want to attract more Koreans, or just spend money for advertising?

- Since KGS software is very simple, I like it, but people have various tastes and I think community is the most important thing.

 

- What is the difference between playing styles on Korean servers (Cyberoro, Dashn, Tygem) and KGS?

- Fighting skills of Western people are not as strong as Korean people's

 

- Do you use any computer programs or databases such as Bigo, MoyoGo, GoGoD, etc for studying Go?

- No I don't because Korean sites have good databases online

 

- Can you give any specific advices for online go players who seldom play face to face?

- They need to play with their whole heart

 

- Did you play bangneki before? Why are they so popular in Korea, but not popular in other countries?

- I've played Bangneki several times. It was interesting. Korean people like to feel thrill of Baduk as a fighting game. And if you play Bangneki, you will not meet any boring games with early endgame.

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Commented game: roln111 vs gentlerain December 2007, KGS

We took this game from the collection of the commented games on Go4Go. If you like to receive more commented games, you can subscribe the service here:

http://www.go4go.net/v2/modules/alex/

The price of the yearly subscription (500 games: Pro, KGS, Top European and US tournaments) is $50 only. There is also a 6-months plan available.

In our collection we have the commented games of all KGS heroes: Tartrate, Zend, fondle, dinner, sariyu, Pretender, Mfer, yukisuke, roln111, vic1000, GEKO, Weems, mymy, maru16, redrose, kirara, joeker, kevin83 and other KGS stars.

You may even learn the history of KGS by replaying these games!

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New photos from Korea

http://youchanghyuk.com/news/viewpage.asp?pagec=1&seq=8954&gubun=all

Korean baduk league

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The most exciting game of the week

9th Chinese City League A, round 19

2007-12-01: Luo Delong 3p (Black) vs. Li Kang 6p (White) W+2.5

http://www.go4go.net/v2/modules/collection/sgfview.php?id=16694

New joseki (?)

51st Korean Kuksu, title match #2

2007-12-02: Yun Junsang 6p (Black) vs. Lee Sedol 9p (White) W+R

http://www.go4go.net/v2/modules/collection/sgfview.php?id=16708

The winning tesuji - White 188

Year 2007 Korean League

2007-12-08: Cho Hunhyun 9p (Black) vs. Paek Hongseok 5p (White) B+R

http://www.go4go.net/v2/modules/collection/sgfview.php?id=16798

Moyo-oriented strategy and a huge group, killed by Cho Hunhyun.

 

 

 

 

 

 

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