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This play would only be useful in a limited set of situations involving a small interior space. Because Black has the advantage of playing the first move, the idea of awarding White some compensation came into being during the 20th century.

This is called komi , which gives white a 6. Two general types of scoring system are used, and players determine which to use before play.

Both systems almost always give the same result. It is associated with contemporary Chinese play and was probably established there during the Ming Dynasty in the 15th or 16th century.

After both players have passed consecutively, the stones that are still on the board but unable to avoid capture, called dead stones, are removed.

Area scoring including Chinese: Territory scoring including Japanese and Korean: In the course of the game, each player retains the stones they capture, termed prisoners.

Any dead stones removed at the end of the game become prisoners. If there is disagreement about which stones are dead, then under area scoring rules, the players simply resume play to resolve the matter.

The score is computed using the position after the next time the players pass consecutively. Under territory scoring, the rules are considerably more complex; however, in practice, players generally play on, and, once the status of each stone has been determined, return to the position at the time the first two consecutive passes occurred and remove the dead stones.

For further information, see Rules of Go. Thus, the net result given by the two scoring systems rarely differs by more than a point. While not actually mentioned in the rules of Go at least in simpler rule sets, such as those of New Zealand and the U.

Examples of eyes marked. The black groups at the top of the board are alive, as they have at least two eyes. The black groups at the bottom are dead as they only have one eye.

The point marked a is a false eye. When a group of stones is mostly surrounded and has no options to connect with friendly stones elsewhere, the status of the group is either alive , dead or unsettled.

A group of stones is said to be alive if it cannot be captured, even if the opponent is allowed to move first. Conversely, a group of stones is said to be dead if it cannot avoid capture, even if the owner of the group is allowed the first move.

Otherwise, the group is said to be unsettled: Such a move is forbidden according to the "suicide rule" in most rule sets, but even if not forbidden, such a move would be a useless suicide of a White stone.

If a Black group has two eyes, White can never capture it because White cannot remove both liberties simultaneously. Such a move is not suicide because the Black stones are removed first.

In the "Examples of eyes" diagram, all the circled points are eyes. The two black groups in the upper corners are alive, as both have at least two eyes.

The groups in the lower corners are dead, as both have only one eye. The group in the lower left may seem to have two eyes, but the surrounded empty point marked a is not actually an eye.

White can play there and take a black stone. Such a point is often called a false eye. There is an exception to the requirement that a group must have two eyes to be alive, a situation called seki or mutual life.

Neither player receives any points for those groups, but at least those groups themselves remain living, as opposed to being captured.

In the "Example of seki mutual life " diagram, the circled points are liberties shared by both a black and a white group. Neither player wants to play on a circled point, because doing so would allow the opponent to capture.

All the other groups in this example, both black and white, are alive with at least two eyes. Seki can result from an attempt by one player to invade and kill a nearly settled group of the other player.

In Go, tactics deal with immediate fighting between stones, capturing and saving stones, life, death and other issues localized to a specific part of the board.

Larger issues, not limited to only part of the board, are referred to as strategy , and are covered in their own section.

There are several tactical constructs aimed at capturing stones. Recognizing the possibility that stones can be captured using these techniques is an important step forward.

Black cannot escape unless the ladder connects to black stones further down the board that will intercept with the ladder. The most basic technique is the ladder.

Unless the pattern runs into friendly stones along the way, the stones in the ladder cannot avoid capture.

Experienced players recognize the futility of continuing the pattern and play elsewhere. The presence of a ladder on the board does give a player the option to play a stone in the path of the ladder, thereby threatening to rescue their stones, forcing a response.

Such a move is called a ladder breaker and may be a powerful strategic move. In the diagram, Black has the option of playing a ladder breaker. Another technique to capture stones is the so-called net , [53] also known by its Japanese name, geta.

This refers to a move that loosely surrounds some stones, preventing their escape in all directions. An example is given in the adjacent diagram.

It is generally better to capture stones in a net than in a ladder, because a net does not depend on the condition that there are no opposing stones in the way, nor does it allow the opponent to play a strategic ladder breaker.

Although Black can capture the white stone by playing at the circled point, the resulting shape for Black has only one liberty at 1 , thus White can then capture the three black stones by playing at 1 again snap back.

A third technique to capture stones is the snapback. An example can be seen on the right. As with the ladder, an experienced player does not play out such a sequence, recognizing the futility of capturing only to be captured back immediately.

One of the most important skills required for strong tactical play is the ability to read ahead. Some of the strongest players of the game can read up to 40 moves ahead even in complicated positions.

As explained in the scoring rules, some stone formations can never be captured and are said to be alive, while other stones may be in the position where they cannot avoid being captured and are said to be dead.

Much of the practice material available to players of the game comes in the form of life and death problems, also known as tsumego. In situations when the Ko rule applies, a ko fight may occur.

If the opponent does respond to the ko threat, the situation on the board has changed, and the prohibition on capturing the ko no longer applies.

Thus the player who made the ko threat may now recapture the ko. Their opponent is then in the same situation and can either play a ko threat as well, or concede the ko by simply playing elsewhere.

If a player concedes the ko, either because they do not think it important or because there are no moves left that could function as a ko threat, they have lost the ko, and their opponent may connect the ko.

Instead of responding to a ko threat, a player may also choose to ignore the threat and connect the ko. The choice of when to respond to a threat and when to ignore it is a subtle one, which requires a player to consider many factors, including how much is gained by connecting, how much is lost by not responding, how many possible ko threats both players have remaining, what the optimal order of playing them is, and what the size —points lost or gained—of each of the remaining threats is.

Strategy deals with global influence, interaction between distant stones, keeping the whole board in mind during local fights, and other issues that involve the overall game.

It is therefore possible to allow a tactical loss when it confers a strategic advantage. Novices often start by randomly placing stones on the board, as if it were a game of chance.

An understanding of how stones connect for greater power develops, and then a few basic common opening sequences may be understood.

The strategy involved can become very abstract and complex. High-level players spend years improving their understanding of strategy, and a novice may play many hundreds of games against opponents before being able to win regularly.

In the opening of the game, players usually play in the corners of the board first, as the presence of two edges makes it easier for them to surround territory and establish their stones.

Opening moves are generally on the third and fourth line from the edge, with occasional moves on the second and fifth lines. In general, stones on the third line offer stability and are good defensive moves, whereas stones on the fourth line influence more of the board and are good attacking moves.

The opening is the most difficult part of the game for professional players and takes a disproportionate amount of the playing time.

In the opening, players often play established sequences called joseki , which are locally balanced exchanges; [62] however, the joseki chosen should also produce a satisfactory result on a global scale.

It is generally advisable to keep a balance between territory and influence. Which of these gets precedence is often a matter of individual taste.

The middle phase of the game is the most combative, and usually lasts for more than moves. Such groups may be saved or sacrificed for something more significant on the board.

However, matters may be more complex yet, with major trade-offs, apparently dead groups reviving, and skillful play to attack in such a way as to construct territories rather than kill.

The end of the middlegame and transition to the endgame is marked by a few features. The game breaks up into areas that do not affect each other with a caveat about ko fights , where before the central area of the board related to all parts of it.

No large weak groups are still in serious danger. Moves can reasonably be attributed some definite value, such as 20 points or fewer, rather than simply being necessary to compete.

Both players set limited objectives in their plans, in making or destroying territory, capturing or saving stones.

These changing aspects of the game usually occur at much the same time, for strong players. In brief, the middlegame switches into the endgame when the concepts of strategy and influence need reassessment in terms of concrete final results on the board.

Today, in China, it is known as weiqi simplified Chinese: In China, Go was considered one of the four cultivated arts of the Chinese scholar gentleman , along with calligraphy , painting and playing the musical instrument guqin.

Weiqi was introduced to Korea sometime between the 5th and 7th centuries CE, and was popular among the higher classes. In Korea, the game is called baduk hangul: Sunjang baduk became the main variant played in Korea until the end of the 19th century, when the current version was reintroduced from Japan.

Despite its widespread popularity in East Asia, Go has been slow to spread to the rest of the world. Although there are some mentions of the game in western literature from the 16th century forward, Go did not start to become popular in the West until the end of the 19th century, when German scientist Oskar Korschelt wrote a treatise on the ancient Han Chinese game.

In , Edward Lasker learned the game while in Berlin. Two years later, in , the German Go Association was founded.

World War II put a stop to most Go activity, since it was a game coming from Japan, but after the war, Go continued to spread.

Traditionally, ranks are measured using kyu and dan grades, [83] a system also adopted by many martial arts. More recently, mathematical rating systems similar to the Elo rating system have been introduced.

Dan grades abbreviated d are considered master grades, and increase from 1st dan to 7th dan. First dan equals a black belt in eastern martial arts using this system.

The difference among each amateur rank is one handicap stone. For example, if a 5k plays a game with a 1k, the 5k would need a handicap of four stones to even the odds.

Top-level amateur players sometimes defeat professionals in tournament play. These ranks are separate from amateur ranks. Tournament and match rules deal with factors that may influence the game but are not part of the actual rules of play.

Such rules may differ between events. Rules that influence the game include: Rules that do not generally influence the game are: Common tournament systems used in Go include the McMahon system , [86] Swiss system , league systems and the knockout system.

Tournaments may combine multiple systems; many professional Go tournaments use a combination of the league and knockout systems. Trial time is subject to change.

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