Ko (Go)
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Ko (Go)
A ''ko'' (Japanese: コウ, 劫, ''kō'', from the translation of the Sanskrit term kalpa) fight is a tactical and strategic phase that can arise in the game of go. ''Ko'' threats and ''ko'' fights The existence of ''ko'' fights is implied by the rule of ko, a special rule of the game that prevents immediate repetition of position, by a short 'loop' in which a single stone is captured, and another single stone immediately taken back. The rule states that the immediate recapture is forbidden, for one turn only. This gives rise to the following procedure: the 'banned' player makes a play, which may have no particular good qualities, but which demands an instant reply. Then the ban has come to its end, and recapture is possible. This kind of distracting play is termed a ''ko threat''. If White, say, chooses to play a ko threat, and Black responds to the threat instead of ending the ko in some fashion, then White can recapture the stone that began the ko. This places Black in the s ...
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Japanese Language
is spoken natively by about 128 million people, primarily by Japanese people and primarily in Japan, the only country where it is the national language. Japanese belongs to the Japonic or Japanese- Ryukyuan language family. There have been many attempts to group the Japonic languages with other families such as the Ainu, Austroasiatic, Koreanic, and the now-discredited Altaic, but none of these proposals has gained widespread acceptance. Little is known of the language's prehistory, or when it first appeared in Japan. Chinese documents from the 3rd century AD recorded a few Japanese words, but substantial Old Japanese texts did not appear until the 8th century. From the Heian period (794–1185), there was a massive influx of Sino-Japanese vocabulary into the language, affecting the phonology of Early Middle Japanese. Late Middle Japanese (1185–1600) saw extensive grammatical changes and the first appearance of European loanwords. The basis of the standard dialect moved f ...
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Kalpa (aeon)
A ''kalpa'' is a long period of time (aeon) in Hindu and Buddhist cosmology, generally between the creation and recreation of a world or universe. Etymology ''Kalpa'' ( sa, कल्प, , a formation or creation) in this context, means "a long period of time (aeon) related to the lifetime of the universe (creation)." It is derived from ''कॢप्'' (kḷp) +‎ -अ (-a, nominalizing suffix) ( sa, कॢप्, kḷp, to create, prepare, form, produce, compose, invent). Hinduism In Hinduism, a ''kalpa'' is equal to 4.32 billion years, a "day of Brahma" (12-hour day proper) or one thousand '' mahayugas'', measuring the duration of the world. Each ''kalpa'' is divided into 14 ''manvantara'' periods, each lasting 71 ''Yuga Cycles'' (306,720,000 years). Preceding the first and following each ''manvantara'' period is a juncture (''sandhya'') equal to the length of a ''Satya Yuga'' (1,728,000 years). A ''kalpa'' is followed by a ''pralaya'' (dissolution) of equa ...
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Go (game)
Go is an abstract strategy board game for two players in which the aim is to surround more territory than the opponent. The game was invented in China more than 2,500 years ago and is believed to be the oldest board game continuously played to the present day. A 2016 survey by the International Go Federation's 75 member nations found that there are over 46 million people worldwide who know how to play Go and over 20 million current players, the majority of whom live in East Asia. The playing pieces are called stones. One player uses the white stones and the other, black. The players take turns placing the stones on the vacant intersections (''points'') of a board. Once placed on the board, stones may not be moved, but stones are removed from the board if the stone (or group of stones) is surrounded by opposing stones on all orthogonally adjacent points, in which case the stone or group is ''captured''. The game proceeds until neither player wishes to make another move. Wh ...
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Rules Of Go
The rules of Go have seen some variation over time and from place to place. This article discusses those sets of rules broadly similar to the ones currently in use in East Asia. Even among these, there is a degree of variation. Notably, Chinese and Japanese rules differ in a number of aspects. The most significant of these are the scoring method, together with attendant differences in the manner of ending the game. While differences between sets of rules may have moderate strategic consequences on occasion, they do not change the character of the game. The different sets of rules usually lead to the same game result, so long as the players make minor adjustments near the end of the game. Differences in the rules are said to cause problems in perhaps one in every 10,000 games in competition. This article first presents a simple set of rules which are, except for wording, identical to those usually referred to as the Tromp–Taylor Rules, themselves close in most essential respect ...
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Life And Death
Life and death (死活) is a fundamental concept in the game of Go, where the status of a distinct ''group'' of ''stones'' is determined as either being "alive", where they may remain on the board indefinitely, or "dead", where the group will be lost as "captured". The basic idea can be summarized by: :''A group must have a means to evade capture forever, by securing at least two liberties that can't be filled at the same time (often through two "eyes") to live.'' Explanation The concept of ''Life and death'' is a consequence of two basic Go rules. * ''A group of stones with no liberties is captured.'' * ''A stone may not be played on a position where it will be captured directly, unless it directly captures another group.'' Because of these rules, some groups can never be captured (''alive''), while others cannot avoid capture (''dead''). The group at a is not alive, but may become alive, so is ''unsettled''. The group at b is ''dead''. The group at c and d is ''alive' ...
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Ko (go) - Exemple De Triple Ko
A KO is a knockout in various sports, such as boxing and martial arts. K.O., Ko or Kō may also refer to: Arts and entertainment Music * KO (musician), Canadian musician who plays a fusion of hip hop and folk music * ''K.O.'' (album), a 2021 album by Danna Paola * K.O (rapper), South African rapper Ntokozo Mdluli * Karen O (born 1978), lead singer of the rock group Yeah Yeah Yeahs * Kevin Olusola, American cellist, beatboxer and member of ''a cappella'' group Pentatonix * ''K.O.'', a 2008 album by Rize * "K.O.", a 2004 song by Smujji Other media * Ko (Go), in the board game ''Go'' * ''Ko'' (film), a 2011 Tamil action movie * '' Knight Online'', a 2004 online role-playing game Language * Ko language * Ko (kana), the romanization of the Japanese kana こ and コ * ISO 639-1 code for the Korean language Surname * Ko (Korean surname) * Gao (surname), a surname of Chinese origin romanized to Ko in Hong Kong, and in several romanizations especially in South-east Asia * Ke (sur ...
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Rules Of Go
The rules of Go have seen some variation over time and from place to place. This article discusses those sets of rules broadly similar to the ones currently in use in East Asia. Even among these, there is a degree of variation. Notably, Chinese and Japanese rules differ in a number of aspects. The most significant of these are the scoring method, together with attendant differences in the manner of ending the game. While differences between sets of rules may have moderate strategic consequences on occasion, they do not change the character of the game. The different sets of rules usually lead to the same game result, so long as the players make minor adjustments near the end of the game. Differences in the rules are said to cause problems in perhaps one in every 10,000 games in competition. This article first presents a simple set of rules which are, except for wording, identical to those usually referred to as the Tromp–Taylor Rules, themselves close in most essential respect ...
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