Tsumego Kaisyou
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Tsumego Kaisyou
is the Japanese term for a type of go problem based on life-and-death. The term likely comes from , as means checkmating in shogi but has different meanings in go. ''Tsumego'' problems are common in newspaper columns. ''Tsumego'' problems have been found in Chinese books dating back to around the 13th century. They were presumably composed and collected from actual games much earlier. They range from situations that occur quite commonly, which every strong player ought to be familiar with, to deliberately difficult puzzles. Some books of the latter type are still used for professional training. Several conventions are used in the problems. The objective is to kill a group or prevent it from being killed. Problems do not specify how many plays are in the solution (as would be usual in a chess problem), because the goal of the problem is rarely to capture stones; as soon as the correct first move is played, the threatened group can be considered alive (or dead). Solution diag ...
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:Category:Japanese Words And Phrases
{{Commons Words and phrases by language Words Words Words A word is a basic element of language that carries an objective or practical meaning, can be used on its own, and is uninterruptible. Despite the fact that language speakers often have an intuitive grasp of what a word is, there is no conse ...
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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 dial ...
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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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Life And Death (Go)
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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Tsumeshogi
or tsume (詰め) is the Japanese term for a shogi miniature problem in which the goal is to checkmate the opponent's king. Tsume problems usually present a situation that might occur in a shogi game (although unrealistic artistic tsume shogi exists), and the solver must find out how to achieve checkmate. It is similar to a mate-in-''n'' chess problem. The term tsumi (詰み) means the state of checkmate itself. The verb form is tsumu (詰む) "to checkmate". (The related term ''tsumero'' 詰めろ refers to the slightly different concept of "threatmate". See: Hisshi.) ''Tsume shogi'' problems are strictly forced mate problems with constant checks. They assume that the player is in brinkmate and that they will lose unless they can force a mate sequence with a check on every move. The situation simulates real shogi games in which the endgame is essentially a mutual mating race. Note that the concept of stalemate as in western chess does not exist in shogi as it essentially does ...
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Checkmate
Checkmate (often shortened to mate) is any game position in chess and other chess-like games in which a player's king is in check (threatened with ) and there is no possible escape. Checkmating the opponent wins the game. In chess, the king is never actually captured—the player loses as soon as the player's king is checkmated. In formal games, it is usually considered good etiquette to resign an inevitably lost game before being checkmated. If a player is not in check but has no legal move, then it is ''stalemate'', and the game immediately ends in a draw. A checkmating move is recorded in algebraic notation using the hash symbol "#", for example: 34.Qg3#. Examples A checkmate may occur in as few as two moves on one side with all of the pieces still on the board (as in Fool's mate, in the opening phase of the game), in a middlegame position (as in the 1956 game called the Game of the Century between Donald Byrne and Bobby Fischer), or after many moves with as few a ...
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Shogi
, also known as Japanese chess, is a strategy board game for two players. It is one of the most popular board games in Japan and is in the same family of games as Western chess, '' chaturanga, Xiangqi'', Indian chess, and ''janggi''. ''Shōgi'' means general's (''shō'' ) board game (''gi'' ). Western chess is sometimes called (''Seiyō Shōgi'' ) in Japan. Shogi was the earliest chess-related historical game to allow captured pieces to be returned to the board by the capturing player. This drop rule is speculated to have been invented in the 15th century and possibly connected to the practice of 15th century mercenaries switching loyalties when captured instead of being killed. The earliest predecessor of the game, chaturanga, originated in India in the sixth century, and the game was likely transmitted to Japan via China or Korea sometime after the Nara period."Shogi". ''Encyclopædia Britannica''. 2002. Shogi in its present form was played as early as the 16th century, w ...
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Chess Problem
A chess problem, also called a chess composition, is a puzzle set by the composer using chess pieces on a chess board, which presents the solver with a particular task. For instance, a position may be given with the instruction that White is to move first, and checkmate Black in two moves against any possible defence. A chess problem fundamentally differs from over-the-board play in that the latter involves a struggle between black and white, whereas the former involves a competition between the composer and the solver. Most positions which occur in a chess problem are 'unrealistic' in the sense that they are very unlikely to occur in over-the-board play. There is a good deal of specialized jargon used in connection with chess problems; see glossary of chess problems for a list. Definition The term "chess problem" is not sharply defined: there is no clear demarcation between chess compositions on the one hand and puzzles or tactical exercises on the other. In practice, however ...
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Nobuaki Maeda
Maeda Nobuaki was a Japanese professional 9 dan go player, a disciple of Honinbo Shusai, and a member of the Nihon Ki-in, the main organizational body for go in Japan. His own disciples were Norio Kudo, Yusuke Oeda, Shioiri Itsuzo, Nagahara Yoshiaki, and Morikawa Masao. Maeda reached the highest professional rank, 9 dan, in 1963, but never achieved the consistent record of tournament success that marks the truly elite player. Maeda is famous today principally for his series of tsume-go (problem) collections, which gained him the honorary nickname "god of tsume-go." It is said that he composed a problem a day for 40 years. Many of these problems are considered especially beautiful, ingenious, or instructive. Maeda is also remembered for his presumed role in one of the most sensational and controversial games of the 20th century: the 1933 challenge game between his teacher, Honinbo Shusai, and the Chinese prodigy Go Seigen Wu Quan (), courtesy name Wu Qingyuan ()His cou ...
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Yilun Yang
Yang Yilun (; born May 10, 1951), also spelled Yang Yi-lun, is a 7 dan professional Go player Player may refer to: Role or adjective * Player (game), a participant in a game or sport ** Gamer, a player in video and tabletop games ** Athlete, a player in sports ** Player character, a character in a video game or role playing game who ..., teacher, and author, with special expertise in the formulation of "tsume-go" (life-and-death) problems. For many years he has served as the professional Go player of the Cotsen Go Tournament, the largest annual Go tournament in southern California.Documentation of his 2009 position as the professional player ihere He became a professional in 1966, at the age of 14. He began teaching in the United States in 1986, and is the chief instructor of the American Go Institute in Los Angeles, California. He has taught hundreds of students from Canada, Germany, Hong Kong, Poland, Singapore, Taiwan, and the United States. His co-author Philip S ...
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Igo Hatsuyōron
''Igo Hatsuyōron'' (囲碁 発陽論, literally : ''On yang production in the game of go'', often abbreviated Hatsuyōron) is a collection of 183 go problems (mostly tsumego), compiled in 1713 by the Japanese go master Inoue Dōsetsu Inseki. Until the end of the 19th century, the ''Hatsuyōron'' remained a closely guarded secret of the Inoue house, where it was used to drill the best disciples in the tactics. It became public after the collapse of the Four go houses; several incorrect editions are published, before the discovery in 1982 of a copy that is close to the original now lost. ''Igo Hatsuyōron'' is considered the most difficult of such collections, and as such is still used for training Go professionals. It contains many problems so complex that false or incomplete solutions were given in the first editions, and in particular an exceptional problem by its theme and its depth, rediscovered in 1982, and which is not yet completely solved in 2015. History Inoue D ...
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