Go Proverb
Go proverbs are traditional proverbs relating to the game of Go, generally used to help one find good moves in various situations during a game. They are generalizations and thus a particular proverb will have specific situations where it is not applicable. Knowing when a proverb is inapplicable is part of the process of getting stronger as a Go player. Indeed, several proverbs contradict each other—however they agree in as much as they advise the player to pay attention to the stated situation. Go proverbs, life-or-death problems ( tsumego), and compilations of go games ( kifu) are the three major traditional teaching resources for the game of go. Several books relating to Go proverbs have been written, for example ''Go Proverbs illustrated'' by Kensaku Segoe () was published in 1960. Such books do not just quote the proverb but spend their pages explaining the meaning and application of the proverbs. Some proverbs have a more general applicability. For example, one famous ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Proverb
A proverb (from ) or an adage is a simple, traditional saying that expresses a perceived truth based on common sense or experience. Proverbs are often metaphorical and are an example of formulaic speech, formulaic language. A proverbial phrase or a proverbial expression is a type of a conventional saying similar to proverbs and transmitted by oral tradition. The difference is that a proverb is a fixed expression, while a proverbial phrase permits alterations to fit the grammar of the context. Collectively, they form a folklore genre, genre of folklore. Some proverbs exist in more than one language because people borrow them from languages and cultures with which they are in contact. In the West, the Bible (including, but not limited to the Book of Proverbs) and medieval Latin (aided by the work of Erasmus) have played a considerable role in distributing proverbs. Not all Biblical proverbs, however, were distributed to the same extent: one scholar has gathered evidence to show th ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Ladder (Go)
In the game of Go, a ,() is a basic sequence of moves in which an attacker pursues a group in atari in a zig-zag pattern across the board. If there are no intervening stones, the group will hit the edge of the board and be captured. The sequence is so basic that there is a Go proverb saying "''if you don't know ladders, don't play Go.''" The ladder tactic fails if there are stones supporting those being chased close enough to the diagonal path of the ladder. Such a failing ladder is called a broken ladder. Secondary double threat tactics around ladders, involving playing a stone in such a way as to break the ladder and also create some other possibility, are potentially very complex. Such a play is called a ''ladder breaker''. A ladder can require reading 50 or more moves ahead, which even amateur players can do, as most of the moves are forced. Although ladders are one of the first techniques which human players learn, AlphaGo Zero was only able to handle them much later in it ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Go Terms
Players of the game of Go often use jargon to describe situations on the board and surrounding the game. Such technical terms are likely to be encountered in books and articles about Go in English as well as other languages. Many of these terms have been borrowed from Japanese, mostly when no short equivalent English term could be found. This article gives an overview of the most important terms. Use of Japanese terms Although Go originated in China, the current English and Western technical vocabulary borrows a high proportion of terms from the Japanese language because it was through Japan that the West was introduced to Go. Many of these terms are from a jargon used for technical Go writing and are to some extent specially developed for Go journalism. Some authors of English-language Go materials avoid use of Japanese technical terms, and the way they are applied can differ in subtle ways from the original meanings. A few Korean-language terms have come into use (e.g ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Carpenter's Square
The steel square is a tool used in carpentry. Carpenters use various tools to lay out structures that are square (that is, built at accurately measured right angles), many of which are made of steel, but the name ''steel square'' refers to a specific long-armed square that has additional uses for measurement, especially of various angles. It consists of a long, wider arm and a shorter, narrower arm, which meet at an angle of 90 degrees (a right angle). Today the steel square is more commonly referred to as the framing square or carpenter's square, and such squares are no longer invariably made of steel (as they were many decades ago); they can also be made of aluminum or polymers, which are light and resistant to rust. The longer wider arm is wide, and is called the body; the shorter narrower arm, is wide, and is called the tongue. The square has many uses, including laying out common rafters, hip rafters and stairs. It has a diagonal scale, board foot scale and an octagonal sca ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Knight's Move
The knight (♘, ♞) is a piece in the game of chess, represented by a horse's head and neck. It moves two squares vertically and one square horizontally, or two squares horizontally and one square vertically, jumping over other pieces. Each player starts the game with two knights on the b- and g-, each located between a rook and a bishop. Movement Compared to other chess pieces, the knight's movement is unique: it moves two squares vertically and one square horizontally, or two squares horizontally and one square vertically (with both forming the shape of a capital L). Consequently, a knight alternates between light and dark squares with each move. When moving, the knight can jump over pieces to reach its destination. Knights capture in the same way, replacing the enemy piece on the square and removing it from the board. A knight can have up to eight available moves at once. Knights and pawns are the only pieces that can be moved in the chess starting position. Val ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Ponnuki
is a Japanese term in the game of Go that refers to capturing a single stone, resulting in a diamond shape. The shape of the remaining capturing stones is considered to be very strong, due to its influence in all directions. A certain Go proverb Go proverbs are traditional proverbs relating to the game of Go, generally used to help one find good moves in various situations during a game. They are generalizations and thus a particular proverb will have specific situations where it is not ... says: "A Ponnuki is worth 30 points". A diamond shape (4 stones touching the same empty spot) is considered a ponnuki only when constructed by capturing the middle stone. Depending on the context (other stones on the board), a ponnuki may be strong and thick but inefficient (''overconcentrated''). Etymology The word ''ponnuki'' (ポン抜き) breaks up into ''pon'' and ''nuki'', in which ''pon'' is the sound of a cork when taken from a bottle, while ''nuki'' means "taking out" (nou ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Tesuji
Players of the game of Go often use jargon to describe situations on the board and surrounding the game. Such technical terms are likely to be encountered in books and articles about Go in English as well as other languages. Many of these terms have been borrowed from Japanese, mostly when no short equivalent English term could be found. This article gives an overview of the most important terms. Use of Japanese terms Although Go originated in China, the current English and Western technical vocabulary borrows a high proportion of terms from the Japanese language because it was through Japan that the West was introduced to Go. Many of these terms are from a jargon used for technical Go writing and are to some extent specially developed for Go journalism. Some authors of English-language Go materials avoid use of Japanese technical terms, and the way they are applied can differ in subtle ways from the original meanings. A few Korean-language terms have come into use (e.g., ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Ko Rule
The rules of Go govern the play of the game of Go, a two-player board game. The rules 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 ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Semeai
In the board game Go, a is a tactical situation created in positions when both players have groups striving to capture each other, in some closely delimited area of the board. Typically it is not possible for each side to create a safe group with two eyes. One common outcome is that one group is captured, resolving the race. In the most simple situations it is possible to predict this result, by counting the liberties on each group: if for example there are four liberties each, the advantage will lie with the player able to play first, while if one side has four liberties and the other five, the result is already decided and neither player will continue (the player who is behind will normally leave the area alone, seeing it as a future source of ko threats). There are numerous other possible outcomes, for example a '' seki'', a ko of a direct or indirect nature, and (rather rarely) more exotic types of repeating situation such as triple ko or ''chosei''. In the more orthodox ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Go Terms
Players of the game of Go often use jargon to describe situations on the board and surrounding the game. Such technical terms are likely to be encountered in books and articles about Go in English as well as other languages. Many of these terms have been borrowed from Japanese, mostly when no short equivalent English term could be found. This article gives an overview of the most important terms. Use of Japanese terms Although Go originated in China, the current English and Western technical vocabulary borrows a high proportion of terms from the Japanese language because it was through Japan that the West was introduced to Go. Many of these terms are from a jargon used for technical Go writing and are to some extent specially developed for Go journalism. Some authors of English-language Go materials avoid use of Japanese technical terms, and the way they are applied can differ in subtle ways from the original meanings. A few Korean-language terms have come into use (e.g ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Go (board Game)
# Go is an abstract strategy game, abstract strategy board game for two players in which the aim is to fence off 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 Game piece (board game), playing pieces are called ''Go equipment#Stones, stones''. One player uses the white stones and the other black stones. The players take turns placing their stones on the vacant intersections (''points'') on the #Boards, board. Once placed, stones may not be moved, but ''captured stones'' are immediately removed from the board. A single stone (or connected group of stones) is ''captured'' when surrounded by the opponent's stones on all Orthogona ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Bamboo Joint
In the game of Go, shape describes the positional qualities of a group of stones. Descriptions of shapes in go revolve around how well a group creates or removes life and territory. ''Good shape'' can refer to the efficient use of stones in outlining territory, the strength of a group in a prospective fight, or making eye shapes so that a group may live. ''Bad shapes'' are inefficient in outlining territory and are heavy. Heavy groups cannot easily make eye shapes and are therefore good targets for attack. Understanding and recognizing the difference between good shape and bad is an essential step in becoming a stronger player. Shape is not a rule; the surrounding position must always be taken into account. While it is useful for beginners to learn the common good and bad shapes presented here, sometimes a usually bad shape can be the best shape to play locally. This can be true if it forces the opponent to create an equally bad or worse shape, or if it accomplishes a specific tac ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |