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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.
a – hoshi; b – tengen; c – go no go; d – san san; e – komoku; f – takamoku; g – ōtakamoku; h – mokuhazushi; i – ōmokuhazushi As the distance of a stone from the edge of the board has important tactical and strategic implications, it is normal to term the corner points of the board (1, 1) points, and count lines in from the edge.
Paper and pencil go is a Go variant that can be played with just paper and pencil. [14] Unlike standard Go, games played under these rules are guaranteed to end in a finite number of moves, and no ko rule is needed. Nothing is ever rubbed out. It differs from standard Go in the following ways: Surrounded stones are not captured, but just marked.
Generalized Go is played on n × n boards, and the computational complexity of determining the winner in a given position of generalized Go depends crucially on the ko rules. Go is “almost” in PSPACE, since in normal play, moves are not reversible, and it is only through capture that there is the possibility of the repeating patterns ...
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Lasker's book Go and Go-moku (1934) helped spread the game throughout the U.S., [97] and in 1935, the American Go Association was formed. Two years later, in 1937, the German Go Association was founded. World War II put a stop to most Go activity, since it was a popular game in Japan, but after the war, Go continued to spread. [98]
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A key concept in the tactics of Go, though not part of the rules, is the classification of groups of stones into alive, dead or unsettled. At the end of the game, groups that cannot avoid being captured during normal play are removed as captures. These stones are dead. Groups can reach this state much earlier during play; a group of stones can ...