Network, network and network

Weiqi is a game that subtly teaches us using networking skills to accomplish great goals.

In the beginning, Weiqi is just a blank board without a single stone. Then a stone is placed as the game commences. Then the game progresses, more and more stones are added. Stones are then linked together to form boundaries and defensive lines. At the end of the game, we can see many stones are connected to form countable territories on the board. The more stones that are networked the more territories will be surrounded. In other words, the more stones remain on the board, the stronger the position the stones have become.

Stones that are not connected will be killed and removed. And that is the name of the game.

Image result for weiqi

Networking indeed is a powerful tool in our life. Businesses require networking to maintain growth and relevance. The individual requires connectability to sustain employment. No one person or business is a standalone island.

The more a person is networked, the more useful the person has become; the talent of that person becomes amplified.

Weiqi resembles life. It teaches us useful wisdom. That is to be well networked in life. Great businessmen network to grow their business empire.  McDonald’s had 2 stories. First was that the original McDonald’s brothers did not like the idea of networking and in the end, they had to force sell their business to Ray Croc and exit the market. The second story was that Ray Croc networked McDonald’s and became the biggest fast food chain in the whole world.

 

The Balance of Weiqi

The balance of Weiqi is probably one of the most difficult concepts of play in the game. It is simple to understand at the theoretical level but it becomes technically difficult when comes to play.

Too much territory loses control over the centre and affects mid game fights later on in the game. Whereas too much external influence usually begets a low territory count that may put you in an out-of-balance situation.

Therefore, it will be a challenge to teach and impart the concept to Weiqi learners. Yet if the concept of balance is well understood, the Weiqi learner will improve the game by leaps and bounds.

During the elementary days of our Weiqi learning journey, most of us were taught in basic lessons on taking territory above controlling the board’s centre influence. This is not a fully correct pre-learnt concept.

With enough playing experience and understanding, most matured high-level players knew that they must balance territory and influence.

Therefore, a good balance in the game is having a sufficient amount of territory with ample support of influence towards the centre of the board or vice versa.

This concept of good territory-influence balance gives the player a better selection of josekis 定石 (prefix formation of stones usually in the corner) right at the start of the game. Hence able to control the mid-game better.

On an additional side note to promote the application of balance in Weiqi into our real lives:

Sometimes, we have to make a radical or life-changing decision in difficult situations. Applying this concept of balance could sometimes paint a clearer or bigger picture (as in Weiqi’s influence) and declutter hidden dangers of immediate gain (as in Weiqi’s territory).

I hope we can all learn together the balance of Weiqi and apply this valuable concept in our lives.

Intrinsic Value of Weiqi

Q: Why do parents send their children to Weiqi lessons in spite of computer AI domineering humans in the game in this age?

A: There are a few points to answer this commonly asked question.

1. Life values learned in the game.

Example as in the Ten Commandments of Weiqi 围棋十决

As in the list, all items are applicable to real life. I will give each an example in a later article.

 

2. Cultural values learned in this game. Manners, greetings, patience and respect.

These traits are not taught by computers nor by our mainstream school teachers and professors.

Our school teachers had taught us to excel in our academics but in human to human relationships, this area has failed miserably. This could be the fundamental reason why social problems are occurring in our society.

 

3. The true values of winning and losing.

This may look abstract but I think it is still not difficult to understand.

For example, a person may win in an argument with his friend or spouse in a short-term dispute, but he may lose this person’s friendship in the long term.

A very smart and intelligent guy may win arguments all the time, but he may not have a close friend at all as his way of debating may turn away many friends who find him domineering in conversation.

Learning Weiqi teaches us how to keep balance in the area of assessing winning and losing situation. In the first commandment of Weiqi, “Do not overly be greedy in winning”, teaches us to keep in check our attitude when comes to winning.

 

Overall, in summary, the trend of computers winning human may seem to have a negative impact on the development of promoting the game in the short term, but I believe the understanding of the intrinsic (or core nature) value of the game of Weiqi like its cultural and educational values will outlast and turn the trend eventually.

 

10 Small Things You Can Do Every Day to Get Smarter

1. Be smarter about your online time.

Every online break doesn’t have to be about checking social networks and fulfilling your daily ration of cute animal pics. The Web is also full of great learning resources, such as online courses,intriguing TED talks, and vocabulary-building tools. Replace a few minutes of skateboarding dogs with something more mentally nourishing, suggest several responders.

2. Write down what you learn.

It doesn’t have to be pretty or long, but taking a few minutes each day to reflect in writingabout what you learned is sure to boost your brainpower. “Write 400 words a day on things that you learned,” suggests yoga teacher Claudia Azula Altucher. Mike Xie, a research associate at Bayside Biosciences, agrees: “Write about what you’ve learned.”

3. Make a ‘did’ list.

A big part of intelligence is confidence and happiness, so boost both by pausing to list not the things you have yet to do, but rather all the things you’ve already accomplished. The idea of a “done list” is recommended by famed VC Marc Andreessen as well as Azula Altucher. “Make an I DID list to show all the things you, in fact, accomplished,” she suggests.

4. Get out the Scrabble board.

Board games and puzzles aren’t just fun but also a great way to work out your brain. “Play games (Scrabble, bridge, chess, Go, Battleship, Connect 4, doesn’t matter),” suggests Xie (for a ninja-level brain boost, exercise your working memory by trying to play without looking at the board). “Play Scrabble with no help from hints or books,” concurs Azula Altucher.

5. Have smart friends.

It can be rough on your self-esteem, but hanging out with folks who are more clever than you is one of the fastest ways to learn. “Keep a smart company. Remember your IQ is the average of five closest people you hang out with,” Saurabh Shah, an account manager at Symphony Teleca, writes.

“Surround yourself with smarter people,” agrees developer Manas J. Saloi. “I try to spend as much time as I can with my tech leads. I have never had a problem accepting that I am an average coder at best and there are many things I am yet to learn…Always be humble and be willing to learn.”

6. Read a lot.

OK, this is not a shocker, but it was the most common response: Reading definitely seems essential. Opinions vary on what’s the best brain-boosting reading material, with suggestions ranging from developing a daily newspaper habit to picking up a variety offictionand nonfiction, but everyone seems to agree that quantity is important. Read a lot.

7. Explain it to others.

“If you can’t explain it simply, you don’t understand it well enough,” Albert Einstein said. The Quora posters agree. Make sure you’ve really learned what you think you have learned and that the information is truly stuck in your memory by trying to teach it to others. “Make sure you can explain it to someone else,” Xie says simply.

Student Jon Packles elaborates on this idea: “For everything you learn–big or small–stick with it for at least as long as it takes you to be able to explain it to a friend. It’s fairly easy to learn new information. Being able to retain that information and teach others is far more valuable.”

8. Do random new things.

Shane Parrish, keeper of the consistently fascinating Farnam Street blog, tells the story of Steve Jobs’ youthful calligraphy class in his response on Quora. After dropping out of school, the future Apple founder had a lot of time on his hands and wandered into a calligraphy course. It seemed irrelevant at the time, but the design skills he learned were later baked into the first Macs. The takeaway: You never know what will be useful ahead of time. You just need to try new things and wait to see how they connect with the rest of your experiences later on.

“You can’t connect the dots looking forward; you can only connect them looking backward. So you have to trust that the dots will somehow connect in your future,” Parrish quotes Jobs as saying. In order to have dots to connect, you need to be willing to try new things–even if they don’t seem immediately useful or productive.

9. Learn a new language.

No, you don’t need to become quickly fluent or trot off to a foreign country to master the language of your choosing. You can work away steadily from the comfort of your desk and still reap the mental rewards. “Learn a new language. There are a lot of free sites for that. UseLivemocha or Busuu,” says Saloi (personally, I’m a big fan ofMemrise once you have the basic mechanics of a new language down).

10. Take some downtime.

It’s no surprise that dedicated meditator Azula Altucher recommends giving yourself space for your brain to process what it’s learned–“sit in silence daily,” she writes–but she’s not the only responder who stresses the need to take some downtime from mental stimulation. Spend some time just thinking, suggests retired cop Rick Bruno. He pauses the interior chatter while exercising. “I think about things while I run (almost every day),” he reports.

Do you have any suggestions to add to the list?

 

Original text: http://time.com/3032117/get-smarter-every-day/

The Mystery of Go, the Ancient Game That Computers Still Can’t Win

Invented over 2500 years ago in China, Go is a pastime beloved by emperors and generals, intellectuals and child prodigies. Like chess, it’s a deterministic perfect information game — a game where no information is hidden from either player, and there are no built-in elements of chance, such as dice.1 And like chess, it’s a two-person war game. Play begins with an empty board, where players alternate the placement of black and white stones, attempting to surround territory while avoiding capture by the enemy. That may seem simpler than chess, but it’s not. When Deep Blue was busy beating Kasparov, the best Go programs couldn’t even challenge a decent amateur. And despite huge computing advances in the years since — Kasparov would probably lose to your home computer — the automation of expert-level Go remains one of AI’s greatest unsolved riddles.

 

Rémi Coulum shows off Crazy Horse. Photo: Takashi Osato/WIRED

The Mystery of Go

Even in the West, Go has long been a favorite game of mathematicians, physicists, and computer scientists. Einstein played Go during his time at Princeton, as did mathematician John Nash. Seminal computer scientist Alan Turing was a Go aficionado, and while working as a World War II code-breaker, he introduced the game to fellow cryptologist I.J. Good. Now known for contributing the idea of an “intelligence exposition” to singularity theories — predictions of how machines will become smarter than people — Good gave the game a huge boost in Europe with a 1965 article for New Scientist entitled “The Mystery of Go.”

Good opens the article by suggesting that Go is inherently superior to all other strategy games, an opinion shared by pretty much every Go player I’ve met. “There is chess in the western world, but Go is incomparably more subtle and intellectual,” says South Korean Lee Sedol, perhaps the greatest living Go player and one of a handful who make over seven figures a year in prize money. Subtlety, of course, is subjective. But the fact is that of all the world’s deterministic perfect information games — tic-tac-toe, chess, checkers, Othello, xiangqi, shogi — Go is the only one in which computers don’t stand a chance against humans.

This is not for lack of trying on the part of programmers, who have worked on Go alongside chess for the last fifty years, with substantially less success. The first chess programs were written in the early fifties, one by Turing himself. By the 1970s, they were quite good. But as late as 1962, despite the game’s popularity among programmers, only two people had succeeded at publishing Go programs, neither of which was implemented or tested against humans.

Finally, in 1968, computer game theory genius Alfred Zobrist authored the first Go program capable of beating an absolute beginner. It was a promising first step, but notwithstanding enormous amounts of time, effort, brilliance, and quantum leaps in processing power, programs remained incapable of beating accomplished amateurs for the next four decades.

To understand this, think about Go in relation to chess. At the beginning of a chess game, White has twenty possible moves. After that, Black also has twenty possible moves. Once both sides have played, there are 400 possible board positions. Go, by contrast, begins with an empty board, where Black has 361 possible opening moves, one at every intersection of the 19 by 19 grid. White can follow with 360 moves. That makes for 129,960 possible board positions after just the first round of moves.

The rate at which possible positions increase is directly related to a game’s “branching factor,” or the average number of moves available on any given turn. Chess’s branching factor is 35. Go’s is 250. Games with high branching factors make classic search algorithms like minimax extremely costly. Minimax creates a search tree that evaluates possible moves by simulating all possible games that might follow, and then it chooses the move that minimizes the opponent’s best-case scenario. Improvements on the algorithm — such as alpha-beta search and null-move — can prune the chess game tree, identifying which moves deserve more attention and facilitating faster and deeper searches. But what works for chess — and checkers and Othello — does not work for Go.

Similarly inscrutable is the process of evaluating a particular board configuration. In chess, there are some obvious rules. If, ten moves down the line, one side is missing a knight and the other isn’t, generally it’s clear who’s ahead. Not so in Go, where there’s no easy way to prove why Black’s moyo is large but vulnerable, and White has bad aji. Such things may be obvious to an expert player, but without a good way to quantify them, they will be invisible to computers. And if there’s no good way to evaluate intermediate game positions, an alpha-beta algorithm that engages in global board searches has no way of deciding which move leads to the best outcome.

Not that it matters: Go’s impossibly high branching factor and state space (the number of possible board configurations) render full-board alpha-beta searches all but useless, even after implementing clever refinements. Factor in the average length of a game — chess is around 40 turns, Go is 200 — and computer Go starts to look like a fool’s errand.

 

A traditional Go gameboard. Photo: Takashi Osato/WIRED

 

Many Go players see the game as the final bastion of human dominance over computers. This view, which tacitly accepts the existence of a battle of intellects between humans and machines, is deeply misguided. In fact, computers can’t “win” at anything, not until they can experience real joy in victory and sadness in defeat, a programming challenge that makes Go look like tic-tac-toe. Computer Go matches aren’t the brain’s last stand. Rather, they help show just how far machines have to go before achieving something akin to true human intelligence. Until that day comes, perhaps it’s best to view the Densei-sen as programmers do.

 

Abstracted from http://www.wired.com/2014/05/the-world-of-computer-go/

How Do Online Ratings Compare? OGS Seeks Input for Ratings Survey

How do you know what rank to choose when checking out a new go server? Maybe you visited Sensei’s World Wide Rank Comparisonmaybe you guessed. “The team at OGS wants to dispel some of this mystery, so we’ve created a quick and easy survey to collect feedback about ranks of popular servers and we’d really appreciate your participation,” says Akita Noek. The brief survey takes less than two minutes to complete and you can see the results as soon as you are done. “So far we’ve garnered about 650 responses, but only 86 data points contain AGA data, which is a little over half of what we have for the EGF (146 responses),” says Noek, “so we’d really like to fill that gap a bit in order to get a good rank mapping to and from AGA ranks for the various servers.”

“The results will be used by OGS to further refine our rankings and ratings and bring our system in line with our users’ expectations,” says Noek. “We’re collecting rank data for all the main major servers as well as the AGA and EGF, as well as community impressions about how they feel about the ranks on different servers/organizations. We’ll be making the results of the survey public in both a summarized form as well as the raw data for anyone to use.”

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The Power Report: Iyama regains sextuple crown; Surprise leader in Honinbo League; Women’s Meijin League; Judan semifinalists; Xie regains Women’s Honinbo title

by John Power, Japan correspondent for the E-Journal

Iyama regains sextuple crown: The third game of the 41st Tengen title match was held at the Munakata Yurix in Munakata City, 2015.11.29_41tengen-IyamaFukuoka Prefecture on November 25. Taking black, Iyama Yuta (right) forced Takao Shinji (left, in white shirt) to resign after 147 moves. Iyama took a 2015.11.29_41tengen_02decisive lead in the first large fight of the game and wrapped it up by killing a large group. This win won back the title he lost to Takao on December 19 last year. He also once again held six of the top seven titles; this is his third sextuple crown. Overall, this is his 34th title, and his winning streak is now 24, which puts him in equal second place in modern tournament records with Rin Kaiho, Hon. Tengen. With his twelfth successive win in title matches, he also equals another record, one set by Sakata Eio. Iyama’s cumulative record in title matches is 100 wins to 49 losses, a winning percentage of 67.1%. (Note: the Munakata Yurix is an elaborate complex of facilities including a large library, planetarium, various halls, and sporting facilities.)

Surprise leader in Honinbo League: A surprising player has taken the sole lead after just two rounds in the 71st Honinbo League. The2015.11.29_honinbo-league final game of the second round was played on November 26, and league newcomer Motoki Katsuya 7P (W) beat Yamashita Keigo 9P, the top-ranked player in the league, by 1.5 points. Motoki is the only player on 2-0.

Women’s Meijin League: In a game played on November 26, Chinen Kaori 5P picked up her first win. Playing white, she beat Kato Keiko 6P by resignation. Chinen was already doomed to lose her league 2015.11.29-women's-meijin-leagueplace, but this win ensured that she had the company of Kato (both are on 1-4).

Judan semifinalists: In the Judan tournament, in which the focus of interest is Iyama’s attempt to go for a genuine grand slam, two more semifinalists have been decided. Imamura Toshiya 9P beat Ichiriki Ryo 7P and will face Iyama in one semifinal. Shida Tatsuya 7P beat Kobayashi Satoru 9P and will meet either Yo Seiki 7P or Takao Shinji 9P in the other semifinal.

Xie regains Women’s Honinbo title: After a gap of two terms, Xie Yimin has won back the Women’s Honinbo title. The fifth game of the 2015.11.29_34fhoninbo5_234th title match was played at the Nihon Ki-in on November 27. Taking white, Xie (right) won by resignation after 272 moves. Fujisawa Rina (left) had looked like defending her title when she won the first two games, but then Xie made a stubborn fightback to take the next three. As she also holds the Women’s Meijin and Women’s Kisei titles, Xie once again has a triple crown.

Retirement: Ogoshi Ichiro 8P retired as of November 30. Born in Oita Prefecture on November 7, 1954, Ogoshi became a disciple of Kitani Minoru and made pro 1-dan in 1976. He reached 8-dan in 1999. After retirement, he plans to devote himself to spreading go in Kushiro City, Hokkaido.

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Japanese Go Exchange Visits Mexico

7“Mexico gladly welcomed the Sociedad Internacional de Intercambio de Go  (SIIG) from Japan, for the first three days of October,” reports Sid Avila. SIIG is a delegation of players, built mainly by retired business men and women, who travel around the world playing and sharing through go.

This is the fourth time SIIG has visited Mexico, and they went to three locations on this trip: Pipiolo art elementary school where Siddhartha Avila teaches a curricular go program; National University, where Emil Garcia leads a team of instructors who teach at open workshops; and Ejoki Buddhist Temple where Ricardo Quintero teaches go on weekends.

Ms. Marcela Zepeda, the principal of  Pipiolo, introduced the Japanese group to the students on the first day. The children performed traditional dances and Mexican songs, followed by a rengo atari-go game with kindergarden children, and a three round pair-go tournament with 36 pairs of Japanese go players and Mexican school children mixed.

The university venue, on October 2nd, was the Contemporary Arts University Museum square, where a Mexico-Japan tournament was held in a 4 round system. Japan won all four rounds and a crystal tablet was given to  SIIG President Sugime Masanao by Daniel Morales, the Mexican Go Association’s treasurer, as acknowledgment of their visit. -Paul Barchilon, E-J Youth Editor, with Emil Garcia and Sid Avila. 

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Iyama Yuta wins 41st Tengen and 63rd Oza

Iyama Yuta 9p came back to Tengen by defeating Takao Shinji 9p with a 3-0 score.

The 41st Tengen final, game 3 was played on November 25, 2015 in Fukuoka, Japan, and Iyama Yuta won by resignation at 147 moves.

Takao Shinji 9 dan (left) and Iyama Yuta 9 dan at the 41st Tengen final.

Takao Shinji 9 dan (left) and Iyama Yuta 9 dan at the 41st Tengen final.

 

Return match of Tengen

In 2014, Takao Shinji challenged for the 40th Tengen, and he defeated Iyama Yuta with a 3-2 score to become a new Tengen.

However, Takao didn’t succeed to defend Tengen title against Iyama.

This year, Iyama Yuta defeated Yuki Satoshi 9p at the challenger deciding match, and he became a challenger.

Game one of the final, Iyama built a big moyo over the center for Black, and White invaded. Black attacked White’s invading stones fiercely, and there was a serious capturing race in the center.

Iyama Yuta 9 dan, reviewing the game just after finishing game 3.

Iyama Yuta 9 dan, reviewing the game just after finishing game 3.

Unfortunately for White, Black had one more liberty to win the race, and the game was over at the same time.

In game two, the opening was relatively peaceful, but Iyama started to play aggressively after he failed fighting at the top.

Takao (Black) was clearly ahead up to 81, and Black maintained his lead until the end of middle game.

However, Black 149 was a crucial mistake, and White caught up through to 180. The game was still very close, but Iyama showed his special technique, and he won the game by half a point.

In game three, Takao seemed to lose his fighting spirit after losing his won game in game two. Iyama showed his power through the game, and he captured White’s huge group to finish the series.

Iyama had held Tengen for three years from 2011 to 2013, so this was his forth Tengen title.

Another return match of Oza

Iyama Yuta 9 dan (left) and Murakawa Daisuke 8 dan, reviewing game 2 from the 63rd Oza final.

Iyama Yuta 9 dan (left) and Murakawa Daisuke 8 dan, reviewing game 2 from the 63rd Oza final.

Meanwhile, there was another title match played between Iyama Yuta 9p and Murakawa Daisuke 8p.

Murakawa challenged for 62nd Oza last year, and he defeated Iyama to become a new Oza.

That was very surprising and sensational, because it was the first time that Iyama lost to a younger player than him in the final match.

This year, Iyama defeated Yo Seiki (Taiwanese name Yu Zhengqi) 7p at the challenger deciding match, and he became a challenger for another return match of 63rd Oza.

Game one of the final was very exciting with a whole board fighting. Murakawa (White) took the lead at the fighting on the left side, and he was leading in the middle game.

However, White 140 was careless, and Black 141 to 145 were exquisite sequence to help his left side group, and his left side group lived in sente up to White 150.

Black’s sequence from Black 151 to 165 was bold and severe, and Black caught up through a big trade up to White 172.

Iyama Yuta 9 dan, reviewing game 3 from the 63rd Oza final.

Iyama Yuta 9 dan, reviewing game 3 from the 63rd Oza final.

The game was very close, but Iyama managed to win by half a point, and that was a painful defeat for Murakawa.

After losing game one, Murakawa appeared to be too disappointed, and he didn’t show his strength next two games.

Iyama won game two and three relatively easily, and he returned to Oza with a 3-0 score on November 19, 2015.

He had held the Oza in 2012 and 2013, so this was his third Oza title.

Iyama Yuta’s ambitions

Iyama’s been holding Kisei, Meijin, Honinbo, Gosei, and he’s just returned to Tengen and Oza, so he’s holding six out of seven major titles in Japan.

Judan is the only title which is out of reach from Iyama Yuta, and Ida Atsushi 8p defeated Takao Shinji 9p to become a new Judan in April, 2015.

So far, he is proceeded to the semifinals of the 54th Judan, and is going to play against Imamura Toshiya 9p next.

It will be interesting to see if or not Iyama’s dreams of achieving the gland slam of Japanese Go, by claiming all seven major titles simultaneously will come true in 2016.

Game records of 41st Tengen

Iyama Yuta vs Takao Shinji – Game 1

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Takao Shinji vs Iyama Yuta – Game 2

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Iyama Yuta vs Takao Shinji – Game 3

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Game records of 63rd Oza

Iyama Yuta vs Murakawa Daisuke – Game 1

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Murakawa Daisuke vs Iyama Yuta – Game 2

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Iyama Yuta vs Murakawa Daisuke – Game 3

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Myungwan Kim to broadcast Nongshim Cup games Sunday and Monday

The last few games of the current stage of the Nongshim Cup will be broadcast on the AGA’s YouTube channel Sunday and Monday nights, 2015.11.28_Ichiriki-Ryo-Nongshim-Cupstarting at 9:30pm PST.

The Nongshim Cup is a major international championship with each country fielding a team of five players. The tournament is a “win and continue” format, where the winning player will continue to face opponents from the other countries, alternating, until only one country has any players remaining. This year, for instance, Ichiriki Ryo (right) put Japan off to a great start by winning the first three games (see GoGameGuru’s report here)

Adding to the complications, the teams get to keep the order of their roster a secret: Gu Li or Choi Cheolhan will play the next player on the Japanese roster — but Japan won’t announce their next player until after Saturday’s match.

“It’s a complicated format to describe, but ultimately each country is bringing their strongest players. Each national organization takes this competition extremely seriously, and we should get some real fireworks,” said the AGA’s Andrew Jackson, “I’m really thrilled Myungwan Kim has been organizing these broadcasts and I’m excited to see some world-class go!”

The remaining players on the Japanese side are Murakawa Taiske, Gono Lin, and Iyama Yuta. The remaining players for China are Lian Xiao, Ke Jie, and Gu Li. Korea still has Lee Sedol, Choi Cheolhan, and Park Jungwhan.

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Your Move/Readers Write: “Tokyo Newcomer” Games Realistic, Redmond Says

“I just found ‘Tokyo Newcomer‘ on the net,” writes Michael Redmond 9P, “but I see that you covered it in the ‘Go Spotting’ column in 2014. The 2015.11.28_newcomer-screenshotgames in the movie were realistic, and there is a scene about 36 minutes into it that shows pros playing in what looks like elimination rounds for a hayago tournament. In this scene the main character is playing against Matsumoto Takehisa 7P. Takemiya Yoko 5P poses as a TV analyst for a game later.”  

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Your Move: Famous Quote Mystery Deepens

The mystery deepens about the source of the quote about “if intelligent life forms exist elsewhere in the universe, they almost certainly play go”2015.11.27_Brettspiele der Völker (“Who Really Said Famous Go Quote? 11/21 EJ).

“I was a friend of Ed Lasker in the latter part of his life (we played chess together – I wasn’t playing go then),” writes Mike Ryan. “Although he told me a fair amount about his involvement with go, and various things he and his cousin Emmanuel did in that respect, he never once mentioned that quoted idea. I tend to think that neither he nor Emmanuel said that.”

Thomas Rohde in Germany thought that he’d tracked the quote to Emanuel Lasker’s 1930 book “Brettspiele der Völker: Rätsel- und Mathematische Spiele” (“Board Games of the Peoples – Riddles and Mathematical Games”), but had to order a copy of the book to confirm it. Meanwhile Erwin Gerstorfer, who has “Brettspiele der Voelker” in his collection “checked the complete chapter about Go (as well as the introduction chapter) and if I did not overlook something, then there is unfortunately no reference to the quote that we are interested in.” When Rohde’s copy arrived he confirmed that the quote isn’t there but in an online history of European go he found a reference to Emanuel Lasker that reads “In another publication he says: When there are other intelligent beings in the universe, than they maybe know chess, but surely Go.” “I wonder which ‘other publication’ this may be,” says Rohde.

“This is the original German quote,” Rohde adds: “Wenn es im Universum noch irgendwo intelligente Lebewesen gibt, dann kennen sie vielleicht Schach, höchstwahrscheinlich jedoch Go,” which Rohde translates as “If somewhere in the universe there are [other] intelligent beings, then maybe they know Chess, but most probably [they know] Go.”

 

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