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rec.games.go FAQ v 2.11 (Last Update:May 2004)
Frequently Asked Questions - And Their Answers
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IMPORTANT NOTE
I have for some time now allowed this FAQ to be posted without
actively maintaining it, as I have not ben able to devote any time
to it.
In the interest of rec.games.go, it would pobably be useful if the
continued maintenance was taken over by someone who does have some
time.
If anyone is interested in taking over the maintenance of this
FAQ, please drop me an email on the address given above.
Unless I manage to find someone to replace me, I plan to stop the
automatic posting of this FAQ after the summer of 2004.
Thanks,
Morten
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0. Welcome
---------------------------------------------------------------------
0.1. What is this FAQ?
---------------------------------------------------------------------
This FAQ is posted regularly in ascii version to the newsgroup
rec.games.go and is also maintained in HTML version on
.
This FAQ is an attempt to answer those questions which we all have
when we are new to a place and hopefully you will find it useful.
The FAQ is also a description of what to do and how to do it on the
newsgroup. If you are new to Go, newsgroups in general or RGG in
particular, it is suggested that you read the FAQ before posting.
If the FAQ does not answer your questions, or if you have any other
comments on it, please contact the FAQ maintainer, you will find his
name and address at the end of the FAQ.
Of course, you can always post to the newsgroup. rec.games.go is not
moderated.
Another last point before you go on: this FAQ is most easily read if
you have it displayed with a mono-spaced font (E.g. Courier).
0.2. What is in this FAQ?
---------------------------------------------------------------------
Part 0.: Welcome
0.1. What is this FAQ?
0.2. What is in this FAQ?
Part 1.: Go in general
1.1. What is this game?
1.2. What are the rules?
1.3. A brief history of Go
1.4. Why has this game got so many names?
1.5. Does perfect play exist?
1.6. Does komi and handicap change with board size?
1.7. What is a 'Dan' or 'Kyu' player?
1.8. What is a handicap and how is it used?
1.9. Does Go have an equivalent to ELO rating?
1.10. Why is the standard board size 19x19?
Part 2.: Real Life play
2.1. How can I play in real life?
2.2. How do I find a club close to me?
2.3. How are tournaments organised?
2.4. Equipment: books, boards, stones etc.
2.5. Can I make my own equipment?
Part 3.: Internet Play
3.1. Can I play on the internet?
3.2. How do I find a Go server?
3.3. How do I find clients?
3.4. How do I act towards someone I cannot see?
3.5. What does 1/5 or 1/10 mean?
Part 4.: Improving and teaching
4.1. How can I improve?
4.2. Which parts of my game need improving?
4.3. What rank am I?
4.4. I am x Kyu. Which books should I read?
4.5. Using the Newsgroup
4.6. Posting positions to the Newsgroup
4.7. Who can comment my games?
4.8. What is the Go Teaching Ladder ?
4.9. What is Sensei's Library?
4.10. Teaching Go
4.11. Are there Go-problems on the web?
Part 5.: Aspects of the game
5.1. Counting at the end of the game
5.2. Counting whilst the game is in progress
5.3. Recording Go games
5.4. What are miai and deiri counting?
5.5. What is reverse sente?
5.6. What is a false eye?
5.7. What is a ko-fight?
5.8. What is all this about shape?
5.9. Where do I play my first stone?
Part 6.: Computer Go
6.1. Is there a program which . . . ?
6.2. What is an .sgf/.mgt/.go etc. file?
6.3. How strong are computers?
6.4. Which is the best computer program?
Part 7.: Slang and expressions
7.1. Go server expressions
7.2. Glossary
Part 8.: Other internet resources
8.1. General Webpages
8.2. Mailing lists
8.3. Beginner sites
Part 9.: Various themes
9.1. Copyright
9.2. Unusual gobans
Part 10.: About this FAQ
10.1. General
10.2. Version history
Part 11.: Feedback and Suggestions
1. Go in general
---------------------------------------------------------------------
1.1. What is this game?
---------------------------------------------------------------------
The game which is the subject of this newsgroup is known under several
names: Go, Goe, Igo, Wei-qi, Wei-chi, Baduk.. to name a few.
For the purpose of this FAQ, the name Go will be used.
Apart from the fact that it is the name which is used the most in the
'western' world, it is also the shortest and easiest to spell ;-).
Go is a game of tactics and strategy which is played by two players.
Players take turns at placing their markers ('stones') on an initially
empty board ('goban'), following simple rules. The objective of the
game is to place your stones so that they control the largest part of
the goban. Although the stones, once placed, do not move, groups of
stones 'move'; groups are attacked, defend themselves, are killed,
connect, encircle and dominate. Several fights may combine into larger
fights, but in the end a win by one point is worth as much as a win by
thirty.
A game of go can last anywhere from a quarter of an hour (fast
'blitz') to several days (large championship matches). Playing in
clubs or on the net, a game typically lasts roughly one hour.
Beginning to play Go tends to have an addictive effect on people: the
more you play, the more you want to play and the more aware you become
that there is still a lot left to learn.
1.2. What are the rules?
---------------------------------------------------------------------
The rules of Go are very simple, and almost every beginners Go site
will list them.
There are several sites on the web which contain a more detailed
explanation of the rules:
Robert JASIEK:
Robert also posts a 'Rules FAQ' to the newsgroup which is aimed
especially at beginners
Jan VAN DER STEEN:
Mori's Go Page :
Interactively teaches some basics as well
Tel's go page:
Also provides fundamentals about connecting, attacking, etc.
The American Go Association has published a booklet introducing the
game of Go which is available for download in .pdf format:
The European Go Federation has published a series of booklets in all
main European languages, developing a simplified approach to rules,
oriented toward easy teaching. Contact the European Go Federation
through the address as given in section 2.2.
1.3. A brief history of Go
---------------------------------------------------------------------
History has it that Go was invented in China over 4000 years ago,
possibly making it the oldest surviving board game still played today.
This claim is supported by various archaeological findings of Go
equipment, figurative art representing Go equipment and mention of Go
in literature.
Legend tells of an emperor who was dissatisfied with his son's
non-serious behaviour, and had one of his generals invent a game which
was meant to teach his son tactics, strategy and concentration. The
general then invented Go. Apparently the emperor's son thought little
of it and discarded it saying that whoever played first would always
win. This behaviour upset his father, who beheaded his son and
appointed the general his heir.
A more plausible explanation for the invention of Go could be that
ancient types of gobans were used for divination (fortune telling),
with white and black stones.
Reference to Go in Chinese literature can be traced back to the 5th
century BC. And already in ancient times, high standards of play were
reached.
A Japanese ambassador to the Chinese court is believed to have
imported the game to Japan around 740 AD. Although Go was already
known in Japan, it was the introduction to the Japanese court which
spurred off great interest in the game in all the upper classes at the
time. Around 1600 AD, the Japanese Shogun created a salaried
'Go-minister', responsible for all Go activities and the Shogun's
teacher. In 1612, the Shogun also decreed salaries for the top players
of the day, and four Go 'houses' were set up: 'Honinbo', 'Inoue',
'Yasui' and 'Hayashi'. It was the continuous competition between these
schools which propelled the development of Go through to 1868, when
the new emperor removed the government funding. The houses collapsed
and Go lost popularity, but gradually regained it and in 1924 a single
national association was formed, the Nihon Kiin, which still exists
today.
In China, Go did not receive the support it did in Japan, and although
it was a popular game, the standard of play was below the Japanese. It
is said that at the beginning of the 20th century, Chinese top players
took 3 stones handicap from their Japanese counterparts. However,
China did produce a player who is claimed to have been the best go
player of this century, known mostly by the Japanese pronunciation of
his name, Go Seigen. After the revolution, Go as a sport received
sponsorship and support from the Chinese government and its popularity
and the level of play increased.
Today in international matches, players from Japan, China and Korea
are evenly matched, with many strong young players emerging in all
three countries.
Although it is said that Marco Polo brought back with him a Go-set
from his travels, Go was more or less unknown in the 'west'. It was
the inclusion of Go in a book by Edward LASKER, a famous chess player,
at the beginning of this century, which spurred off its 'western'
growth. Although Go has spread since, it is far less known than Chess,
and the 'west' has yet to produce world-class players (although there
are several 'western' professional players. The highest ranked is
Michael REDMOND (9p) from the U.S.A.).
For those who are interested in more details, there are several places
on the web which have details about the history of Go:
Andrew GRANT
Jan VAN DER STEEN
John FAIRBAIRN maintains the Go section of the MSO site, which
features, amongst others, a series of articles about and around the
game, its history, famous moments etc. Take a look at
1.4. Why has this game got so many names?
---------------------------------------------------------------------
The original name for Go is Weich'i or Weiqi, and is still used in
China today. Weiqi literally means 'encircling game'.
The Japanese named the game Igo, but the variant 'Go' has since become
the name which seems to have gained the most acceptance in the
'western' world.
Shudan means 'hand talk' and is, sometimes, a preferred name over Igo.
Goh was one spelling used early in some western countries.
Ranka means rotted axe handle, and is another name for Go.
In Korea, Go is called Baduk.
Goe is the name given to the game by Ing Chang-ki. Ing was a Taiwanese
businessman of considerable wealth, which he used to promote Go. He is
also the father of the Ing rules, the Ing clocks and the Ing equipment
(board, stones and bowls). One of his preferences was to call the game
'Goe', which is still used by some people today. The 'Ing prize' was
(until the end of year 2000, extension still TBD) offered to anyone
who manages to code a strong computer program.
1.5. Does perfect play exist?
---------------------------------------------------------------------
Yes. Considering that Go is a 'complete knowledge' game, there must be
a way to play which is optimal for both players, and which leads to an
optimal result.
Despite this result of general game theory, human players are very far
from perfect play. It is extremely likely that the best moves (even in
the early opening) have yet to be played.
The truth is that Go is so complex that it is impossible to say, for
almost any given situation, with 100% certainty, which is the best
move. Doing this for a whole game is even harder.
The above is true even for small board sizes.
Several threads on rec.games.go have discussed this for various board
sizes and various rule sets. Even for 2x2 boards, this is not a
trivial task, and the result varies widely with the basic ruleset
applied.
For larger boards, this becomes even harder.
Even the almost obvious postulate: "Black plays first so he should
also win" has never been proven nor disproven.
It also follows that there is no 'perfect' value for komi at various
board sizes, indeed, it is open for argument whether or not komi
should be adjusted (and how) according to board size.
1.6. Does komi and handicap change with board size?
---------------------------------------------------------------------
See section 1.5.
Regarding handicap games, the following table gives one possible way
of allocating handicap and komi on 13x13 boards. First column:
Strength difference on 19x19 goban, second column, handicap on 13x13
goban, third column, komi to white.
Difference 13x13 Komi Difference 13x13 Komi
0 0 5.5 10 4 5.5
1* 0 5.5 11 4 2.5
2 0 2.5 12 4 -0.5
3 0 -0.5 13 5 5.5
4 2 5.5 14 5 2.5
5 2 2.5 15 5 -0.5
6 2 -0.5 16 6 5.5
7 3 5.5 17 6 2.5
8 3 2.5 18 6 -0.5
9 3 -0.5 19 6 -3.5
* In the case of a one stone difference in strength, the weakest
player takes black and plays first.
Tim HUNT has collected some information based on his experiences with
small boards, and presents several ways of assigning handicap and
komi. Take a look at
1.7. What is a 'Dan' or 'Kyu' player?
---------------------------------------------------------------------
In Japanese, Kyu means 'step' and Dan means 'grade'. The idea is that
one must progress through several elementary steps before obtaining a
grade, and that there are several grades.
Therefore, several steps and grades exist. The scale starts around 30
Kyu (lowest) to 1 Kyu (highest) and then continues with 1 Dan (lowest)
to 7 Dan (highest). In addition, there are professional Dan ranks,
which run from 1 Dan professional (lowest) to 9 Dan professional
(highest).
Unfortunately, the ranking system has no absolute values. (There are
no 'anchors'.) Therefore, a 1 Dan player in e.g. the U.S.A. is not
necessarily a 1 Dan player elsewhere. Traditionally, Japanese ranks
are considered weak, followed the U.S. rankings, with European
rankings being strong. (E.g. a European 1 Dan will be around 3 Dan US
and 5 Dan Japan). Rankings on the internet servers (see section 3)
also vary. IGS rankings are typically 3-4 stones stronger than
European rankings. E.g. our European 1 Dan will rank around 3 Kyu on
IGS.
A 1 Dan (professional) would be the equivalent to approximately a 6
Dan European amateur, a 9 Dan (professional) would be the equivalent
to approximately a 9 Dan European amateur. An IGS 4d* (see section 7)
is probably around 1 Dan professional.
Every Go player has a ranking. Beginners typically start around 30
Kyu, but rapidly advance to around 15 Kyu, experienced players may
become 1 Kyu after a few years of playing, and then advance to
'shodan', or 1 Dan, and beyond.
See also section 4.3.
1.8. What is a handicap and how is it used?
---------------------------------------------------------------------
In matches between players of different ranking, a handicap is used so
that the game will be balanced. The handicap consists of a certain
number of stones placed on the goban before the game begins. On a
19x19 goban, the difference in ranking gives the number of stones of
handicap. 9 stones is usually the maximum handicap used on a 19x19
goban, although it is fully possible to play with more handicap stones
if black and white agree on this.
A handicap means that two players can both enjoy the game, although
they are of different levels.
In tournaments, players are normally divided in classes ranging over
several rank levels, with handicap given within the class. If 20 Kyu
and 11 Kyu players are in the same class, a beginner at 20 Kyu can win
the tournament in his class (if no handicap were given, the
probability of this would be very small).
1.9. Does Go have an equivalent to ELO rating?
---------------------------------------------------------------------
Beginners often compare Chess and Go and ask whether the rating
systems in both games are related.
The Elo system in Chess attributes a rating figure somewhere between
800 (beginners) and 2700 (top grandmasters) to every player. This
rating changes depending on the performance of the player in
tournaments. The basic idea of Elo is that a player should have a
winning expectancy of 69% (or, more precisely, an expected score of
69) against another player whose Elo rating is 100 points less.
In the recent history of Go, there have been various attempts of
translating this system to our game. The most popular model is the
European Rating List, maintained by Ales CIEPLY at
The basic observation in Go is that the winning expectancy against a
player one grade weaker roughly equals 69%, as well. Therefore, it
seems natural to translate Go grades to Elo ratings by using steps of
100 for every grade. Ales does so by defining 1 dan = 2100 points.
Consequently, 1 kyu = 2000 points, 2 dan = 2200 points, etc. A player
with 2050 points is called a weak shodan, whereas a player with 2150
goes through as a strong shodan.
However, there are two major problems with this system.
Firstly, the winning expectancy of 69% per grade is no constant in Go.
It seems to be lower in the weak kyu range and higher in the strong
dan range. (The reason for this seeming paradox is that strong dans
play more consistently and less erratically than weak kyus.)
Therefore, Elo's formulae have to be adjusted in complicated ways to
fit the game of Go with the scale mentioned above.
Secondly, the traditional grade system 'kyu - dan' is much more
popular among Go players than any attempt of an Elo system. Most
amateur Go players simply ignore their Elo ratings and rate themselves
according to the grade system.
This low acceptance of Elo ratings in Go gives them only small
significance at the moment. This might change sometime in the future,
but probably not all too soon.
There is a rating system similar to Elo among Chinese professionals.
But as with European amateurs, it does not seem to work very well.
1.10. Why is the standard board size 19x19?
---------------------------------------------------------------------
Go is always a struggle of territory against central influence.
Territory is most often built on the third line from the edge, whereas
central influence most often arises from stones on the fourth line.
The 19x19 board is the one where the balance between third line
territory and fourth line influence is best. Refer to the following
diagram for explanation of this fact. (The low white position in the
corner is due to the necessity of having as many black as white stones
on the board.)
+-------------------------------------+
|. . . . . . . . . . . . . . . . . . .|
|. . O O . . . . . . . . . . . O O . .|
|. O # # O O O O O O O O O O O # # O .|
|. O # # # # # # # # # # # # # # # O .|
|. . O # . . . . . . . . . . . # O . .|
|. . O # . . . . . . . . . . . # O . .|
|. . O # . . . . . . . . . . . # O . .|
|. . O # . . . . . . . . . . . # O . .|
|. . O # . . . . . . . . . . . # O . .|
|. . O # . . . . . + . . . . . # O . .|
|. . O # . . . . . . . . . . . # O . .|
|. . O # . . . . . . . . . . . # O . .|
|. . O # . . . . . . . . . . . # O . .|
|. . O # . . . . . . . . . . . # O . .|
|. . O # . . . . . . . . . . . # O . .|
|. O # # # # # # # # # # # # # # # O .|
|. O # # O O O O O O O O O O O # # O .|
|. . O O . . . . . . . . . . . O O . .|
|. . . . . . . . . . . . . . . . . . .|
+-------------------------------------+
Boards with odd length are much preferred over boards with even length
because the central point ('tengen' in Japanese) can serve black very
well to counter a white mirror mimic Go strategy. On a 20x20 board,
mirror mimic games tend to become very complicated for black.
Besides, the central point of the board also has some mystic meaning
in Go. Its absence on a board with even length would be regrettable.
2. Real Life play
---------------------------------------------------------------------
2.1. How can I play in real life?
---------------------------------------------------------------------
Go in real life is easiest played in a Go-club. Most Go-clubs have
club nights when they are open for anyone to come and play. In larger
cities there may even be Go-clubs that are always open. Sometimes you
may be asked to pay a small fee to play a game, but more often than
not, this is not the case.
However, if you wish to continue to play in a club, you should become
a member. Depending on country/club, this also includes other
benefits: reduced entry fees in competitions, free teaching, monthly
magazines, etc.
Go is often surrounded by an eastern aura of tradition (and
mysticism), and you should remember to always be polite, towards
opponents and other players. As Go is a game of concentration, some
players are sensitive to noise and other disturbances during the game.
It is therefore good courtesy to avoid these.
When watching a game, advice should in general not be given to the
players, although commenting ('kibitzing') the game with other
bystanders is fine, as long as the players do not mind.
2.2. How do I find a club close to me?
---------------------------------------------------------------------
The following is a list of web sites, which will lead you to your
local Go-club. (I have purposely omitted all the national clubs in
Europe, since they are found through the given links anyway.)
Africa
South Africa
The Americas
Canada
USA
Australasia, Far East
Australia
Hong Kong
Japan
Korea
New Zealand
Singapore
Europe, Near east
Europe
If you use the above references as starting points, but still cannot
find a place close to you, try posting a question to rec.games.go.
2.3. How are tournaments organised?
---------------------------------------------------------------------
Go tournaments are often a good opportunity to meet other players who
do not always come to the club, and players from out of town.
Furthermore, there is usually enough time after and between matches to
replay, discuss or play more. All in all, in a tournament which runs
over a weekend, you can expect to play more games than the number of
rounds would indicate.
Even without knowing the details of how tournaments are organised, you
will have a lot of fun.
A good tournament system enables the ranking of a large class of
players (say 15-20) with relatively few rounds (typically 4-5).
Several ways of organising tournaments exist. Various systems are
described by Robert JASIEK in his Rules FAQ.
You can also take a look on Ken's pages:
2.4. Equipment: books, boards, stones etc.
---------------------------------------------------------------------
Outside the far east, there are relatively few shops where Go
equipment is sold. Large bookshops may carry a beginners book, and
large games/toy stores may carry a goban and stones.
Therefore, unless you happen to live close to one of the shops listed
below, the easiest way to buy equipment is via mail/web/phone order
from those shops.
The following lists, in alphabetical order, the details of those shops
which carry a general supply of Go material and which have web sites.
The IBUKI Trading Post
Web:
ISHI Press
E-mail: IshiPress@aol.com
Web:
Phone: 1-800-859-2086 (USA)
Kiseido
CPO BOX 1140,
Tokyo,
Japan
Fax +81-467-57-5814
E-mail:kiseido@labnet.or.jp
Web:
Or
2255 - 29th Street, Suite 4,
Santa Monica, California 90405
USA
Phone: +1-800-988-6463
Fax: 1-310-578-7381
E-mail: info@kiseido.com or sales@kiseido.com
Web:
Samarkand and Good Move Press
332 Bleecker Street Suite K-59
New York, NY 10014
USA
E-mail: info@samarkand.net or sales@samarkand.net
Web:
Schaak en Go winkel het paard
Haarlemmerdijk 147
1013 KH Amsterdam
The Netherlands
Phone: (+31) 20 6241171
Fax: (+31) 20 6270885
E-mail: paard@xs4all.nl
Web:
Yutopian Enterprises
2255 29th Street, Suite 3
Santa Monica, California 90405
USA
Phone: (310) 578-7181
Fax: (310) 578-7381
E-mail: yutopian@netcom.com or yutopian@aol.com
Web:
For all those shops which do not have a web site, Fred HANSENS site
also lists some other
shops, as does Jan VAN DER STEEN on his site at
For shops in Europe which are serviced by Het Paard, take a look at
.
2.5. Can I make my own equipment?
---------------------------------------------------------------------
In principle it is very simple to make your own equipment or to buy
substitute parts which can serve as stones, board and bowls.
The deciding factor is how much time and effort you want to spend on
it.
A collection of posts on this subject in the newsgroup can be found at
.
A summary can be found at
.
3. Internet Play
---------------------------------------------------------------------
3.1. Can I play on the internet?
---------------------------------------------------------------------
Not everyone is lucky enough to live close to an active Go-club or has
the time to go there as often as he likes. Therefore, it is excellent
that there are now alternative places to play on the internet.
On all servers, you can play Go, or discuss Go with other people. On
most servers, you can replay games, have your games mailed to you or
have games taught to you.
Access to most of the servers is free, and the software which is
required is usually shareware, so there is no cost in playing on the
servers. (However, if you continue to use a shareware program, you
should pay for it.)
Although there may be no fee payable, all servers have rules of use
which the user should acquaint himself with and abide by.
The number of players on a server varies from server to server and
depends on the time of the day. The largest server can have up to
5-600 players logged on and over 200 games played at any particular
time. The players' rankings can range from beginners to established
and strong amateur players. On some servers, professionals come to
play.
3.2. How do I find a Go server?
---------------------------------------------------------------------
New Go servers appear quite regularly and exist in several languages.
Some servers may require you to install a special client, others can
be accessed through a web browser.
List of the Go servers on the internet can be found several places,
e.g. here:
Ken's list
The British Go Association list
3.3. How do I find clients?
---------------------------------------------------------------------
As a general rule, if the server you use requires a client, the server
homepage will tell you where to find them.
An index is available at
There is also a possibility of using Java-based clients to connect to
the telnet-based web servers. If this sounds interesting, take a look
at
3.4. How do I act towards someone I cannot see?
---------------------------------------------------------------------
Playing against an opponent whom you cannot see and who may be on the
other side of the world is a little bit different from playing face to
face.
An excellent etiquette guide for play on the Go servers is posted on
Ken WARKENTYNE's pages.
Some of the main points bear repeating:
Your opponent and you may not share a language, indeed, you may be
conversing in a language foreign to both of you. It is therefore
essential that one is careful in the use of slang or expressions which
may not be known by everyone.
Also, your opponent may be the grandmother next door or an 8-year old
boy in Taiwan. Do not be surprised or short with an opponent who is
slow in responding or seems to misunderstand you.
Due to the intricacies of the internet, there is a phenomenon known as
netlag which affects play, and in severe circumstances, can even stop
play. Netlag is a function of the internet connection between your
opponent and the server, and between the server and you. Netlag means
that it may seem that your opponent takes a long time over his moves,
whereas in reality it is the net which takes time.
Most clients can compensate for this, so you may see your opponents
time left on the clock increase, once his move is registered.
Netlag cannot be blamed on your opponent, nor on the server, nor on
anyone, really. Sometimes it is there, other times it is not. With the
state of the internet, it is something we have to live with.
In extreme cases, netlag may mean that a player is cut off and unable
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