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Ko Rule
The rules of Go 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 as the Tromp–Taylor Rules, themselves close in most essential respect ...
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John Tromp
John Tromp is a Dutch computer scientist. He formerly worked for Dutch Centre for Mathematics and Computer Science. Tromp discovered the number of legal states of the board game Go (game), Go, and co-authored with Bill Taylor the Rules of Go#Basic rules, Tromp-Taylor Rules, which they call "the logical rules of Go". He is also known for Binary combinatory logic (Binary lambda calculus). References External linksJohn Tromp's homepage
at GitHub {{DEFAULTSORT:Tromp, John Living people Dutch computer scientists Year of birth missing (living people) ...
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Winner
Winner(s) or The Winner(s) may refer to: * Champion, the victor in a game or contest *The successful social class in winner and loser culture Film * ''The Winner'' (1926 film), an American silent film starring Billy Sullivan * ''The Winner'' (1962 film), a French film by François Reichenbach * ''The Winners'' (1973 film) or ''My Way'', a South African film * ''The Winner'' (1995 film), a Chinese film by Huo Jianqi * ''The Winner'' (1996 film), an American comedy by Alex Cox * ''Winner'' (2003 film), an Indian Tamil film starring Prashanth * ''The Winner'' (2011 film), an American-Polish co-production by Wiesław Saniewski * ''The Winner'' (2014 film), a Hungarian film by Dávid Géczy * ''The Winner'' (2016 film), a Nepalese action film * ''Winner'' (2017 film), an Indian Telugu film Television * ''Winners'' (1977 TV series), a 1977 American TV series * ''Winners'' (American TV series), a 1991 American TV series * ''Winners'' (Australian TV series), a 1985 antho ...
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American Go Association
The American Go Association (AGA) was founded in 1935, to promote the board game of Go in the United States. Founded by chess master Edward Lasker and some friends at Chumley's restaurant in New York City, the AGA is one of the oldest Western Go associations. The AGA publishes a weekly online newsletter that reaches more than 13,000 subscribers worldwideThe American Go E-Journal and an annual ''Yearbook''; maintains a national rating system; organizes an annual national event, The US Go Congress; selects North American representatives in international tournaments; and provides support to its members and chapters as they promote Go in their communities. Events for youth have also been established, including tournaments and an annual AGA youth summer camp that features instruction from professional players. The AGA has developed a set of rules that attempts to reconcile difference between "area"-based rule sets and "territory"-based rule sets, and participates actively in an i ...
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List Of 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., ...
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Honinbo Shusaku
In the history of Go in Japan, the four Go houses were four major schools of Go instituted, supported, and controlled by the state, at the beginning of the Tokugawa shogunate. (There were also many minor houses.) At roughly the same time shogi was organised into three houses. Here "house" implies an institution run on the recognised lines of the ''iemoto'' system common in all Japanese traditional arts. In particular, the house head had, in three of the four cases, a name handed down: Inoue Inseki, Yasui Senkaku, Hayashi Monnyu. References to these names, therefore, mean to the contemporary head of the house. The four houses were the Honinbo, Hayashi, Inoue, and Yasui. They were originally designed to be on a par with each other, and competed in the official castle games called ''oshirogo''. The houses Hon'inbō The Hon'inbō house (本因家) was easily the strongest school of Go for most of its existence. It was established in 1612 and survived until 1940. Upon the closure ...
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Ing Chang-ki
Ing Chang-ki (; 23 October 1916 – 27 August 1997) was a Chinese industrialist, Go player, and Go promoter. He was the founder of the Ing Cup. He is also known for promoting the Ing rules of Go. He also promoted one of the first digital game clocks to support byoyomi, per-move time control. Biography Ing Chang-ki was born in Cixi County (currently Cicheng, Jiangbei District, Ningbo), Zhejiang Province in 1917. As a young man, Ing worked as a clerk in a bank in Shanghai, where he later became a famous local banker. In 1949, he went to Taipei and eventually became an industrial mogul in Taiwan. Ing created the Ing Chang-ki Weichi Educational Foundation for further promotion of Go, while encouraging the use of the name Goe in an attempt to differentiate its name from the English verb go.See, e.g., Until 2000, he sponsored a tournament and substantial prize for computer Go Computer Go is the field of artificial intelligence (AI) dedicated to creating a computer p ...
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Mainland China
"Mainland China" is a geopolitical term defined as the territory governed by the People's Republic of China (including islands like Hainan or Chongming), excluding dependent territories of the PRC, and other territories within Greater China. By convention, the territories that fall outside of the Chinese mainland include: * Hong Kong, a quasi-dependent territory under PRC rule that is officially designated a " Special Administrative Region of the PRC" (formerly a British colony) * Macau, a quasi-dependent territory under PRC rule that is officially designated a "Special Administrative Region of the PRC" (formerly a Portuguese colony) * Territories ruled by the Republic of China (ROC, commonly referred to as Taiwan), including the island of Taiwan, the Penghu (Pescadores) islands in the Taiwan Strait, and the islands Kinmen, Matsu, and Wuqiu (Kinmen) offshore of Fujian. Overseas Chinese, especially Malaysian Chinese and Chinese Singaporeans, use this term to describe people ...
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Ming Dynasty
The Ming dynasty (), officially the Great Ming, was an imperial dynasty of China, ruling from 1368 to 1644 following the collapse of the Mongol-led Yuan dynasty. The Ming dynasty was the last orthodox dynasty of China ruled by the Han people, the majority ethnic group in China. Although the primary capital of Beijing fell in 1644 to a rebellion led by Li Zicheng (who established the short-lived Shun dynasty), numerous rump regimes ruled by remnants of the Ming imperial family—collectively called the Southern Ming—survived until 1662. The Ming dynasty's founder, the Hongwu Emperor (r. 1368–1398), attempted to create a society of self-sufficient rural communities ordered in a rigid, immobile system that would guarantee and support a permanent class of soldiers for his dynasty: the empire's standing army exceeded one million troops and the navy's dockyards in Nanjing were the largest in the world. He also took great care breaking the power of the court eunuchs and ...
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Yuan Dynasty
The Yuan dynasty (), officially the Great Yuan (; xng, , , literally "Great Yuan State"), was a Mongol-led imperial dynasty of China and a successor state to the Mongol Empire after its division. It was established by Kublai, the fifth khagan-emperor of the Mongol Empire from the Borjigin clan, and lasted from 1271 to 1368. In orthodox Chinese historiography, the Yuan dynasty followed the Song dynasty and preceded the Ming dynasty. Although Genghis Khan had been enthroned with the Han-style title of Emperor in 1206 and the Mongol Empire had ruled territories including modern-day northern China for decades, it was not until 1271 that Kublai Khan officially proclaimed the dynasty in the traditional Han style, and the conquest was not complete until 1279 when the Southern Song dynasty was defeated in the Battle of Yamen. His realm was, by this point, isolated from the other Mongol-led khanates and controlled most of modern-day China and its surrounding areas, inc ...
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Rules Of Go
The rules of Go 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 as the Tromp–Taylor Rules, themselves close in most essential respect ...
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Threefold Repetition
In chess, the threefold repetition rule states that a player may claim a draw if the same position occurs three times during the game. The rule is also known as repetition of position and, in the USCF rules, as triple occurrence of position.Article 14K.2 in Two positions are by definition "the same" if the same types of pieces occupy the same squares, the same player has the move, the remaining castling rights are the same and the possibility to capture '' en passant'' is the same. The repeated positions need not occur in succession. The reasoning behind the rule is that if the position occurs three times, no real progress is being made and the game could hypothetically continue indefinitely. The game is not automatically drawn if a position occurs for the third time – one of the players, on their turn, must claim the draw with the arbiter. The claim must be made either before making the move which will produce the third repetition, or after the opponent has made a move produci ...
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Kalpa (aeon)
A ''kalpa'' is a long period of time (aeon) in Hindu and Buddhist cosmology, generally between the creation and recreation of a world or universe. Etymology ''Kalpa'' ( sa, कल्प, , a formation or creation) in this context, means "a long period of time (aeon) related to the lifetime of the universe (creation)." It is derived from ''कॢप्'' (kḷp) +‎ -अ (-a, nominalizing suffix) ( sa, कॢप्, kḷp, to create, prepare, form, produce, compose, invent). Hinduism In Hinduism, a ''kalpa'' is equal to 4.32 billion years, a "day of Brahma" (12-hour day proper) or one thousand '' mahayugas'', measuring the duration of the world. Each ''kalpa'' is divided into 14 ''manvantara'' periods, each lasting 71 ''Yuga Cycles'' (306,720,000 years). Preceding the first and following each ''manvantara'' period is a juncture (''sandhya'') equal to the length of a ''Satya Yuga'' (1,728,000 years). A ''kalpa'' is followed by a '' pralaya'' (dissolution) of equ ...
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