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Taisha Jōseki
The ''taisha jōseki'' (大斜定石) is the Japanese term for the most celebrated of all '' joseki'' (standardized sequences) in the game of go. It is often described in go literature as having hundreds of variations (大斜百変); this is more than a figure of speech, since many hundreds of subvariations have been documented, in high-level games, books and magazine articles. ''Taisha'' means 'large slant'. History The ''taisha'' was first seriously played at the beginning of the nineteenth century. For several decades, although the complicated variations may have been known and privately studied, they hardly appeared in important games. (Since the ''taisha'' formation can also occur when White has a pincer in place, on the top side of the board in the diagram, it would have been studied also in that context.) Then in the 1840s, the complex of variations that develops in one particular line began to be explored. These depend on external factors (the available ladder tactics) a ...
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:Category:Japanese Words And Phrases
{{Commons Words and phrases by language Words Words Words A word is a basic element of language that carries meaning, can be used on its own, and is uninterruptible. Despite the fact that language speakers often have an intuitive grasp of what a word is, there is no consensus among linguists on its ...
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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 ...
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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 ...
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Ko Fight
A ''ko'' ( Japanese: コウ, 劫, ''kō'', from the translation of the Sanskrit term kalpa) fight is a tactical and strategic phase that can arise in the game of Go. ''Ko'' threats and ''ko'' fights The existence of ''ko'' fights is implied by the rule of ko, a special rule of the game that prevents immediate repetition of position, by a short 'loop' in which a single stone is captured, and another single stone immediately taken back. The rule states that the immediate recapture is forbidden, for one turn only. This gives rise to the following procedure: the 'banned' player makes a play, which may have no particular good qualities, but which demands an instant reply. Then the ban has come to its end, and recapture is possible. This kind of distracting play is termed a ''ko threat''. If White, say, chooses to play a ko threat, and Black responds to the threat instead of ending the ko in some fashion, then White can recapture the stone that began the ko. This places Black in the ...
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Capturing Race
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 orthod ...
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Nadare Joseki
is a 1952 Japanese drama film written and directed by Kaneto Shindō. Cast * Susumu Fujita as Kōsuke Kijima * Nobuko Otowa as Atsuko Fujikawa * Mitsuko Mito as Tokie Kijima * Ichirō Sugai as Manager * Taiji Tonoyama was a Japanese character actor who made many appearances in films and on television from 1939 to 1989. He was a close friend of Kaneto Shindo and one of his regular cast members. He was also an essayist. In 1950 he helped form the film company ... as Miyabayashi * Saburō Date as Tomita References External links * 1952 drama films Japanese drama films 1950s Japanese-language films Films directed by Kaneto Shindo Films scored by Akira Ifukube Japanese black-and-white films 1950s Japanese films Japanese-language drama films {{1950s-Japan-film-stub ...
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Avalanche Joseki
An avalanche is a rapid flow of snow down a slope, such as a hill or mountain. Avalanches can be triggered spontaneously, by factors such as increased precipitation or snowpack weakening, or by external means such as humans, other animals, and earthquakes. Primarily composed of flowing snow and air, large avalanches have the capability to capture and move ice, rocks, and trees. Avalanches occur in two general forms, or combinations thereof: slab avalanches made of tightly packed snow, triggered by a collapse of an underlying weak snow layer, and loose snow avalanches made of looser snow. After being set off, avalanches usually accelerate rapidly and grow in mass and volume as they capture more snow. If an avalanche moves fast enough, some of the snow may mix with the air, forming a powder snow avalanche. Though they appear to share similarities, avalanches are distinct from slush flows, mudslides, rock slides, and serac collapses. They are also different from large scale move ...
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Ishida Yoshio
is a professional Go player and author of several books on Go. Biography By the time he was 8, Ishida started learning Go. He was a student at the legendary Kitani Minoru go school. Famous along with his fellow students Cho Chikun, Kobayashi Koichi, Kato Masao, and Takemiya Masaki. He joined the dojo at a young age like his fellow students. He became a professional in 1963 when he was 15. His dan rank grew quickly because of the Oteai. He would go up the ranks faster than rules allowed after winning the first 14 Oteai games when he was being promoted from 6 to 7 dan. He reached 9 dan in 11 years, faster than most other players do. Ishida was given the nickname "The Computer" because his Yose ''Yose'' (Japanese: 寄席) is a form of spoken vaudeville theatre of Japan cultivated since the 18th century. The term also refers to the exclusive theater where ''yose'' is held. History The ''yose'' was a popular form of spoken theatre in ... play and counting skills were far ...
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One-point Pincer
Dantian is a concept in traditional Chinese medicine loosely translated as "elixir field", "sea of ''qi''", or simply "energy center." Dantian are the "''qi'' focus flow centers," important focal points for meditative and exercise techniques such as qigong, Chinese martial arts, martial arts such as tai chi, and in traditional Chinese medicine. Dantian is also now commonly understood to refer to the Diaphragm pacing, diaphragm in various Qigong practices and breath control techniques, such as diaphragmatic breathing for singing and speaking. Along with ''Jing (Chinese medicine), jing'' and ''Shen (Chinese "spirit; god"), shen'', it is considered one of the Three Treasures (traditional Chinese medicine), Three Treasures of traditional Chinese medicine. Overview Historically the first detailed description of the lower Dantian is in the ''Laozi zhongjing'' from the 3rd century CE, which refers to the elixir-of-life field where "essence" and "spirit" are stored; it is related to reg ...
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History Of Go
History is the systematic study of the past, focusing primarily on the human past. As an academic discipline, it analyses and interprets evidence to construct narratives about what happened and explain why it happened. Some theorists categorize history as a social science, while others see it as part of the humanities or consider it a hybrid discipline. Similar debates surround the purpose of history—for example, whether its main aim is theoretical, to uncover the truth, or practical, to learn lessons from the past. In a more general sense, the term ''history'' refers not to an academic field but to the past itself, times in the past, or to individual texts about the past. Historical research relies on primary and secondary sources to reconstruct past events and validate interpretations. Source criticism is used to evaluate these sources, assessing their authenticity, content, and reliability. Historians strive to integrate the perspectives of several sources to devel ...
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