Go (game) - Unabridged Guide

Nonfiction, Reference & Language, Reference
Cover of the book Go (game) - Unabridged Guide by Elizabeth Rose, Emereo Publishing
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Author: Elizabeth Rose ISBN: 9781486429370
Publisher: Emereo Publishing Publication: October 24, 2012
Imprint: Emereo Publishing Language: English
Author: Elizabeth Rose
ISBN: 9781486429370
Publisher: Emereo Publishing
Publication: October 24, 2012
Imprint: Emereo Publishing
Language: English
Complete, Unabridged Guide to Go (game). Get the information you need--fast! This comprehensive guide offers a thorough view of key knowledge and detailed insight. It's all you need.

Here's part of the content - you would like to know it all? Delve into this book today!..... : Rule 1 (the rule of liberty) states that every stone remaining on the board must have at least one open point (an intersection, called a liberty) directly next to it (up, down, left, or right), or must be part of a connected group that has at least one such open point (liberty) next to it.

...Where different coloured groups are adjacent and share liberties, the situation may reach a position when neither player wants to move first, because doing so would allow the opponent to capture; in such situations therefore both player's stones remain on the board in mutual life or seki.

...The most common example is that of adjacent groups that share their last few liberties-if either player plays in the shared liberties, they can reduce their own group to a single liberty (putting themselves in atari), allowing their opponent to capture it on the next move.

...Given an average of 200 available moves through most of the game, for a computer to calculate its next move by exhaustively anticipating the next four moves of each possible play (two of its own and two of its opponent's), it would have to consider more than 320 billion (3. 2×1011) possible combinations.

There is absolutely nothing that isn't thoroughly covered in the book. It is straightforward, and does an excellent job of explaining all about Go (game) in key topics and material. There is no reason to invest in any other materials to learn about Go (game). You'll understand it all.

Inside the Guide: Go (game), Rui Naiwei, Ply (game theory), Pi (film), Overshoot (typography), Manfred Wimmer, Life and death, Komidashi, Ko fight, Kifu, Jujube, Joseki, International Go Federation, Hikaru no Go, Go variants, Go strategy and tactics, Go ranks and ratings, Go proverb, Go professional, Go players, Go opening theory, Go handicaps, Go equipment, Go centers, Go and mathematics, Go World, Games played with Go equipment, Game complexity, Fuseki, Edward Lasker, Daniel T. Barry, Chinese calligraphy, Byoyomi, Board game, Benson's algorithm (Go), Agathis

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Complete, Unabridged Guide to Go (game). Get the information you need--fast! This comprehensive guide offers a thorough view of key knowledge and detailed insight. It's all you need.

Here's part of the content - you would like to know it all? Delve into this book today!..... : Rule 1 (the rule of liberty) states that every stone remaining on the board must have at least one open point (an intersection, called a liberty) directly next to it (up, down, left, or right), or must be part of a connected group that has at least one such open point (liberty) next to it.

...Where different coloured groups are adjacent and share liberties, the situation may reach a position when neither player wants to move first, because doing so would allow the opponent to capture; in such situations therefore both player's stones remain on the board in mutual life or seki.

...The most common example is that of adjacent groups that share their last few liberties-if either player plays in the shared liberties, they can reduce their own group to a single liberty (putting themselves in atari), allowing their opponent to capture it on the next move.

...Given an average of 200 available moves through most of the game, for a computer to calculate its next move by exhaustively anticipating the next four moves of each possible play (two of its own and two of its opponent's), it would have to consider more than 320 billion (3. 2×1011) possible combinations.

There is absolutely nothing that isn't thoroughly covered in the book. It is straightforward, and does an excellent job of explaining all about Go (game) in key topics and material. There is no reason to invest in any other materials to learn about Go (game). You'll understand it all.

Inside the Guide: Go (game), Rui Naiwei, Ply (game theory), Pi (film), Overshoot (typography), Manfred Wimmer, Life and death, Komidashi, Ko fight, Kifu, Jujube, Joseki, International Go Federation, Hikaru no Go, Go variants, Go strategy and tactics, Go ranks and ratings, Go proverb, Go professional, Go players, Go opening theory, Go handicaps, Go equipment, Go centers, Go and mathematics, Go World, Games played with Go equipment, Game complexity, Fuseki, Edward Lasker, Daniel T. Barry, Chinese calligraphy, Byoyomi, Board game, Benson's algorithm (Go), Agathis

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