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and can either play a ko threat as well or concede the ko by simply playing elsewhere if a player concedes the ko either because they do not think it important or because there are no moves left that could function as a ko threat they have lost the ko and their opponent may connect the ko instead of responding to a ko threat a player may also choose to ignore the threat and connect the ko 63 they thereby win the ko but at a cost the choice of when to respond to a threat and when to ignore it is a subtle one which requires a player to consider many factors including how much is gained by connecting how much is lost by not responding how many possible ko threats both players have remaining what the optimal order of playing them is and what the size points lost or gained of each of the remaining threats is 80 frequently the winner of the ko fight does not connect the ko but instead captures one of the chains that constituted their opponent s side of the ko 63 in some cases this leads to another ko fight at a neighboring location history main article history of go origin in china the earliest written reference to the game is generally recognized as the historical annal zuo zhuan 12 13 c 4th century bce 14 referring to a historical event of 548 bce it is also mentioned in book xvii of the analects of confucius 14 and in two books written by mencius 13 81 c 3rd century bce 14 in all of these works the game is referred to as yì 弈 today in china it is known as weiqi simplified chinese 围棋 traditional chinese 圍棋 pinyin wéiqí ⓘ wade giles wei ch i lit encirclement board game go was originally played on a 17 17 line grid but a 19 19 grid became standard by the time of the tang dynasty 618 907 ce 13 legends trace the origin of the game to the mythical chinese emperor yao 2337 2258 bce who was said to have had his counselor shun design it for his unruly son danzhu to favorably influence him 82 83 other theories suggest that the game was derived from chinese tribal warlords and generals who used pieces of stone to map out attacking positions 84 85 in china go had an important status among elites and was associated with ideas of self cultivation wisdom and gentlemanly ideals 86 23 it was considered one of the four cultivated arts of the chinese scholar gentleman along with calligraphy painting and playing the musical instrument guqin 87 in ancient times the rules of go were passed on verbally rather than being written down 88 model of a 19 19 go board from a tomb of the sui dynasty 581 618 ce painting of a woman playing go from the astana graves tang dynasty c 744 ce li jing playing go with his brothers detail from a painting by zhou wenju fl 942 961 ce southern tang dynasty spread to korea and japan go was introduced to korea sometime between the 5th and 7th centuries ce and was popular among the higher classes in korea the game is called baduk korean 바둑 and a variant of the game called sunjang baduk was developed by the 16th century sunjang baduk became the main variant played in korea until the end of the 19th century when the current version was reintroduced from japan 89 90 the game reached japan in the 7th century ce where it is called go 碁 or igo 囲碁 it became popular at the japanese imperial court in the 8th century 91 and among the general public by the 13th century 92 the game was further formalized in the 15th century in 1603 tokugawa ieyasu re established japan s unified national government in the same year he assigned the then best player in japan a buddhist monk named nikkai né kanō yosaburo 1559 to the post of godokoro minister of go 93 nikkai took the name hon inbō sansa and founded the hon inbō go school 93 several competing schools were founded soon after 93 these officially recognized and subsidized go schools greatly developed the level of play and introduced the dan kyu style system of ranking players 94 players from the four schools hon inbō yasui inoue and hayashi competed in the annual castle games played in the presence of the shōgun 95 detail from a japanese illustrated handscroll of the tale of genji heian period 12th century ce a korean couple playing go in traditional dress photographed between 1910 and 1920 internationalization despite its widespread popularity in east asia go has been slow to spread to the rest of the world although there are some mentions of the game in western literature from the 16th century forward go did not start to become popular in the west until the end of the 19th century when german scientist oskar korschelt wrote a treatise on the game 96 by the early 20th century go had spread throughout the german and austro hungarian empires in 1905 edward lasker learned the game while in berlin when he moved to new york lasker founded the new york go club together with amongst others arthur smith who had learned of the game in japan while touring the east and had published the book the game of go in 1908 97 lasker s book go and go moku 1934 helped spread the game throughout the u s 97 and in 1935 the american go association was formed two years later in 1937 the german go association was founded world war ii put a stop to most go activity since it was a popular game in japan but after the war go continued to spread 98 for most of the 20th century the japan go association nihon ki in played a leading role in spreading go outside east asia by publishing the english language magazine go review in the 1960s establishing go centers in the u s europe and south america and often sending professional teachers on tour to western nations 99 internationally the game had been commonly known since the start of the twentieth century by its shortened japanese name and terms for common go concepts are derived from their japanese pronunciation in 1996 nasa astronaut daniel barry and japanese astronaut koichi wakata became the first people to play go in space they used a special go set which was named go space designed by wai cheung willson chow both astronauts were awarded honorary dan ranks by the nihon ki in 100 as of december 2015 update the international go federation has 75 member countries with 67 member countries outside east asia 101 chinese cultural centres across the world are promoting go and cooperating with local go associations for example the seminars held by the chinese cultural centre in tel aviv israel together with the israeli go association 102 competitive play ranks and ratings main article go ranks and ratings three japanese professional go players observe some younger amateurs as they dissect a life and death problem in the corner of the board at the us go congress in houston texas 2003 in go rank indicates a player s skill in the game traditionally ranks are measured using kyu and dan grades 103 a system also adopted by many martial arts more recently mathematical rating systems similar to the elo rating system have been introduced 104 such rating systems often provide a mechanism for converting a rating to a kyu or dan grade 104 kyu grades abbreviated k are considered student grades and decrease as playing level increases meaning 1st kyu is the strongest available kyu grade dan grades abbreviated d are considered master grades and increase from 1st dan to 7th dan first dan equals a black belt in eastern martial arts using this system the difference among each amateur rank is one handicap stone for example if a 5k plays a game with a 1k the 5k would need a handicap of four stones to even the odds top level amateur players sometimes defeat professionals in tournament play 105 professional players have professional dan ranks abbreviated p these ranks are separate from amateur ranks the rank system comprises from the lowest to highest ranks rank type range stage double digit kyu 30 21k beginner double digit kyu 20 10k casual player single digit kyu 9 1k intermediate club player amateur dan 1 7d where 8d is a special title advanced player professional dan 1 9p where 10p is a special title professionals tournament and match rules see also go competitions tournament and match rules deal with factors that may influence the game but are not part of the actual rules of play such rules may differ between events rules that influence the game include the setting of compensation points komi handicap and time control parameters rules that do not generally influence the game are the tournament system pairing strategies and placement criteria common tournament systems used in go include the mcmahon system 106 swiss system league systems and the knockout system tournaments may combine multiple systems many professional go tournaments use a combination of the league and knockout systems 107 tournament rules may also set the following compensation points called komi which compensate the second player for the first move advantage of their opponent tournaments commonly use a compensation in the range of 5 8 points 108 generally including a half point to prevent draws handicap stones placed on the board before alternate play allowing players of different strengths to play competitively see go handicap for more information and superko although the basic ko rule described above covers more than 95 of all cycles occurring in games 109 there are some complex situations triple ko eternal life f etc that are not covered by it but would allow the game to cycle indefinitely to prevent this the ko rule is sometimes extended to forbid the repetition of any previous position this extension is called superko 109 time control see also time control and byoyomi a game of go may be timed using a game clock formal time controls were introduced into the professional game during the 1920s and were controversial 110 adjournments and sealed moves began to be regulated in the 1930s go tournaments use a number of different time control systems all common systems envisage a single main period of time for each player for the game but they vary on the protocols for continuation in overtime after a player has finished that time allowance g the most widely used time control system is the so called byoyomi h system the top professional go matches have timekeepers so that the players do not have to press their own clocks two widely used variants of the byoyomi system are 111 standard byoyomi after the main time is depleted a player has a certain number of time periods typically around thirty seconds after each move the number of full time periods that the player took often zero is subtracted for example if a player has three thirty second time periods and takes thirty or more but less than sixty seconds to make a move they lose one time period with 60 89 seconds they lose two time periods and so on if however they take less than thirty seconds the timer simply resets without subtracting any periods using up the last period means that the player has lost on time canadian byoyomi after using all of their main time a player must make a certain number of moves within a certain period of time such as twenty moves within five minutes 111 i if the time period expires without the required number of stones having been played then the player has lost on time j notation and recording games main article go game record go games are recorded with a simple coordinate system this is comparable to algebraic chess notation except that go stones do not move and thus require only one coordinate per turn coordinate systems include purely numerical 4 4 point hybrid k3 and purely alphabetical 112 the smart game format uses alphabetical coordinates internally but most editors represent the board with hybrid coordinates as this reduces confusion alternatively the game record can also be noted by writing the successive moves on a diagram where odd numbers mean black stones even numbers mean white stones or conversely when playing with a handicap and a notation like 25 22 in the margin means that the 25th stone was played at the same location as the 22nd one which had been captured in the meantime the japanese word kifu is sometimes used to refer to a game record in unicode go stones can be represented with black and white circles from the block geometric shapes u 25cb white circle cir u 25cf black circle the block miscellaneous symbols includes go markers 113 that were likely meant for mathematical research of go 114 115 u 2686 white circle with dot right u 2687 white circle with two dots u 2688 black circle with white dot right u 2689 black circle with two white dots top players and professional go see also list of top title holders in go go players female go players go professional and list of professional go tournaments a go professional is a professional player of the game of go there are six areas with professional go associations these are china chinese weiqi association japan nihon ki in kansai ki in south korea korea baduk association taiwan taiwan chi yuan culture foundation the united states aga professional system and europe european professional system although the game was developed in china the establishment of the four go houses by tokugawa ieyasu at the start of the 17th century shifted the focus of the go world to japan state sponsorship allowing players to dedicate themselves full time to study of the game and fierce competition between individual houses resulted in a significant increase in the level of play during this period the best player of his generation was given the prestigious title meijin master and the post of godokoro minister of go of special note are the players who were dubbed kisei go sage the only three players to receive this honor were dōsaku jōwa and shūsaku all of the house hon inbō 116 hon inbō shūsai left last head of house hon inbō plays against then up and coming go seigen in the game of the century after the end of the tokugawa shogunate and the meiji restoration period the go houses slowly disappeared and in 1924 the nihon ki in japanese go association was formed top players from this period often played newspaper sponsored matches of 2 10 games 117 of special note are the chinese born player go seigen chinese wu qingyuan who scored 80 in these matches and beat down most of his opponents to inferior handicaps 118 and minoru kitani who dominated matches in the early 1930s 119 these two players are also recognized for their groundbreaking work on new opening theory shinfuseki 120 for much of the 20th century go continued to be dominated by players trained in japan notable names included eio sakata rin kaiho born in taiwan masao kato koichi kobayashi and cho chikun born cho ch i hun from south korea 121 top chinese and korean talents often moved to japan because the level of play there was high and funding was more lavish one of the first korean players to do so was cho namchul who studied in the kitani dojo 1937 1944 after his return to korea the hanguk kiwon korea baduk association was formed and caused the level of play in south korea to rise significantly in the second half of the 20th century 122 in chin...
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