Go Rules, Strategy, and Tactics contains GO rules, instructions, strategy, and tactics, with illustrations.
The book explains beginning moves, corner play, extending patterns, side play, and center play.
The book describes how to capture stones, how to make groups of stones and "eyes", how to surround stone groups, how to attack stone groups with "ko" threats, and how to defend stone groups by building safe stone groups, as well as when to sacrifice, when to capture, and when to postpone capture.
The book illustrates the concepts of territory, and describes how to fill open areas, how to play into opposing territory, how to build safe territories using "eyes", and how to connect territories.
The book illustrates forbidden plays, such as playing into capture and re-capturing a single stone.
The book illustrates special board patterns, such as walls, corner patterns, the ladder, crane's nest, geta, and patterns similar to them.
It describes end of game scoring and how to count possible captures, corner patterns, unsecured territories, neutral territories, final captures, and final territory.
The book describes strategy, including opening strategy, middle-game strategy, and end-game strategy.
Game of GO Rules Tactics Strategy is the old book, which begins with a famous game:
Game of GO Rules Tactics Strategy as a PDF file
Game of GO Rules Tactics Strategy as a text file
The Game of GO Program is a Microsoft (R) Excel file that contains the game of GO in the BASIC language. GO program plays using principles of opening, middle-game, and end-game strategy and tactics for beginning moves, corner play, extending patterns, side play, and center play.
The program can use board sizes 7x7, 9x9, 11x11, 13x13, 15x15, 17x17, and 19x19, and shows the nine special points on board.
The program labels board positions with horizontal letters and vertical numbers.
The program can give black handicap of 0, 4.5, or 5.5 points.
The program allows black to start with 2, 3, 4, 5, 6, 7, 8, or 9 stones.
The program keeps score.
The program can start from manually entered board positions.
The program can save board positions.
The program can play black and/or white.
The program records and displays moves, with move number.
The program allows passing a move.
After three consecutive passes or choice to end game, the program leads player(s) through end of game score counting of possible captures, corner patterns, unsecured territories, neutral territories, final captures, and final territory.
The program checks for capturing, and automatically removes captured stones and changes score.
The program examines all blank points, calculates the pattern around each one (starting with the center point and going outward up to 81 points), compares that pattern with up to 1000 patterns (in all 8 orientations) stored in memory (each of which has a value), finds a match (because patterns are generic and so account for all situations), and assigns the matched pattern value (from 1 up to 500) to that point.
The pattern value is for both self and opponent, counts fractions of liberties and other contested points, adjusts for ko and strategic points, and counts liberties, group size, momentum gain or loss, strategic points, spheres of influence, strength of groups, set patterns, ko threats, closed or open regions, and threats to surround or be surrounded.
The program uses concepts of territory, such as filling open areas, playing into opposing territory, building safe territories using "eyes", and connecting territories.
The program uses principles of capturing stones, making stone groups and "eyes", surrounding stone groups, attacking stone groups with "ko" threats, and defending stone groups by building safe stone groups, sacrificing, and postponing capture.
The program takes account of all stone patterns, such as walls, corner patterns, the ladder, crane's nest, and geta. The program takes account of board territory, such as corners, sides, edges, and center.
The program checks for atari.
The program does not allow playing into capture or re-capturing a single stone.
At a blank point, if two matched patterns have same value, computer randomly chooses between them.
After checking all blank points, computer chooses the point with the best value.
Rights: Author claims copyright and reserves all rights for all information. There is no licensed material from other sources.
Game of Go Program and Game of GO Instructions, Strategy, and Tactics