Best introduction in English to a great Japanese game. Detailed instructions provide valuable information on basic patterns, strategy, tactics, analyzed games. Used as text by generations of Americans, Japanese. 72 diagrams.
Games of Go provides commentary on a dozen games of Go, the ancient Oriental board game. Unlike most game reviews, each and every move is commented upon. This is simply because beginning and intermediate Go players simply do not know why most stronger players make their moves. Unlike the majority of Go books, there is only one move per board diagram. The games cover games by players from 20 kyu right up to 8 dan. The book is suitable for beginners and intermediate players up to about 8-10 kyu. The book is A4 in format, with 3 columns per page, and well over 3,000 board diagrams.
No Boards! No Boredom! Remember the games you used to play in the car as a kid? You’d enjoy playing them again, but you can’t quite remember all the rules, and besides, the games were awfully easy. Well, Gladstone’s Games to Go has come to the rescue. With updated classics and challenging original games, Gladstone’s Games to Go delivers antidotes to boredom and entertaining ways to spend down-time, whether you’re in transit, on vacation, or wiling away an afternoon at a cafe. You can play word games (like Grandmother’s House, Six Degrees, and Chain Reaction), compete in coin contests (like Molecular Flip and Sliders), master strategy with dot games (like Dots and Boxes and Sprouts), and more. With little to no additional equipment required (pens and paper or a few coins will do the trick), the games are totally portable—and totally playable. All the games are for two or more players (some could even be played solo), and they appeal to both left- and right-brained gamers. Start playing today!
Winner PrimaryTeacher Reference, Awards for Excellence in Educational Publishing, 2006This fabulous, practical resource is full of motivational games for your students to play to reinforce grammar skills.It is especially suitable to teach and motivate students experiencing difficulties. A skills overview chart makes it easy to find games to teach specific grammar skills and conceptsThis book is packed with fun and practical games that either teach new skills or offer fun practise and c
Give your brain a healthy workout—Anytime, Anywhere. Not just any book of games, this collection by the bestselling author of 399 Games, Puzzles & TriviaChallenges Specially Designed to Keep Your Brain Youngis expertly created to keep your brain in tip-top shape—even while you’re on the go. With its shorter puzzles and portable size, it’s perfect for getting your cognitive exercise in while waiting at the dentist’s office, traveling, or whenever you have a few spare minutes to challenge yourself. Arranged in difficulty from “Easy Does It!” to “Finish Strong!,” these 299 surprisingly fun puzzles target six key cognitive functions: Long-term memory Working memory Executive functioning Attention to detail Multitasking Processing speed
This book constitutes the thoroughly refereed post-proceedings of the 4th International Conference on Computers and Games, CG 2004, held in Ramat-Gan, Israel, in July 2004, and co-located with the 12th World Computer Chess Championship and the 9th Computer Olympiad. The 21 revised full papers presented together with 1 keynote article were carefully selected during two rounds of reviewing and improvement from 37 submissions. The papers cover all aspects of artificial intelligence in computer-game playing. Topics addressed are evaluation and learning, search, combinatorial games and theory opening and endgame databases, single-agent search and planning, and computer Go.
Master the game of Go with this expert guide. Go is a two player-board game that first originated in ancient China but is also very popular in Japan and Korea. There is significant strategy and philosophy involved in the game, and the number of possible games is vast--even when compared to chess. This is the first comprehensive strategy guidebook in English to cover the entire game of Go by illustrating the nuances and finer points of Go strategy. Its 203 problems and their commented answers demonstrate to players of all level of skill not only successful moves, but also the incorrect moves and why they are wrong. This enables players to identify strengths and weaknesses in their games. From opening play to the endgame, Winning Go is an essential tool in helping serious players master the sophisticated sequence and flow of advanced Go play. Useful Go strategies include: The opening (fuseki) The middle (chuban) The endgame (yose) Clever moves (tesuji) Life and death (shikatsu) Winning corner skirmishes (joseki) Accurate counting Players will learn about not only creating good shapes, but also how to avoid or take advantage of bad ones, along with the right and wrong order of moves. This makes Winning Go the ideal choice for a first problem book because it enables both players and teachers to improve upon their Go game. From opening play to endgame, Winning go is an essential tool in helping serious Go players master the sophisticated sequence and flow of advanced Go play.
The Japanese game of Go is of interest both as a problem in mathematical representation and as a game which generates a move tree with an extraordinarily high branching factor (100 to 300 branches per ply). The complexity of Go (and the difficulty of Go for human players) is thought to be considerably greater than that of chess. The constraints of being able to play a complete game and of being able to produce a move with a moderate amount of processing time were placed on the solution. The basic approach used was to find methods for isolating and exploring several sorts of relevant subsections of the global game tree. This process depended heavily on the ability to define and manipulate entitles of Go as recursive functions rather than as patterns of stones. A general machine-accessible theory of Go was developed to provide context for program evaluations. A program for playing Go is now available on the Stanford PDP-10 computer. (Modified author abstract).
Discover the Fascinating Eastern Game That’s Lasted for Millennia! What is Go? Go is a deceptively simple two-player game, played on square boards of various sizes. According to legend, the Chinese Emperor Yau invented this game to teach his son concentration, balance, and discipline. Over time, this game spread to Japan – and across the globe. For over four millennia, war leaders and sages have consulted this game to learn strategy, wisdom, and mental mastery. Inside How to Play Go, you’ll discover everything you need to know to play this ancient game. You’ll learn all the basics of capturing territory and pieces (including self-capture), handling dead stones, and mastering the endgame. This book explains the scoring system of Go – and how to grow from a beginner player to true mastery. How to Play Go explains advanced Go concepts like the Ko Rule, Eyes, and Dead/Live Groups. You’ll discover Atari, Handicaps, Komi, Cutting, and much more! Immerse yourself in a vast array of Go strategies: Territory Capturing The Ladder and the Net Good/Bad Shapes Ponnuki The Mouth Connections, Stretching, and Diagonals One-Point and Two-Point Jumps The Knight Move and the Large Knight Move With this information, you can master this mystical game and increase your mental power!