ChiyoDad began learning Go (aka 围棋, 바둑, 囲碁) from books and the internet on June 1st of 2005. On his blog ChiyoDad documented his study journal, product/book reviews and links to other sites that had been helpfully to beginners. (Rec.: The blog is outdated as it only shows postings from June 2005 till February 2008. Actually there do not exist any game records on KGS and latest entry in Sensei’s Library is dated on 7th April 2010 he played at level 8kyu.)
date (1st publishing): Monday, January 29, 2007
(original) title: Furikawari and the “Why” behind it
author: ChiyoDad (San Francisco Bay Area, California, United States)
In a recent game, one of White’s moves in a corner battle (number 8 in the image above) made me (Black) consider taking an opportunity for furikawari; that is, an exchange of potential territory.
In the opening of this game, White seemed to be mimicking my High Chinese Opening. This fuseki shares some of the potential of the sanrensei (stones on the star-points of one side) in developing a center-facing territorial framework. The challenge for the opponent would then become the task of invading or reducing the framework.
With my stone at D10 and the approach at D6, I had generally expected White to give me the left side so that she could build a right-facing wall and a moyo that I would have to later reduce.
However, the atari of move 8 seemed to suggest that White wanted to take the side, so I obliged with the sequence shown above to take the corner, and eventually, the bottom.
White got an upward-facing wall on the left; but it’s potential was somewhat blunted by my stone at D10.
In the course of this game, the exchange favored Black.
I can’t say that the territorial exchange that took place in that game was fundamentally advantageous or disadvantageous. After all, White could still push my D10 stone against her wall with a pincer in either C12 or D12 (see picture A).
My decision to play for the exchange was influenced by a guideline for using the sanrensei fuseki that Shukaku Takagawa provided in the first chapter of The Power of The Star-Point. (Rec. by MySRSBlog: The original blog link is broken and no more existing.)
The diagram above shows a possible outcome after White’s approach and Black’s pincer. If White jumps into the corner, then Black makes good use of his sanrensei by blocking in the direction of the center stone (Q10).
The result yields a large zone of influence from the stone on O16 to Q10. Ideally (but very unlikely), Black may be able to turn this zone into solid territory. The more likely outcome is that White will be forced to invade or reduce that zone; and Black’s massive wall will give him the upper hand.
Blocking toward the left makes less effective use of the sanrensei. Although Black takes the top, White undermines the potential of using the sanrensei to build a large framework on the right.
In my game, given that a successful furikawari could have allowed me to deny White a similar framework from her opposing Chinese Opening, it seemed to make sense to play for the exchange.
Author: David de Ugarte
(November 15th, 2014) – Go is becoming a phenomenon in American schools. Scientists suggest that it improves children’s intellectual development and “executive function,” while pedagogues say it reduces violence and frustration. But it also offers something even more valuable than that.
In France, the city of Strasbourg became a pioneer in 2008 with a training program at three schools. The program not only remains in operation today, but has also generated a vibrant local school league. Teachers tell how the practice of the game has improved children’s behavior, reducing the bickering among them, and helping them gain concentration.
But it is in the United States where Go school programs are now succeeding, driven by USGO and the evidence that links the practice of the game in high school to better results in University admission tests. Moreover, thanks to the support of the American Go Foundation an American Little League has come up, as well as a North American championship with Mexican, American, and Canadian children that thrives on the growing number of school teams.
The most famous Chinese legend that explains the birth of the game attributes its creation to the mythical Emperor Yao (2100 BCE). The emperor wanted to name his eldest son, Danju, heir, but he was disorganized, had difficulty carrying things through to the end, and according to many stories, very little capacity to endure frustration. So the king devised a game that would allow his son to develop a capacity for purpose, the ability to concentrate, and serenity in life.
This is just a legend, but it is surely interesting that the myth presents the game as an educational intervention. Because the truth is that scientific studies show something very similar. Neuroscience tells us about the brain’s executive function, specifically in charge of providing us with the capacity for concentration, calculation, for developing purpose and a long-term perspective. The good news is that this function can be developed through exercise, and that evidence shows that it reduces frustration and violence by increasing the capacity for self-control in children.
What would the best exercise be for achieving this? Of course, chess is very successful in MRI brain studies. But when in 2003 the same neurologists studied the effects of Go, they reached a surprising conclusion: it not only mobilized more brain areas, but it also “lateralized” more and differently than chess. To say it bluntly, playing Go helps interconnect the various functions of our brain. Even more interesting were the results of a landmark study conducted in 2013 by Korean neurologists comparing the brain activity of players undergoing professional training with that of amateurs. According to this study, playing Go on a regular basis “rewires” our brain, allowing greater integration of various functions, improving not only the executive function but also “intuitive thinking,” that is, the automatic recognition of patterns in new situations.
In light of this, in 2011, a protocol was created in Japan for studying the impact of the inclusion of Go as an extracurricular activity on children’s executive function, under the hypothesis that it would improve “emotional and behavioral control.” The practical results seem to support this idea. So far, the results of empirical studies tell us that Go improves cognitive function, and brain activity in children with attention deficit hyperactivity disorder (ADHD).
And the inclusion of Go in Japanese schools has a history and a name: Yasuda Yasutoshi. Yasutoshi was a professional Go player. He reached the ninth dan, the highest level, in 1998. In early 1993 he was moved by a story: a child died at his school’s gym choked by a rope “while playing.” Yasuda blamed bullying: “There is something terribly wrong in Japan,” he thought. And he felt helpless.
He shared his anger with his friends, most of them professional players like him, members of a generation which was then facing the sweeping “new style” of Korean baduk, with its televised games and its emphasis on speed.
At one point I became obsessed with doing something about the social problem – bullying – beyond simply popularizing Go.
And Yasuda started volunteering to teach “atari Go,” a simplified version of the game, in kindergartens. The magic of the union between play and a minimum of ritual – the greetings before a match, thanking the opponent upon finishing- started to bear fruit almost immediately. Teachers observed that children extended their circle of relationships. More kids played with other kids beyond the gameboard. Their ability to concentrate increased. Against all odds, children four to six years old were able to sustain attention for more than an hour.
A Go match never follows the same pattern as any other. So children develop the ability to concentrate while trying to anticipate the opponent’s moves. It seems that this type of activity had not hitherto existed in early childhood education.
Given the results, the program quickly spread through primary schools in the region. Yasuda visited them, giving a sample class for teachers. Within a year, the experience was already relatively well known in the educational world and Yasuda received new invitations regularly. Then came the first special schools. First, for children with mental disabilities, and later a center for deaf children.
And new “miracles” emerged: children who exhibited violent behavior and tended to isolate themselves discovered a way of relating through symbolic communication. A traditional way of referring to the game in Japanese literally means “speaking with your hands.” Children who showed no expression smiled for the first time in front of their peers and tutors.
On my third visit to Himawari-no-sato, Tsuru – a child with a mental disability, usually withdrawn, inexpressive and prone to violent reactions- was playing with another child while I did the same. Then I realized Tsuru was trying to ask me something by looking at me straight in the eyes. At that time he had already become a good player, by far the best player in the center. When I looked at the board, it was his turn to move. He could capture the opponent’s stones if he wanted. He sent me a silent message with his eyes: “Can I eat these stones?” I didn’t say anything but I indicated a “yes” with my eyes and he proceeded to capture them. We repeated the same thing three times. The fourth time Tsuru didn’t capture the stones, even knowing he could. Instead, he put a stone where his opponent could capture it. The opponent captured a stone for the first time and ran around the room with joy. Seeing the joy of his opponent, Tusru smiled as well. His face showed that he was happy.
The program later expanded to day centers and nursing homes. And they began to organize play dates between primary school children and children in special schools, between children and adults, between parents and children, between elders from different centers… Yasuda’s project was beginning to build intergenerational communcation channels and spaces that had been swept away by economic development. “By playing Go with elders at the day center,” says the director of a primary school, “children have learned to develop kindness and care for others. Each seems more independent and self-confident than before.”
Soon, more than 10,000 children and adults participated regularly in the project initiated by Yasuda and his friends. And the experience was later extended to Hungary, the Czech Republic, Romania, Poland… and the US, where the American Go Foundation gives Yasuda’s book to teachers who request it and provides additional educational materials to schools in the belief that teaching Go contributes child development.
Today, Yasuda’s work even serves as a basis for the work of pedagogues with minority children at risk of exclusion in the US, and continues to spread, even without an NGO supporting it, through Asia, Africa, and Europe, exclusively through the work of volunteers offering demonstration lessons to teachers, educators, and cultural promoters worldwide. The simple method he developed for approaching children today is much more than a social project.
As we noted when we tried to understand why so many tech entrepreneurs were big fans of Go,
this ability to withstand frustration, to determine a purpose, sustain it over time and adapt to circumstances to execute it, is what determines the likelihood of success of everyone who wants to turn an idea into a project. And that is exactly what starts when you put your first stone on the board.
That is, in a long game where every move completely transforms the future course of events, children learn something else: responsibility. As we mentioned when we talked about the relationship between Go and language, Takeo Kajiwara (1923-2009), a great professional player who focused his career precisely on “finding the truth among the stones,” wrote about this idea:
Each time you place a stone on the board you are showing something of yourself. It’s not just a piece of slate, shell, or plastic. You have committed to that rock your feelings, your individuality, your power, and once you’ve played there is no way back. Each stone carries a heavy responsibility on your behalf.
Surely most Go players would agree that one of the most fascinating aspects of the game is precisely that combination of challenge and fun with the practice of a well-understood responsibility. The other player is for each “a fact of nature,” someone with whom we play and of whom we may learn, but who can’t be blamed for what we do wrong or for our defeats.
Regardless of how much it physically improves our brain, how much it contributes to building our determination and intuition, Go teaches us how to face an unpredictable world from a position of serenity, to understand the opponent as someone that far from ruining our chances, the better they are, the more they will help us improve our game; Go is also a world in which we understand our gestures as meaningful decisions, as words we say to each other. And all that means something more important than a mental workout. For generations burdened with anguish in the race for results, Go becomes a tool for something completely different: maturing and learning to develop serenity by practicing a fine art.
“Las Indias” is a transnational community and behind the cooperatives that make up the Las Indias Cooperative Group since 2002. If you want to know more about the cooperatives, their customers and projects, please visit the entrepreneurial activities website (in Spanish).
date: 28th Nov 2014 (06:00 pm CET) – final of the Berlin Championship 2014
venue: 35th Berlin-Kranich Tournament (28th-30th Nov)
Congrats to the winner Johannes Obenaus as the new Berlin Go Champion 2014…
The result: w+12.5 (with komi 6.5 points).
Johannes receives the challenge cup (picture) from David Seibt, who won it in 2013. Johannes can overtake the trophy again after winning it in 2011 and 2012. All results on the website here.
You can take an individual review of the kifu (SGF) on OGS or EidoGO:
Wowh… that is weired (for an European)…
A 5th and 6th Dan class at a Go Academy in Nanning Shi, Guangxi (China): five young and promising Go players were in there. – Tks to House Chuah (whom you can find at Singapore Weiqi Association and SkyGo) for this snap and for sharing. 🙂
I hate snapbacks (mouse traps)…. or is it (self) atari ? – But I love cartoons.
The drawings can be downloaded textfree
for translation into different languages from the website (see bottom link).
… it took a while (some weeks) to overstep the number 50 which happened today on 23rd November 2014 (Rec.: On 20th Sept we had 39). With today our uniquly Rengo Group I have initialized in summer we can count 53 members. Tks for all who are interested newly in playing Rengo on OGS (online-go.com).
The group now counts in details: 5 Dans, 13 SDKs (single digit kyus) and 38 DDKs (double digit kyus).
Pls keep promoting Rengo on OGS and invite higher ranks… as the kick of Rengo/Pair GO is to mix a lower graded player with a stronger player, e.g. (A) 2Dan + 5kyu vs. 4Dan + 10kyu, (B) 8kyu + 14kyu vs. 4kyu + 18kyu etc. …
Patienty isnt my 2nd name… so the new number of members >50 will give me the motivation to write now the Rengo rule book which will give all details and how to use the specific Rengo Team accounts.
Soon more about this… happy Sunday 🙂
I fell over this new TV series on Korean TV… the series is available online, too (first 12 episodes of 16 here). Yet I have not found a version with English sub titles… may all enjoy it who understand Korean.
“Incomplete Life” is a 2014 South Korean drama series directed by Kim Won Suk. It is based on the popular online comic “Misaeng” by Yoon Tae Ho.
Many of us had dreams when we were younger about the the life we want to lead when we grow up. For Jang Geu Rae (Siwan), it was to become a professional baduk player (a game that involves chess-like strategies and skills). But when his life took an unexpected turn and he couldn’t pursue his gaming plans, the down-and-out Geu Rae is forced to get an office job and goes to work as an intern at a large company. There, he feels like a fish out of water and relies heavily on the kindness of the reserved fellow intern Ahn Yeong Yi (Kang So Ra), tries to please his new boss, Section Chief Oh Sang Sik (Lee Sung Min), and keep up with the ambitious intern Jang Baek Gi (Kang Ha Neul). Geu Rae also faces animosity from the other interns because they think he is a nepotism hire — getting the highly coveted internship position with only a GED and no work experience. As Geu Rae tries to keep his head above water in the cubicle world, can he use the strategies from the game of baduk to survive in the corporate world?
Genres: Idol Drama, Korean Drama, Anime
Original title: 미생
Volunteer Channel Team: The Office Grunts Team The volunteer team (people just like you!) that has written the subtitles on these videos. Want to join the fun? Contact the Channel Manager!
Broadcast Network: tvN
Broadcast Period: 2014-10-17 to 2014-12-16
Ranginduck (b) vs. Tonkla (w)… w +5.5 (komi: 6.5, playtime: 30 min + 5×30 byo-yomi)
This game was played between two SDKs (5k) in 2009 on KGS… an interesting SanRensei opening played by white and black here answered with P4 – R4 for bottom right corner instead of Q4.
White traditionally attacked black’s top right corner and used the pincer on right side (R14) to run out. – It shows black’s weakness in reading deeply which gave white the chance to limit black’s extension (invasion) down to one single point (J13) …. white’s base on right side and playing back isolated black by playing L17 but failed to kill its group completly.
Untypically the defensive move 54 by white on C7 which gave black more space to expand into white’s moyo with K13… as a better option I would see F5 to extend the centre oriented moyo with two wings.
It was a close win for white with 5.5 points instead black had played first the centre stone (K10).
The quarter and semifinals of the 19th LG Cup were played on November 17 and 19, 2014, in Gangwon, Korea. Here a short review (as 1:1 reprint with CC Licencese) by Jing on 20th November 2014 (found @ GoGameGuru)
Jing likes writing, and can occasionally be convinced to play a game of Go. Although she doesn’t play Go as often as she once did, she still enjoys following the professional Go scene and writing about it on Go Game Guru. You can find Jing on Google+ and follow Go Game Guru on Facebook, Google+ or Twitter.
And then there were four
When GoGameGuru last reported on the LG Cup, Korea and China were evenly pegged – with four players each in the quarter finals.
Korean fans were quietly optimistic after last year’s disastrous 18th LG Cup and the Korean players more than redeemed themselves!
While Korean fans were celebrating prematurely, with the title secured for Korea, there was more work to be done for the Korean players.
But first things first – reviewing their wins from the quarter finals!
Kim’s sharp reading and perfect endgame secured his second international final appearance.
Kim will be joined by his good friend, Park Junghwan, who outlasted Park Younghun.
The finals will be played at Seoul National University, from February 9 to 12, 2015.
Park Junghwan and Kim Jiseok will face one another in a best of three match.
The LG Cup
The LG Cup is a major international Go tournament. It started in 1996 and the prize money is currently 300 million Won approximately $270,00 USD at the time of writing). The runner up receives 100 million Won.
The main draw of 32 players is part invitational, comprising of 5 Korean players, 5 Chinese players, 4 Japanese players, 1 Taiwanese player and including the previous year’s winner and runner up.
The rest of the main draw is determined through a preliminary tournament. The format is single knockout, with the final played as a best of three games.
The tournament is sponsored by LG Electronics, a multinational consumer electronics company whose headquarters are in South Korea.
The time limit is 3 hours and 5 x 40 sec byo-yomi for each player.
(Source: 11/20/2014 – GoGameGuru)
I have been curious over last days about what the new and upcoming generation of amateur Go players in Asia is presentening nowadays… lets see what happened on the game boards in Chiang Rai last weekend… (following overview is the result of Google translate from Thai)
Match Asian University Go Tournament 2014 – Individual
Match Asian University Go Tournament 2014 – Team
Poppy Higher finals – Women (Individual)
Poppy Higher finals – Team
Winner does not have to Kasetsart University
In the Valley runner at first. including University of Technology
2nd prize winner. including University
วันที่ 14 พฤศจิกายน 2557 สมาคมกีฬาหมากล้อมแห่งประเทศไทยเป็นเจ้าภาพร่วมกับ มหาวิทยาลัยแม่ฟ้าหลวง จ.เชียงราย จัดการแข่งขันหมากล้อม Asian University Go Tournament 2014 และ การแข่งขันหมากล้อมอุดมศึกษาชิงชนะเลิศแห่งประเทศไทย ครั้งที่ 19 ณ มหาวิทยาลัยแม่ฟ้าหลวง จังหวัดเชียงราย
พิธีเปิดได้รับเกียรติจาก พระมหาวุฒิชัย วชิรเมธี เป็นประธานในพิธี, คุณก่อศักดิ์ ชัยรัศมีศักดิ์ นายกสมาคมกีฬาหมากล้อมแห่งประเทศไทย กล่าวถึงความเป็นมาของการแข่งขัน และ รองศาสตราจารย์ ดร. วันชัย ศิริชนะ อธิการบดีมหาวิทยาลัยแม่ฟ้าหลวง กล่าวต้อนรับคณะนักกีฬา
การแข่งขัน Asian University Go Tournament 2014 มีนักกีฬาจาก 10 ประเทศ เข้าร่วมชิงชัยจำนวน 30 คน และนักกี ได้แก่ China , Chinese Taipei , Hongkong , Japan , Korea , Malaysia , Singapore , Vietnam , Brunei Darussalam และ Thailand
การแข่งขันหมากล้อมอุดมศึกษาชิงชนะเลิศแห่งประเทศไทย ครั้งที่ 19 มีนักกีฬาเข้าร่วมชิงชัย จำนวนกว่า 150 คน
ในการแข่งขันครั้งนี้ ทางสมาคมกีฬาหมากล้อมแห่งประเทศไทย ยังได้จัดการแข่งขัน Friendship Game ของนักเรียนโรงเรียนเทศบาลนครเชียงรายอีกด้วย
และวันที่ 13 พฤศจิกายน 2557 ที่ผ่านมา สมาคมกีฬาหมากล้อมแห่งประเทศไทยได้นำคณะผู้เข้าแข่งขัน Asian University Go Tournament 2014 เยี่ยมชม สถานที่ท่องเที่ยวในจังหวัดเชียงราย ได้แก่ สามเหลี่ยมทองคำ หอฝิ่น และพระตำหนักแม่ฟ้าหลวง รวมถึงการจับฉลากเลือกสายการแข่งขัน ในครั้งนี้ด้วย
Zeno is back from studying weiqi in China. In this interview he tells us about his adventures and shows two things he learned over there.
Many tks to mark5000 (1D)for the transcription and programming of different “GO problems” (puzzles) related to San-RenSei.
The resources are from Kim Seong Ryong 9p’s video lectures in Hangame Baduk, a Korean go server. (Rec.: Credits to lovelove (5d) at lifein19x19 forum for making these resources accessible to non-Koreans. See: http://www.lifein19x19.com/forum/viewtopic.php?f=15&t=7273 )
Following are available in mark’s collection “How to Become a Dan“:
1.) How to handle 3-3 invasion in SRS ?
start here: https://online-go.com/puzzle/1828
2.1) Overplay against San-ReinSEi (part 1)
start here: https://online-go.com/puzzle/1831
2.2) Overplay against San-ReinSEi (part 2)
start here: https://online-go.com/puzzle/1832
Counting down till 11th December: World Mind Games 2014. – Still 28 days to go till start in Bejing!
How is Go like travelling? – Watch the international Go ambassador, Hajin Lee (Go Pro from Korea) of the IGF (Intern. Go Federation), explaining it to you…
Go at the SportAccord World Mind Games 2014
The Go events at the SportAccord World Mind Games 2014 are held under the auspices of the International Go Federation (IGF). Thirty players (18 men and 12 women) will participate.
The competition format will comprise a Men’s Team and Women’s Individual event and Pair event. For all matches, the China Weiqi Competition Rules are used.
The Men’s Team event is composed of 6 teams and each one has 3 players. Single Round Robin system will be applied with a total of 5 rounds. The time allowance is 2 hours per player, followed by 5 renewable 60-seconds overtime periods.
The Women’s Individual event is composed of 12 players. Double Knock-out system will be applied with a total of 7 rounds. The time allowance is 1 hour per player, followed by 3 renewable 30-seconds overtime periods. The top 4 teams in the 1st edition team event are allowed to have one player receiving a bye in first round. Players’ will be matched according to numbers determined by drawing during the Technical Meeting before the competition starts. Players from the same country or region may be matched against each other except in the 1st round.
The Pairs event is composed of 8 pairs (4 from Asia, 3 from Europe, 1 from North America), single knock-out system will be applied, with a total of 3 rounds. The time allowance is 1 hour per player, followed by 3 renewable 30-seconds overtime periods.
Participate in the Online Tournament 2014 of the 4th Edition of tthe WMG …
Come play in the Go Online Tournament. Different divisions for all levels of play. Cash prizes, Samsung Tablets, Rado Watches for the winners and some great lottery prizes for those who register and participate. Click below to get playing!
Introduction to Go
Go is a board game that combines a very simple rule set, an ancient history, and yet a level of sophistication unrivaled by any mind sports. Played on a 19×19 grid, players alternate in placing stones (black and white) on the intersection points of the grid. The object of the game is to surround the most empty grid intersections (points) by surround them or by capturing the opponent’s stones that occupy these grid points.
Go is the most popular game in Asia where it originated. In China and Korea, Go exceeds golf and ALL other sports in capturing TV audiences. Go players command prize moneys enjoyed in the West only by the top golf, football, and basketball players.
Perhaps the most challenging aspect of Go is that to this day Go remains the ONLY mind sport as yet unsolved by artificial intelligence. Computer playing programs, for example, remain unmatched by even the modestly strong amateur players. As such, it can be said that Go is the last stronghold of “human intelligence” against its “artificial” counterpart.
More infos here for the Pandanet Cup (Online GO Tournament): ENG @ Pandanet
Congrats to 16 year young Fujisawa Rina winning the most prestigious title
– Rina becomes the youngest Women’s Honinbo title holder ever!
The title “[Honinbo]” is the oldest Go tournament in the world and in some ways still the most prestigious in Japan (first started in 1939)… and is decided by best of five match.
The winner’s prize is ¥5,800,000.
Mukai Chiaki (向井千瑛, born December 24, 1987) is a Nihon Ki-in professional. She reached 1 dan in 2004, 2 dan in 2007, 3 dan in 2009, 4 dan in 2010, 5 dan from 2012-02-01 and is a disciple of Honda Sachiko. Her two sisters Mukai Kozue and Mukai Kaori are also professionals. (Source: [SL])
Fujisawa Rina (藤沢里菜) is a Japanese professional female go player, born 1998-09-18, who passed a pro exam in 2010 while in the fifth grade of elementary school. On April 1st 2010, she received her professional diploma at the age of 11 years and 6 months, making her the youngest person in Japan to become a professional. The previous record was held by Cho Chikun who became a professional when he was 11 years 9 months old. Fujisawa began learning Go at the age of 6 and studied under the tutelage of Hong Malk-eun Saem. She was promoted 2 dan in 2013-02-14 (30 wins as 1 dan). – Source: [SL]
Some snaps… (source: [The Nihon Ki-in (Japan Go Association)])
The first game (7th Nov 2014) looks like Fujisawa Rina (as black) follows a strategy for a centre oriented playing, here the status of the game at move 103 (source: [GoKifu.com]).
9 higher competitions which will be held from 14 – 16 Nov 2014 at Mae Fah Luang University (in the province of Chiang Rai in Northern Thailand)…
On 14 to 16 November 2014, Mae Fah Luang University (MFU) by Student Development Division and Go Association of Thailand organized the 19th ASIAN University Go Tournament 2014 at the Police General Pao Sarasin Building (C5).
On the opening ceremony 14 November 2014, Assoc. Prof. Dr. Vanchai Sirichana, MFU President, welcomed all participants from 60 institutions and thanked the Go Association of Thailand for their encouragement and support. He is stating that “Go is a good game, a game of skill that challenges player’s analytical skills”.
In this occasion, Mr. Korsak Chairasmisak, the Chairperson of the Go Association of Thailand (also serving as Vice Chairperson of CP All Public Co., Ltd.) reported that the Go game became a tertiary-education level competition in 1994, and has been played as an annual tournament since 1995. Currently, 23 universities in Thailand teach Go as an elective course for students. Thailand is home to approximately one million Go players (ranking 5th from 74 countries in the world). As Go has become so popular in Thailand, next year’s “World Go Tournament” will be held at the Montien Bangkok Hotel, and will be the first time that it will be hosted outside of China, Korea, or Japan, an indicator of Thailand’s success.
Afterward, the Chairperson of the Ceremony,Phra Maha Wudhijaya Vajiramedhi, provided the audience and participants with background history, informing that the “Game has been developed in China more than 3,000 years ago, then spread to Korea and Japan, and now worldwide. Go is not only entertaining, but also helps the player practice strategy, planning, and decision making using logic and analytical skills while also helping players control their emotions. Go requires the practice of a combination of strategy and focus, and changes with each move. Phra Maha Wudhijaya Vajiramedhi compared Go-playing to real life, in which we must think about every move and action, accept the results of our actions, and plan our next moves accordingly, remembering that “One person cannot win everything, but they can learn from their antagonists”.
Miss Tipanya Mothaniyachat, a fourth year student from the School of Cosmetic Science and a participating Go competitor, led the participants in giving their vows. Miss Tipanya Mothaniyachat said that Go helps her focus, pay attention, and plan her life with increased awareness. She has been playing Go since high school, and had enrolled in the Chinese-Go class available from the School of Liberal Arts while studying at MFU and had participated in many competitions. Recently, she had received first place for the team category in the “41st National Sporting Games (Chiang Mai Games)”.
Mr. Kimura Kiyonari, a professional Go player from Waseda University, Japan also participated in the competition. He has been playing Go since he was 9 years old, and also said that Go has helped him think more carefully and have better focus in his education, work, and daily life.
MySRS Blog goes Social medias…
pls like the new FB page: https://www.facebook.com/MySanRenSeiBlog
… and follow easily all activities via Twitter: https://twitter.com/MySanRenSeiBlog
Tks to herbie (18k/OGS) for the tip… what a wonderful idea 🙂 If you want enjoy a GO player with a nice Xmas gift, the ALMOST BOOK might be the right thing… Go fun with cartoons just for 8 US dollars.
The game of go. Wei-ki, baduk…
why should be so serious?
Here is the (probably) funniest book
about go you would ever read!
They will reanimate
dead shapes with a drip,
hang stones on the Christmas tree
and use an axe to break the ladder!
Kageyama Toshiro (影山利郎 Kageyama Toshirō, “Kage”, 21st June 1926 – 31st July 1990) was a Japanese 7-dan professional Go player. Kageyama is relatively well known in the Western go world for his books “Lessons in the Fundamentals of Go” and “Kage’s Secret Chronicles of Handicap Go“. A go player since his youth, he won the All-Japan Amateur Honinbo tournament in 1948 and turned professional the following year. His promotion record is:
In 1953 he took first place in the second division of the Oteai (the professional rating tournament) and in 1965 and 1966 he was runner-up in the Kodansha tournament (a competition among 5- to 7-dan professionals). In 1967 he won the Takamatsu-no-miya Prize. He was known for his steady style of play and accuracy at calculation. He was active in the amateur go world until his death (Source: 04/2013 | SL – Sensei’s Library)
freie Leseprobe aus “Lehrstunden in den Grundlagen des Go”
Author: Kageyama Toshiro, 7D (1926-1990)
Übersetzung aus dem Englischen: Felix Heisel
Publisher: 2009 – Brett und Stein Verlag (www.brett-und-stein.de)
ISBN 978-3-940563-05-7, 220 Seiten
(Im Original: Lessons in the Fundamentals of Go )
Viele Go-Bücher versprechen, die Grundlagen des Go zu erklären; hier ist eines, das dieses Versprechen wirklich hält. Kageyamas Themen sind das Verbinden, gute und schlechte Form, wie die Steine „laufen“ sollten, der Unterschied zwischen Gebiet und Einflusssphäre, wie man dicke Positionen und Mauern nutzt, wie man seine Lesefähigkeit trainiert, wie man ein Leben-und- Tod-Problem richtig angeht – eben all jene Dinge, die so grundlegend sind, dass andere Autoren sie komplett weglassen. Kageyama geht auch auf die richtigen Lernmethoden ein, zum Beispiel wie man Josekis studiert.
“Was mich vom Amateur zum Profi gemacht hat, war das wirkliche Durchdringen der Grundlagen”, schreibt Kageyama. Die Essenz von sieben Jahren als Amateur und zweiundzwanzig Jahren Wettkampferfahrung als Profi sind in dieses Buch eingeflossen. Und es ist voll von Ratschlägen, die jeder Go-Spieler nützlich finden wird.
Kageyama Toshiro wurde 1926 in der japanischen Präfektur Shizuoka geboren. Er starb am 31. Juli 1990. Er spielte Go von Jugend an, gewann 1948 das japanische Amateur-Honinbo- Turnier und wurde im folgenden Jahr Profi.
Im Jahr 1953 gewann er die zweite Division des Oteai, des Einstufungsturniers der Berufsspieler. 1965 und 1966 wurde er Zweiter im Kodansha-Turnier, einem Wettkampf der 5- bis 7-Dan-Profis. 1967 gewann er den Takamatsu-no-miya-Preis und 1977 erlangte er den 7-Dan.
Kageyama war für sein konstantes Spiel und seine Rechengenauigkeit bekannt. Bis zu seinem Tod war er für das Amateur-Go aktiv. (Quelle: © 2005 – Brett und Stein Verlag)
I have played my 2nd tournament ever this weekend, where Germany celebrated 25th anniversary of Fall of Berlin wall and reunion of Germany on 9th November 1989.
The tournament Rahlstedter Tengen takes place in Germany’s second biggest city, in Hanseatic City Hamburg (with ca. 1.8 million inhabitants) and is organized by a Go club in the Eastern quarter Rahlstedt. It is counted as one of the biggest annually tournaments in Germany which takes place for more than 30 years, with 60-70 registrated players. For the 32nd edition have registrated 58 players (29 boards).
The first day on Saturday, 8th November started with two groups at midday 12:00 pm…
A: 5-1 kyus/Dans and
B: 6kyus and lower
Over two days group A played 5 rounds (regular playtime 60 minutes plus progressive biyo-yomi (15 stones 1st 5 minutes, 20 stones 2nd 5 minutes and so on), group B played 7 rounds (regular playtime 45 minutes plus progressive biyo-yomi) with regularly Komi = 6.5:
Sat., 8th Nov
– Group A: 12:00 pm (round 1) – 03:00 pm (round 2) – 06:00 pm (round 3)
– Group B: 12:00 pm (round 1) – 02:00 pm (round 2) – 04:00 pm (round 3) – 06:00 pm (round 4)
Sun, 9th Nov
– Group A: 10:00 am (round 4) – 01:00 pm (round 5)
– Group B. 10:00 am (round 5) – 12:00 pm (round 6) – 02:00 pm (round 7)
… as some of you know me I went to the tournament with the target to play all 7 rounds, as white and as black with SanRenSei / Cosmic Style, by purpose and take it as a challenge. My perrsonal target: 4:3 (win:loss). Read on and you will see if I reached my personal goal.
On 1st day, at all it was 6.5 hours playtime and I went home with the result 2:2 . Here some snaps before the tournament started… and the three dojos waiting for 58 players.
The boards are waiting… for the weekend 3 rooms in the Gymnasium Oldenfelde have been “our home”… felt like a Go Academy and remembered me little bit to school times 3 1/2 decades back:
… two of my games I played on 1st day, one I won and one I lost.
The tournament ranking of group B after round 4…
… pls read on part 2 (2nd day / 9th Nov 2014)