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    Main article: Master software. Main article: Future of Go Summit. Further information: AlphaGo versus Ke Jie. BBC News. Retrieved 17 March Bibcode : Natur.

    Google Research Blog. Retrieved 9 December Retrieved 29 December Retrieved 28 January Go Game Guru. Archived from the original on 1 February MSN Sankei News.

    Archived from the original on 24 March Retrieved 27 March PC World. Retrieved 18 March Retrieved 1 February British Go Journal.

    Le Monde in French. The Guardian. Retrieved 15 February Business Insider. Retrieved 23 February Retrieved 7 February The Korea Times.

    Retrieved 15 March JoongAng Ilbo in Chinese. Retrieved 24 February Korea Baduk Association. Archived from the original on 3 March Retrieved 22 February Retrieved 14 March — via Twitter.

    The Economist. Retrieved 19 November Archived from the original on 18 March Archived from the original on 12 April BBC Online.

    Retrieved 9 March Retrieved 10 March Associated Press. Retrieved 12 November Retrieved 8 July Demis Hassabis's Twitter account. Retrieved 4 January Wall Street Journal.

    Retrieved 6 January Retrieved 11 December AlphaGo: 8 things you must know". Ke Jie match". Retrieved 28 May DeepMind official website. Retrieved 19 October The Wall Street Journal.

    Retrieved 26 June Google Cloud Platform Blog. Retrieved 2 June American Go Association. Retrieved 1 June Wired News.

    Retrieved 29 March Los Angeles Times. Retrieved 13 March The Independent. CBC News. Popular Science. CNN Money.

    Australian Broadcasting Corporation. New AI challenge to human smarts Update ". The New York Times. Retrieved 11 April International Joint Conference on Artificial Intelligence.

    Retrieved 21 October More than million people watched the AlphaGo-Lee matches, Mr. Hassabis said. New Scientist. Korean Go pro with 4—1 score". The Telegraph UK.

    Retrieved 5 June The New Livestream. The Japan Times Online. Retrieved 27 November Retrieved 3 April Rotten Tomatoes. Go Ratings. The Verge.

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    Other rules are specialized, as they come about through different rule-sets, but the above two rules cover almost all of any played game.

    Although there are some minor differences between rule-sets used in different countries, [35] most notably in Chinese and Japanese scoring rules, [36] these differences do not greatly affect the tactics and strategy of the game.

    Except where noted, the basic rules presented here are valid independent of the scoring rules used.

    The scoring rules are explained separately. Go terms for which there are no ready English equivalent are commonly called by their Japanese names.

    The two players, Black and White, take turns placing stones of their colour on the intersections of the board, one stone at a time.

    The players may choose any unoccupied intersection to play on, except for those forbidden by the ko and suicide rules see below.

    Once played, a stone can never be moved and can be taken off the board only if it is captured. When both players pass consecutively, the game ends [42] and is then scored.

    Vertically and horizontally adjacent stones of the same color form a chain also called a string or group , [43] forming a discrete unit that cannot then be divided.

    Chains may be expanded by placing additional stones on adjacent intersections, and can be connected together by placing a stone on an intersection that is adjacent to two or more chains of the same color.

    A vacant point adjacent to a stone, along one of the grid lines of the board, is called a liberty for that stone.

    When a chain is surrounded by opposing stones so that it has no liberties, it is captured and removed from the board. Players are not allowed to make a move that returns the game to the previous position.

    This rule, called the ko rule , prevents unending repetition. If White were allowed to play on the marked intersection, that move would capture the black stone marked 1 and recreate the situation before Black made the move marked 1.

    Allowing this could result in an unending cycle of captures by both players. The ko rule therefore prohibits White from playing at the marked intersection immediately.

    Instead White must play elsewhere, or pass; Black can then end the ko by filling at the marked intersection, creating a five-stone black chain.

    If White wants to continue the ko that specific repeating position , White tries to find a play elsewhere on the board that Black must answer; if Black answers, then White can retake the ko.

    A repetition of such exchanges is called a ko fight. While the various rule-sets agree on the ko rule prohibiting returning the board to an immediately previous position, they deal in different ways with the relatively uncommon situation in which a player might recreate a past position that is further removed.

    See Rules of Go: Repetition for further information. A player may not place a stone such that it or its group immediately has no liberties, unless doing so immediately deprives an enemy group of its final liberty.

    In the latter case, the enemy group is captured, leaving the new stone with at least one liberty. The Ing and New Zealand rules do not have this rule, [54] and there a player might destroy one of its own groups—"commit suicide".

    This play would only be useful in a limited set of situations involving a small interior space. Because Black has the advantage of playing the first move, the idea of awarding White some compensation came into being during the 20th century.

    This is called komi , which gives white a 6. Two general types of scoring system are used, and players determine which to use before play.

    Both systems almost always give the same result. Territory scoring counts the number of empty points a player's stones surround, together with the number of stones the player captured.

    Area scoring counts the number of points a player's stones occupy and surround. It is associated with contemporary Chinese play and was probably established there during the Ming Dynasty in the 15th or 16th century.

    After both players have passed consecutively, the stones that are still on the board but unable to avoid capture, called dead stones, are removed.

    Area scoring including Chinese : A player's score is the number of stones that the player has on the board, plus the number of empty intersections surrounded by that player's stones.

    Territory scoring including Japanese and Korean : In the course of the game, each player retains the stones they capture, termed prisoners.

    Any dead stones removed at the end of the game become prisoners. The score is the number of empty points enclosed by a player's stones, plus the number of prisoners captured by that player.

    If there is disagreement about which stones are dead, then under area scoring rules, the players simply resume play to resolve the matter.

    The score is computed using the position after the next time the players pass consecutively. Under territory scoring, the rules are considerably more complex; however, in practice, players generally play on, and, once the status of each stone has been determined, return to the position at the time the first two consecutive passes occurred and remove the dead stones.

    For further information, see Rules of Go. Given that the number of stones a player has on the board is directly related to the number of prisoners their opponent has taken, the resulting net score, that is the difference between Black's and White's scores, is identical under both rulesets unless the players have passed different numbers of times during the course of the game.

    Thus, the net result given by the two scoring systems rarely differs by more than a point. While not actually mentioned in the rules of Go at least in simpler rule sets, such as those of New Zealand and the U.

    Examples of eyes marked. The black groups at the top of the board are alive, as they have at least two eyes.

    The black groups at the bottom are dead as they only have one eye. The point marked a is a false eye. When a group of stones is mostly surrounded and has no options to connect with friendly stones elsewhere, the status of the group is either alive , dead or unsettled.

    A group of stones is said to be alive if it cannot be captured, even if the opponent is allowed to move first.

    Conversely, a group of stones is said to be dead if it cannot avoid capture, even if the owner of the group is allowed the first move.

    Otherwise, the group is said to be unsettled: the defending player can make it alive or the opponent can kill it, depending on who gets to play first.

    An " eye " is an empty point or group of points surrounded by one player's stones. If the eye is surrounded by Black stones, White cannot play there unless such a play would take Black's last liberty and capture the Black stones.

    Such a move is forbidden according to the "suicide rule" in most rule sets, but even if not forbidden, such a move would be a useless suicide of a White stone.

    If a Black group has two eyes, White can never capture it because White cannot remove both liberties simultaneously. If Black has only one eye, White can capture the Black group by playing in the single eye, removing Black's last liberty.

    Such a move is not suicide because the Black stones are removed first. In the "Examples of eyes" diagram, all the circled points are eyes. The two black groups in the upper corners are alive, as both have at least two eyes.

    The groups in the lower corners are dead, as both have only one eye. The group in the lower left may seem to have two eyes, but the surrounded empty point marked a is not actually an eye.

    White can play there and take a black stone. Such a point is often called a false eye. There is an exception to the requirement that a group must have two eyes to be alive, a situation called seki or mutual life.

    Where different colored 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 players' stones remain on the board in mutual life or "seki".

    Neither player receives any points for those groups, but at least those groups themselves remain living, as opposed to being captured.

    In the "Example of seki mutual life " diagram, the circled points are liberties shared by both a black and a white group. Neither player wants to play on a circled point, because doing so would allow the opponent to capture.

    All the other groups in this example, both black and white, are alive with at least two eyes. Seki can result from an attempt by one player to invade and kill a nearly settled group of the other player.

    In Go, tactics deal with immediate fighting between stones, capturing and saving stones, life, death and other issues localized to a specific part of the board.

    Larger issues, not limited to only part of the board, are referred to as strategy , and are covered in their own section. There are several tactical constructs aimed at capturing stones.

    Recognizing the possibility that stones can be captured using these techniques is an important step forward.

    A ladder. Black cannot escape unless the ladder connects to black stones further down the board that will intercept with the ladder.

    The most basic technique is the ladder. Unless the pattern runs into friendly stones along the way, the stones in the ladder cannot avoid capture.

    Experienced players recognize the futility of continuing the pattern and play elsewhere. The presence of a ladder on the board does give a player the option to play a stone in the path of the ladder, thereby threatening to rescue their stones, forcing a response.

    Such a move is called a ladder breaker and may be a powerful strategic move. In the diagram, Black has the option of playing a ladder breaker. Another technique to capture stones is the so-called net , [62] also known by its Japanese name, geta.

    This refers to a move that loosely surrounds some stones, preventing their escape in all directions. An example is given in the adjacent diagram. It is generally better to capture stones in a net than in a ladder, because a net does not depend on the condition that there are no opposing stones in the way, nor does it allow the opponent to play a strategic ladder breaker.

    A snapback. Although Black can capture the white stone by playing at the circled point, the resulting shape for Black has only one liberty at 1 , thus White can then capture the three black stones by playing at 1 again snap back.

    A third technique to capture stones is the snapback. An example can be seen on the right. As with the ladder, an experienced player does not play out such a sequence, recognizing the futility of capturing only to be captured back immediately.

    One of the most important skills required for strong tactical play is the ability to read ahead. Some of the strongest players of the game can read up to 40 moves ahead even in complicated positions.

    As explained in the scoring rules, some stone formations can never be captured and are said to be alive, while other stones may be in the position where they cannot avoid being captured and are said to be dead.

    Much of the practice material available to players of the game comes in the form of life and death problems, also known as tsumego.

    Tsumego are considered an excellent way to train a player's ability at reading ahead, [66] and are available for all skill levels, some posing a challenge even to top players.

    In situations when the Ko rule applies, a ko fight may occur. If the opponent does respond to the ko threat, the situation on the board has changed, and the prohibition on capturing the ko no longer applies.

    Thus the player who made the ko threat may now recapture the ko. Their opponent is then in the same situation 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.

    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.

    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.

    Strategy deals with global influence, interaction between distant stones, keeping the whole board in mind during local fights, and other issues that involve the overall game.

    It is therefore possible to allow a tactical loss when it confers a strategic advantage. Novices often start by randomly placing stones on the board, as if it were a game of chance.

    An understanding of how stones connect for greater power develops, and then a few basic common opening sequences may be understood.

    Learning the ways of life and death helps in a fundamental way to develop one's strategic understanding of weak groups. The strategy involved can become very abstract and complex.

    High-level players spend years improving their understanding of strategy, and a novice may play many hundreds of games against opponents before being able to win regularly.

    In the opening of the game, players usually play and gain territory in the corners of the board first, as the presence of two edges makes it easier for them to surround territory and establish their stones.

    Players tend to play on or near the star point during the opening. Playing nearer to the edge does not produce enough territory to be efficient, and playing further from the edge does not safely secure the territory.

    In the opening, players often play established sequences called joseki , which are locally balanced exchanges; [74] however, the joseki chosen should also produce a satisfactory result on a global scale.

    It is generally advisable to keep a balance between territory and influence. Which of these gets precedence is often a matter of individual taste.

    The middle phase of the game is the most combative, and usually lasts for more than moves. During the middlegame, the players invade each other's territories, and attack formations that lack the necessary two eyes for viability.

    Such groups may be saved or sacrificed for something more significant on the board. However, matters may be more complex yet, with major trade-offs, apparently dead groups reviving, and skillful play to attack in such a way as to construct territories rather than kill.

    The end of the middlegame and transition to the endgame is marked by a few features. Near the end of a game, play becomes divided into localized fights that do not affect each other, [77] with the exception of ko fights, where before the central area of the board related to all parts of it.

    No large weak groups are still in serious danger. Moves can reasonably be attributed some definite value, such as 20 points or fewer, rather than simply being necessary to compete.

    Both players set limited objectives in their plans, in making or destroying territory, capturing or saving stones.

    These changing aspects of the game usually occur at much the same time, for strong players. In brief, the middlegame switches into the endgame when the concepts of strategy and influence need reassessment in terms of concrete final results on the board.

    In China, Go was considered one of the four cultivated arts of the Chinese scholar gentleman , along with calligraphy , painting and playing the musical instrument guqin [82] In ancient times the rules of go were passed on verbally, rather than being written down.

    Go was introduced to Korea sometime between the 5th and 7th centuries CE, and was popular among the higher classes.

    Sunjang baduk became the main variant played in Korea until the end of the 19th century, when the current version was reintroduced from Japan.

    It became popular at the Japanese imperial court in the 8th century, [86] and among the general public by the 13th century.

    In , Tokugawa Ieyasu re-established Japan's unified national government. 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 ancient Han Chinese game.

    In , Edward Lasker learned the game while in Berlin. Two years later, in , the German Go Association was founded. World War II put a stop to most Go activity, since it was a game coming from Japan, but after the war, Go continued to spread.

    Both astronauts were awarded honorary dan ranks by the Nihon Ki-in. In Go, rank indicates a player's skill in the game. Traditionally, ranks are measured using kyu and dan grades, [98] a system also adopted by many martial arts.

    More recently, mathematical rating systems similar to the Elo rating system have been introduced. 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.

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    When you start a Party chat you can invite friends back to your room where you can decorate the walls, floor, furniture, and even pick out photos from your phone and Facebook to hang on the wall as an extra layer of personalization.

    This app is just amazing. It lets you not only access your desktop from your VR headset, but it does it over WiFi so it works anywhere in the world.

    You could be on vacation, log into your desktop remotely in VR, and do anything you could do at your desk. Works well for streaming non-VR games to your headset too!

    This VR short was not only nominated for an Emmy, but it made us cry when we first saw it for review. With this app you get to attend shows as if you were there in person, go backstage, and travel to festivals without ever having to leave your home.

    This is something a bit different, but still highly recommended. The Go seems like the perfect platform to pop into if you want just a bit of peace and quiet away from everyone.

    Throw on some headphones and chill out in one of several different serene environments. This one is a no-brainer. Why would anyone want to watch Netflix on their tiny phone screen when they could instead retreat to a cozy mountain cabin with intimate lighting and a massive TV screen instead?

    Everyone needs this one installed. The official Oculus apps are definitely recommended for all Go users. Oculus Video is a go-to for high-quality content, Oculus TV will bring many of your favorite TV services into VR finally, and Oculus Venues is an excellent way to attend live events from the comfort of wherever you want using Go.

    Using data from Google StreetView, this VR app lets you explore pretty much anywhere you want to go in the whole world with immersive images.

    Within has earned a reputation for being one of the premiere video services out there. With over 1, apps already available to download, Oculus Go owners are pretty spoiled for….

    He established the site's game review criteria and helped spearhead its evolution into the leading source of VR news.

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