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The Second Book Of Go takes the reader who has learned the rules and rudiments of strategy and introduces him or her to the fundamental ideas required to get to the 12 kyu level.
The techniques of attacking, along with tesuji and life-and-death, are part of the middle game, but, books that focus solely on creating or spotting vulnerable stones, then illustrating how to correctly attack them, are hard to find. This book is aimed at helping to alleviate this lack.
"...a book that would accurately convey the world of go: its origins, philosophy, mystique, history, the individuals who contributed to its development, and other facts that every go player and every person curious about go would want to know..."--pref.
Is Nine-Men Morris, in the hands of perfect players, a win for white or for black - or a draw? Can king, rook, and knight always defeat king and two knights in chess? What can Go players learn from economists? What are nimbers, tinies, switches and minies? This book deals with combinatorial games, that is, games not involving chance or hidden information. Their study is at once old and young: though some games, such as chess, have been analyzed for centuries, the first full analysis of a nontrivial combinatorial game (Nim) only appeared in 1902. The first part of this book will be accessible to anyone, regardless of background: it contains introductory expositions, reports of unusual tournaments, and a fascinating article by John H. Conway on the possibly everlasting contest between an angel and a devil. For those who want to delve more deeply, the book also contains combinatorial studies of chess and Go; reports on computer advances such as the solution of Nine-Men Morris and Pentominoes; and theoretical approaches to such problems as games with many players. If you have read and enjoyed Martin Gardner, or if you like to learn and analyze new games, this book is for you.
Go is played on a very large board, consisting of 361 playing points. During the opening phase, there will be perhaps 50 to 100 candidates for a plausible move, and, for each of these candidates the opponent's many possible responses must also be considered as well as your responses to each of these responses, and so on. An exhaustive brute-force search for finding the best move is clearly impractical. Clearly, a go player needs some principles to guide him. After the opening phase ends, difficult decisions must still be made in the middle game -- which groups should be attacked and which of your own groups need to be defended; in which direction should you attack; should you invade or simpl...
Go (Weiqi in Chinese) is one of the most popular games in East Asia, with a steadily increasing fan base around the world. Like chess, Go is a logic game but it is much older, with written records mentioning the game that date back to the 4th century BC. As Chinese politics have changed over the last two millennia, so too has the imagery of the game. Today, it marks the reemergence of cultured gentlemen as an idealized model of manhood. Moskowitz uses this game to come to a better understanding of Chinese masculinity, nationalism, and class, as the PRC reconfigures its history and traditions to meet the future.
Along with playing games, practice is essential for mastering go technique; namely, practice in analyzing positions and reading out all their variations. However, the practice players get from their games is limited, whereas problem books can give the amateur go player a vast variety of positions that might occur in their games. Practice also keeps the mind sharp and in top form.This is the reason professionals are always solving problems and often spend considerable time composing them. Practice must also include repetition if it is to be effective. If you have to find the same kind of tesuji in similar patterns over and over again, spotting that tesuji in a problem or in a game will become...
Good shape is a subject that has received scant attention in Japanese go literature. Although references to shape are made in most books, there is no one book devoted exclusively to this subject. However, understanding and recognizing good shape is important for becoming a strong player and developing intuition that will instantly guide you to find the strongest moves in the opening and the middle-game fighting. Shapes are the building blocks of your groups. They determine whether your stones are working together efficiently or are sitting in each other's way. Good shape is a source of strength to build on, while bad shape often comes back to haunt you. There are two aspects of shape. One is...
More than two millennia ago the famous Chinese general Sun Tzu wrote the classic work on military strategy, The Art of War. Now, in a new edition of Sun Tzu and the Art of Business, Mark McNeilly shows how Sun Tzu's strategic principles can be applied to twenty-first century business. Here are two books in one: McNeilly's synthesis of Sun Tzu's ideas into six strategic principles for the business executive, plus the text of Samuel B. Griffith's popular translation of The Art of War. McNeilly explains how to gain market share without inciting competitive retaliation, how to attack competitors' weak points, and how to maximize market information for competitive advantage. He demonstrates the v...