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Ladataan... Go! More Than a GameTekijä: Peter Shotwell
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Master the fascinating game of Go with this expert guidebook. 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. Go has enthralled hundreds of millions of people in Asia, where it is an integral part of the culture. In the West, many have learned of its pleasures, especially after the game appeared in a number of hit movies, TV series, and books, and was included on major Internet game sites. By eliciting the highest powers of rational thought, the game draws players, not just for the thrills of competition, but because they feel it enhances their mental, artistic, and even spiritual lives. Go! More Than a Game is the guidebook that uses the most modern methods of teaching to learn Go, so that, in a few minutes, anyone can understand the two basic rules that generate the game. The object of Go is surrounding territory, but the problem is that while you are doing this, the opponent may be surrounding you! In a series of exciting teaching games, you will watch as Go's beautiful complexities begin to unfold in intertwining patterns of black and white stones. These games progress from small 9x9 boardsto 13x13 and then to the traditional 19x19 size. Go! More Than a Game has been completely revised by the author based on new data about the history of early Go and the Confucians who wrote about it. This popular book includes updated information such as the impact of computer versions on the game, the mysterious new developments of Go combinatorics, advances in Combinatorial Game Theory and a look at the current international professional playing scene. Kirjastojen kuvailuja ei löytynyt. |
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one dead tiger and one wounded one.
-Chinese Proverb
Go is widely understood to occupy the position in China, Japan, and Korea that chess does in the West. Like chess, Go is a strategic board game whose origins and language lay in warfare. In every other aspect, however, the two games could hardly be more different, and while it is widely appreciated that some understanding and experience with Go can provide insights into East Asian philosophy and psychology, the game’s reputation for complexity stands as an obstacle for many potential players in the West.
To give a thumbnail comparison of the two games, while the object of chess is to checkmate the opponent’s king, the object of Go is to control more territory on the board. Chess is a game of aggression and domination; winning usually requires the destruction of the opposing army. Go is a game of patience and balance. Chess is about calculation; Go is about judgment. Winning consists not in destroying one’s opponent, but in achieving a comparative advantage. Above all, chess is principally a game of tactics, Go of strategy.
Go is known for the beautiful patterns created in the course of a game.
Go is known for the beautiful patterns created in the course of a game.
Go, it must be admitted, is not an easy game to begin playing, but with a little effort, it is not at all impossible for adults to learn and enjoy. (As with so much else, children pick up the game much faster.) There are a number of helpful books for beginners, but I would recommend starting off with an excellent two-part introduction to the game on YouTube (http://www.youtube.com/watch?v=gECcsSeRcNo). After viewing these tutorials, take a look at the Wikipedia article (http://en.wikipedia.org/wiki/Go_%28game%29) before moving on to Go: More than a Game. You should read no more than the first two chapters, before starting to play (I forgot to mention you need to find a partner for this project!) as you read more of the book. It is only by playing the game that you will start to “see” the strategic concepts of Go.
Go: More than a Game is a clear textbook of Go that will take new players from beginning to intermediate proficiency. The author, Peter Shotwell, is an expert on the relationship of Go to Eastern and Western philosophy, literature, and history; and nearly a quarter of the book is taken up with those subjects, as well as how the game has affected the mentality and outlook of its players. For example, in explaining the influence of the game on Japanese business culture, Shotwell writes, “Japanese executives learned to look at the national and international corporate worlds as Go boards and designed many of their strategies accordingly…One should try to win, but that had to involve allowing the opponent to win something too, because all-out fights might destroy both competitors.” Readers with some background in mathematics, as well as film goers who saw A Beautiful Mind, where a lost Go match at Princeton ultimately leads to John Nash’s discovery of the Nash Equilibrium, will also be interested in the discussion of Go and game theory.
Published in Regent University Library Link, February 2010
http://librarylink.regent.edu/?p=283