Volume 1 covered the AlphaGo-Lee Sedol match in detail; Volume 2 explores the thrilling series of games that occurred in early 2017 when the mysterious player Master appeared and easily defeated dozens of top players, in a classic man vs. machine challenge. Delayed by the pandemic, this latest volume provided an opportunity to more closely review these remarkable games as AI continues to embed itself ever more deeply in our everyday lives.
A fundamental technique that every go player must learn is how to use thickness to make territory, and the fastest way to master this technique is to study handicap go. This is because the handicap stones on the star points are influence oriented, so you must play for thickness and central influence instead of immediately going for territory. Moreover, your initial advantage as black in a handicap game makes it easy to build thickness and, since White will have weak stones, you can use your thickness to attack them while making territory.
It expands the scope of Japanese to include reading other types of go books and written materials, listening to spoken Japanese related to go and unrelated to go, and finally reading and listening to ordinary Japanese unrelated to go.
The opening (fuseki) should be the foundation of all the games you play. If you come out of the opening at a disadvantage, you will have an upward struggle for the rest of the game. This is why professional players usually spend such an extraordinary amount of their allotted time thinking about the first 20 or so moves.
The best way to get strong in the opening is to develop a sense of which direction to play your stones. This book, with its 178 problems, will help you accomplish this goal. Most of the first 90 problems are based on four of the most common opening patterns: the niren-sei, sanren-sei, the Chinese opening, and the Shusaku opening. If you seriously think about these problems and remember the key moves, you will never be at a loss as to how to play in these openings. The last 85 problems are of a more general nature and are presented in order to develop your positional sense in the opening.
This book is aimed at readers who have either worked through Just Enough Japanese volume 3 (JEJ3) or have otherwise achieved a good grasp of basic Japanese grammar. It lays the groundwork for the series to build upon, so if you already have RUJ2, then RUJ1 is still recommended. It has three sections. Section One reviews and demystifies the basics via a highly recommended course on YouTube. Section Two discusses freely accessible go problems. Section Three discusses the different written texts in books presenting the same problem.
Dieses Buch stellt ausgewhlte Go-Probleme vor, die sich von der Masse des klassischen TsumeGo unterscheiden. Es sind die Stellungen und Situationen, in denen die Profis ihr wahres Knnen aufzeigen, denn die guten Zge sind meist nicht die erwarteten. Sie sind ... etwas anders.
Mit pointierten Beschreibungen wird der Leser eingeladen, die Stellungen selbst zu analysieren und in Ruhe nachzudenken. Die oft berraschenden Lsungen sind klar dargelegt und so lassen sich die kunstvollen Zge und Sequenzen nicht nur genieen, sondern sie geben auch neue Inspirationen.
In this book, Shibano Toramaru, one of the top players of his generation, gives his own take on the fuseki revolution. He focusses on changes in the contemporary way of thinking about go strategy: the reasons why popular openings declined, changes in conventional wisdom and new sets of values, and revolutionary new josekis invented by AI.
As go players we all study the game in our own way, be it leisurely or with near-scientific precision. We attempt to distill the moves and find their essence in recurring, understandable patterns. But every once in a while we are struck by a move we have never seen before. A move that is so out of the ordinary that we cannot help but marvel at it. A move to remember.
This book is a collection of such moves: the weird and wonderful of go. It bundles together highlights from professional games. Chapters include: miraculous tesujis that resurrect dead groups; ladders that do not work but are played out anyway for strategic purposes; dragons that bite their own tail; impossible looking invasions; endless loops to escape defeat; and rare sequences that look so bizarre they make you laugh. If you want to study professional play and marvel at the creativity of human go, you will enjoy this book.
In this unique treatment of low-handicap go a 9-dan professional sets out to change your whole approach to the game. Step by step he shows you how to take the initiative, how to attack, how to handle the corners, and how to keep the game simple, all the while relentlessly hammering away at the negative mentality that keeps players from advancing. Absorb what he has to say, and the opponents you once feared may soon have to fear you.
Miyamoto has selected 50 situations that might arise in typical games. In each he poses the challenge to find the best of 5 points. Will your answer be the best play or the worst? Regardless, you will find a clear explanation of the strengths and weaknesses of the move. As you work your way through this book, you will discover the strengths and weaknesses of your own game, and you will gain an understanding of how to increase your playing strength.
This book is aimed at readers who have either worked through Just Enough Japanese volume 3 or have otherwise achieved a good grasp of the basics of Japanese grammar. It presents my recent studies and explains topics that can be hard to look up and understand. If you are stuck at the intermediate level, it should help you to break through to greater understanding and enjoyment.
In the opening, reading is next to impossible. The go player must rely on his intuition. Professionals and high-dan amateur players have a large number of principles which they instinctively know that guide their intuition in the opening and middle game.
In this book, 20 basic principles are presented. Each principle is accompanied by numerous examples and each section is followed by problems in which the application of these principles is required to solve them. The intuition of the novice player who studies the principles, examples, and problems presented in this book will quickly rise to the level of shodan (1-dan).
The aim of this book is to make the high kyu-level player aware of the various tesujis that can arise in their games. It presents more than 40 basic tesujis that arise in the game of go. After an example of a tesuji is presented and explained, three to 12 problems follow, showing the various ways that it can be applied. In all, there are 182 problems.
Aji, Kikashi und Sabaki sind wichtige Konzepte im Go. Sie bereichern die strategischen Feinheiten wie in keinem anderen Spiel. Ohne diese Konzepte verstanden zu haben, kann kein Go-Spieler erwarten, ein hheres Spielniveau zu erreichen.
A review of the games of the two best (human) go players in the world with an emphasis on their contrasting playing styles: Ke Jie is an aggressive fighter, while Park Junghwan prefers more solid, territorial plays. They trade being declared the best in the world back and forth.
This book presents 200 problems of positions that regularly arise in the opening and middle game. Some of the topics covered are fighting inside spheres of influence, neutralizing thick positions, using thick positions to attack and make territory, the direction in which to attack and the direction in which to build walls, invading thin positions, defending and attacking weak groups, and matching the joseki to the overall position. The difficulty ranges from 15- to 20-kyu in the beginning of the book to 1-kyu by the end of the book.
Most books on joseki list endless variations, leaving it up to the readers to fend for themselves in applying these josekis to their games. This joseki book is unique; not only does it show you the most important 4-4 and 3-3 point josekis that are likely to arise in your games, it also shows you how to apply them in actual situations, which joseki to select, and how to continue the joseki in the middle game.
Most books on joseki list endless variations, leaving it up to the readers to fend for themselves in applying these josekis to their games. This joseki book is unique; not only does it show you the most important 5-3 and 5-4 point josekis that are likely to arise in your games, it also shows you how to apply them in actual situations, which joseki to select, and how to continue the joseki in the middle game.
Most books on joseki list endless variations, leaving it up to the readers to fend for themselves in applying these josekis to their games. This joseki book is unique; not only does it show you the most important 3-4 point josekis that are likely to arise in your games, it also shows you how to apply them in actual situations, which joseki to select, and how to continue the joseki in the middle game.
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