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The game ends when White blocks at Figure 12 show what the board looks like at the end of this game. White has one black stone in his prisoner pile, while Black has two white stones in his.
In Figure 13, each side places his prisoners in his opponent's territory. White places his one black prisoner the marked black stone inside Black's territory and Black places his two white prisoners the two marked white stones inside White's territory.
It is customary to rearrange the stones a bit to make the counting of territory simple and rapid. In Figure 14, the three marked black stones and the two marked white stones were moved.
Calculation of the size of the territories can now be made at a glance. Black has 23 points; White has 24 points.
White wins by one point. Questions and Answers After White 12 in Figure 8, why didn't Black try to escape with his marked stone? Black could try to escape by playing 1 in Diagram 22, but White would pursue him and the black stones would still be in atari.
If Black persists with 3,he can atari the marked white stone, but White captures three stones by taking Black's last liberty with 4.
Why doesn't White try this? The reason he doesn't try to escape is because he can't, unless Black blunders. If White extends to 1 in Diagram 23, he increases his liberties to three but Black pursues him with 2 and, after 4, White is at the end of his rope: he has no way to increase his liberties.
If White plays 5, Black ataris with 6 and captures with 8. However, Black must not play 2 from the outside as in Diagram White would then turn at 3 and now the two marked black stones have only two liberties, while the white group on the right has three liberties.
White captures the two marked stones with 5 and 7. Is Black 25 in Figure10 necessary? It certainly is. If Black omitted this move, White would atari the marked black stone with 1 in Diagram If Black tries to run away with 2 and 4, White pursues him with 3 and 5, forcing the black stones into the corner where they run out of liberties.
White would then capture four black stones with 7. These are most of the rules of go. There is one other rule: the ko rule,which prevents repetitive capture.
The rule simply states: The previous board position cannot be recreated. If you are a beginner who wishes to learn the game of Go, we recommend that you start with the book Go: A Complete Introduction to the Game by Cho Chikun, from which this brief introduction was taken.
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The rules are very simple, and you can learn them in a few minutes - but they lead to a countless number of intriguing patterns and clever maneuvers.
The following pages describe how the game is played and scored. Learning to play is easy, but learning to play well requires much study and practice.
David Silver, Thomas Hubert, et al. Science Julian Schrittwieser, Ioannis Antonoglou, et al. Research AlphaGo. Making history AlphaGo is the first computer program to defeat a professional human Go player, the first to defeat a Go world champion, and is arguably the strongest Go player in history.
The challenge Go is known as the most challenging classical game for artificial intelligence because of its complexity.
What is Go? Our approach To capture the intuitive aspect of the game, we needed a new approach. AlphaGo: The Movie mins. I thought AlphaGo was based on probability calculation and that it was merely a machine.
But when I saw this move, I changed my mind. Surely, AlphaGo is creative. Lee Sedol Winner of 18 world Go titles.
AlphaZero: The next steps In late , we introduced AlphaZero, a single system that taught itself from scratch how to master the games of chess, shogi, and Go, beating a world-champion program in each case.