Go Strategy

Go Strategy The Basics of Go Strategy

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Go Strategy

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Go Strategy Video

Go - Basic Rules Go Strategy

In a handicap game, Black starts with two or more handicap stones played before White's first move. If played in the traditional places on the "star points", these stones will be useful for the purpose of connection and separation of stones played closer to the edge "lower" , as well as in many other ways.

The White player's stones are threatened immediately with separation, while Black has many potential connections to begin with. An example of inefficiency or poor coordination of stones in the context of connection is the empty triangle , where the stones are arranged so that they share fewer liberties than if they were deployed in a straight line.

A key concept in the tactics of Go, though not part of the rules, is the classification of groups of stones into alive , dead or unsettled.

At the end of the game, groups that cannot avoid being captured during normal play are removed as captures. These stones are dead.

Groups can reach this state much earlier during play; a group of stones can quickly run out of options so that further play to save them is fruitless, or even detrimental.

Similarly, further play to capture such a group is often of no benefit except when securing liberties for an adjacent group , since if it remains on the board at the end of the game it is captured anyway.

Thus groups can be considered "dead as they stand", or just dead , by both sides during the course of the game. Groups enclosing an area completely can be harder to kill.

Normally, when a play causes an area completely enclosed by the opponent to become filled, the group filling the area is captured since it has no remaining liberties such a play is called "suicide".

Only if the last play inside the area would kill the enclosing group, thus freeing one or more liberties for the group that filled the space, can the play be considered.

This can only be achieved if the liberties on the outside of the enclosing group have been covered first. Thus, enclosing an area of one or more liberties called an eye can make the group harder to kill, since the opponent must cover all of its external liberties before covering the final, internal liberty.

From this, it is possible to create groups that cannot be killed at all. If a group encloses two or more separate areas two or more eyes , the opponent cannot simultaneously fill both of them with a single play, and thus can never play on the last liberty of the group.

Such a group, or a group that cannot be prevented from forming such an enclosure, is called alive. Groups which are not definitely alive nor definitely dead are sometimes called unsettled groups.

Much of the tactical fighting in Go focuses on making one's own groups live, by ensuring they can make two eyes, and on making the opponent's groups die, by denying them two eyes.

Determining ahead of time whether a group is currently alive, dead, or unsettled, requires the ability to extrapolate from the current position and imagine possible plays by both sides, the best responses to those plays, the best responses to those responses, and so on.

This is called reading ahead , or just reading , and it is a skill that grows with experience. Many players study books of life and death problems to increase their skill at reading more and more complicated positions.

One of the most important skills required for strong tactical play is the ability to read ahead. Reading ahead consists of considering available moves to play, considering the possible responses to each move, the subsequent possibilities after each of those responses, etcetera.

Some of the strongest players of the game can read up to 40 moves ahead even in complicated positions. In general, go players refer to analysis of positions as reading.

One major purpose of reading is to be sure that a local position can be neglected for a while. For instance, a player may be able to make gains by playing for a certain patch of territory.

Yet, this play may be worth only a few points, and thus deemed unnecessary, depending on the state of the game. With confidence in one's reading, it becomes much easier to set priorities and switch around the board see sente.

Not changing gears at the correct time can be a loss of opportunity. In order to build a harmonious position, usually in the opening, one does not place all stones on the third line for territory , nor all stones on the fourth line for center influence.

An outward-facing position that cannot be attacked, that is, one which can easily get two eyes or connect to a friendly live group and so does not need to answer enemy moves close by, is called thick.

Thick positions are important as they radiate influence across the board. An error that is often made by weaker players is to make territory in front of their thick position; this is inefficient because the player is likely to get that territory anyway.

Doing so is also inflexible strategically, so invites enemy forcing moves at the border of the incomplete territory. Thickness is better used from a distance, as support for other actions.

For example, if Black has a thick group and a weak group nearby, and White attacks the weak group, Black can have its weak group run towards its thick group.

If successful, the strength of the thick group will protect the weak group. In formal game theory terms, Go is a non-chance, combinatorial game with perfect information.

Informally that means there are no dice used and decisions or moves create discrete outcome vectors rather than probability distributions , the underlying math is combinatorial, and all moves via single vertex analysis are visible to both players unlike some card games where some information is hidden.

Perfect information also implies sequence—players can theoretically know about all past moves. Affine transformations can theoretically add non-zero and complex utility aspects even to two player games.

Go begins with an empty board. It is focused on building from the ground up nothing to something with multiple, simultaneous battles leading to a point-based win.

Chess is tactical rather than strategic, as the predetermined strategy is to trap one individual piece the king. A similar comparison has been drawn among Go, chess and backgammon , perhaps the three oldest games that enjoy worldwide popularity.

Chess, with rows of soldiers marching forward to capture each other, embodies the conflict of "man vs. Because the handicap system tells Go players where they stand relative to other players, an honestly ranked player can expect to lose about half of their games; therefore, Go can be seen as embodying the quest for self-improvement, "man vs.

From Wikipedia, the free encyclopedia. Abstract strategy board game for two players. This article is about the board game. For other things named "Go", see Go disambiguation.

Game pieces, called stones , are played on the lines' intersections. Main article: Rules of Go. Main article: Ko fight.

An example of a situation in which the ko rule applies. Main article: Komidashi. See also: Life and death.

Main article: Go strategy and tactics. A net. The chain of three marked black stones cannot escape in any direction.

This section needs additional citations for verification. Please help improve this article by adding citations to reliable sources.

Unsourced material may be challenged and removed. February Learn how and when to remove this template message.

Main article: Go terms. Main article: Go opening. Main article: History of Go. Main article: Go ranks and ratings. See also: Go competitions.

See also: Time control and Byoyomi. See also: Kifu. Main article: Go equipment. Main article: Computer Go.

See also: Go and mathematics. Main article: Go software. China portal Japan portal Korea portal. Alternately, a measure of all the alternatives to be considered at each stage of the game game-tree complexity can be estimated with b d , where b is the game's breadth number of legal moves per position and d is its depth number of moves [ plies ] per game.

See the section on "Life and Death" for seki. See this article by Benjamin Teuber, amateur 6 dan, for some views on how important this is felt to be.

Time-wasting tactics are possible in Go, so that sudden death systems, in which time runs out at a predetermined point however many plays are in the game, are relatively unpopular in the West.

If twenty moves are made in time, the timer is reset to five minutes again. This is a good amateur level but no more than might be found in ordinary East Asian clubs.

Published current European ratings would suggest around players stronger than that, with very few European 7 dans. Ignoring illegal suicide moves, there are at least !

See Go and mathematics for more details, which includes much larger estimates. The complexity of the algorithm differs per engine.

American Go Association. Retrieved March 23, Retrieved 28 November The Tso Chuan. University of Massachusetts Amherst. Archived from the original on Retrieved Retrieved June 17, Houghton Mifflin Harcourt.

Taiwan Review. European Go Federation. Archived from the original on 28 October Retrieved 28 October Retrieved June 3, Retrieved 5 June Archived from the original PDF on 25 July Retrieved 20 August British Go Association.

Retrieved 15 May Retrieved 31 May New in Go. British Go Journal Nr. Retrieved 8 October Go World. Tokyo: Ishi Press. Via "Go in the Classics". Kiseido Publishing Company.

In Pinckard, William Akiko, Kitagawa ed. Japanese Prints and the World of Go. In Bozulich, Richard ed. The Go Player's Almanac 2nd ed. Kiseido Publishing Company published The Unicode Standard.

The Unicode Archives. Mind Sports WorldWide. Archived from the original on 8 June Retrieved 7 January Retrieved 3 March Retrieved 11 January Bibcode : Natur.

IEEE Spectrum. Cornell University. Archived from the original PDF on 25 May The Electric Sage Battle. Retrieved December 8, Retrieved 18 March The Korea Times.

BBC News Online. Retrieved 12 March Retrieved 15 March Retrieved 13 March May World News. Retrieved May 5, Game Theory. Cambridge University Press.

Go: A Complete Introduction to the Game. Tokyo: Kiseido Publishers. Cobb, William The Book of Go. Sterling Publishers. Dahl Elementary Go Series.

Japan: Kiseido Publishing Company. Fairbairn, John Invitation to Go 2nd ed. United States: Dover Publications.

Fairbairn, John; Hall, T. In the Beginning: the Opening in the game of Go. Iwamoto, Kaoru Go for Beginners. New York: Pantheon.

Kageyama, Toshiro Lessons in the Fundamentals of Go 3rd ed. Kim, Janice ; Jeong, Soo-hyun Learn to Play Go. Five volumes 2nd ed.

Lasker, Edward New York: Dover Publications, Inc. Teach Yourself Go. Go: the World's most Fascinating Game 1st ed.

Tokyo, Japan: Nihon Kiin. Tokyo: Kiseido Publishing Company. Peng, Mike; Hall, Mark Svenks Go Tidning.

Archived from the original PDF on Shotwell, Peter , Go! More Than a Game 1st ed. Bradley, Milton N. Ogawa, Tomoko; Davies, James The Endgame.

Seckiner, Sancar. Shotwell, Peter. More than a Game , Tuttle Publishing , 4th ed. Go game at Wikipedia's sister projects. Topics in game theory.

Cooperative game Determinacy Escalation of commitment Extensive-form game First-player and second-player win Game complexity Graphical game Hierarchy of beliefs Information set Normal-form game Preference Sequential game Simultaneous game Simultaneous action selection Solved game Succinct game.

Nash equilibrium Subgame perfection Mertens-stable equilibrium Bayesian Nash equilibrium Perfect Bayesian equilibrium Trembling hand Proper equilibrium Epsilon-equilibrium Correlated equilibrium Sequential equilibrium Quasi-perfect equilibrium Evolutionarily stable strategy Risk dominance Core Shapley value Pareto efficiency Gibbs equilibrium Quantal response equilibrium Self-confirming equilibrium Strong Nash equilibrium Markov perfect equilibrium.

Arrow's impossibility theorem Aumann's agreement theorem Folk theorem Minimax theorem Nash's theorem Purification theorem Revelation principle Zermelo's theorem.

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Read on to find out what talents you'll need to Content Continues Below. This was last updated in February Related Terms minimum marketable feature MMF A minimum marketable feature MMF is the smallest set of functionality in a product that must be provided for a customer to Login Forgot your password?

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Please create a username to comment. While talking about clarity it is important that there is a clear cut business plan in place to create an effective GTM.

Importance of business plan is GTM and business strategy should go in sync with each other. Thanks for your input. This is a great definition!

I think many people are confused by the name and think that GoToMarket GTM strategy is only for taking new products or services to the market.

In reality, successful businesses constantly adapt their GTM strategy as new information from the market becomes available.

Customer needs, competitor activity, technology innovation and many other factors can require changes in the GTM strategy and the faster a business is able to react to those factors, the more likely they are to keep growing.

Thanks for your feedback, Martin. GTM certainly applies to both new product launches and established products as they adjust to market forces.

Hi, I need assistance in creating a GTM strategy for retail market. Interesting article for the Go to Market Strategy. A GTM strategy is a rather large undertaking and includes multiple facets.

One of the foundational steps for a startup company is creating a brand strategy. This step allows the company to define itself and segment its target customers.

I explain my step-by-step process for creating a brand strategy here. Hi I think the first thing is to identify the medium of communication regarding your product.

What risk GTM provides when we introduce services at a premium at a horizontal level? I am in Solar sector. Powered by:. How can technology businesses make a safe return to business?

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The markets should be specific and clearly defined, but they should also involve a large enough audience to meet the income and profit objectives of the product or service.

If multiple markets are being targeted, then one should be prioritized over the others and this primary target should be clearly communicated.

The customers component takes the information and research gathered to define the market and uses it to increase specificity and determine the target audience for the product or service.

The company will need to decide whether it has existing customers that might be sales prospects or whether it needs to seek an entirely new set of target customers.

The company developing a GTM strategy and improving its customer acquisition process should also focus on who the buyer will be.

Customer segmentation is a common practice used to divide a customer base into groups of individuals that are similar in specific ways relevant to marketing, such as age, gender, interests and spending habits.

Buyer personas should also be established to help a company understand how to market and sell to these various customer segments and to identify who the best-fit customers are for the product or service.

The distribution model component defines the channels or the paths taken by the product or service to reach the end customer. Indirect channels often become a part of a product vendor's go-to-market plan.

An indirect channel of distribution involves the product passing through extra steps between the manufacturer and the customer.

For example, a product in an indirect channel may pass from the manufacturer to a distributor and then the wholesaler before it reaches the retail store.

The product messaging and positioning component involves defining what the product or service is, what it does, how the target client will be made aware of the product and how leads will be generated, from both the current customer base and within the defined markets.

The product message should answer how the offer addresses a specific need within the market and why customers should believe that it fulfills the need.

A value proposition should be created that reveals how customers will receive more from the product or service than the monetary value paid for it and any additional costs.

The product or service should also be differentiated from the others on the market to ensure it provides a unique value. The final component, price , should not be based on the costs of manufacturing or developing the product or service.

Instead, the price should support the value proposition and market position of the product or service. Identifying buyer personas.

The first step to writing a GTM strategy is identifying buyer personas. This process includes identifying the target markets as well as the customer base and building an understanding of how to reach target clients and use the gathered information to achieve long-term goals.

Creating a value matrix. Next, a value matrix is created that maps the product or service across business needs and defines the criteria by which to judge the success of the offering.

The value matrix is used to communicate the purpose and reason for the product or service to all stakeholders, including the specific customer need that is being fulfilled by each feature or process.

Defining the marketing strategy. When defining the marketing strategy, organizations determine their product or service's place within the market and set a plan to raise product awareness within the target market.

This step may include testing different advertising methods for the target audience across various marketing platforms. Overall, the marketing strategy should include:.

Understanding the buyer's journey. After defining the marketing strategy, organizations must gain an understanding of the buyer's journey.

The buyer's journey is the process each buyer goes through that ultimately leads to them purchasing the product or service.

The buyer's journey consists of the awareness stage, consideration stage and decision stage. Companies should identify the potential journeys taken through the buying process from both the organization's and customer's perspectives.

Specifying the sales strategy. This step consists of creating a plan that will introduce the product or service to the market.

Some elements to include in the sales process include:. Syncing with support. Next, organizations must align their sales and support teams to determine how assistance will be provided to customers with questions or issues.

This step includes determining:. Understanding where the product fits in the overall roadmap. This step involves determining the priority that the specific product or service takes over others within the company.

This also includes identifying whether the product needs continued attention once released to the market or if the teams will move on to a new project.

Identifying how the product fits into the overall roadmap involves understanding the priority for the development team, addressing how market feedback will be handled, and identifying how stakeholders will stay notified of project progression.

Determining the success metrics. In this step, an organization must identify the primary purpose of the product or service and define how its success will be measured.

The metrics used to measure success should be meaningful, measurable, motivational and easy to track. Determining ongoing budget and resource needs.

Once all the previous steps have been completed, the company must identify any ongoing budget and resource needs that will continue after the product or service has entered the market.

This includes time and money spent on maintenance of the product or service as well as any other factors that will impact the day to day lives of stakeholders.

A change in an IT provider's overall strategic direction will often prompt a change in its go-to-market strategy. New products or product strategies may also influence go-to-market approaches.

Furthermore, a rethinking of services can also trigger a new go-to-market model. This has been seen with companies such as:.

Their plans may include targeting vertical markets, customers of a particular size or a particular technology platform, such as a specific public cloud or software as a service SaaS offering.

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A player can play on any unoccupied intersection he wants to. A stone does not move after being played, unless it is captured and taken off the board.

Diagram 2 shows the beginning of a game. Black plays the first move in the upper right corner. White plays 2 in the lower right corner. Black plays 3 and White plays 4.

This is a typical opening where each player has staked out a position in the two of the four corners.

Next Black approaches White 2 with 5 and White pincers 5 with 6. Black escapes into the center with 7 and White stakes out a position in the bottom right with 8.

Next Black pincers the white stone at 6 with 9. At the end of the game, the player who controls the more territory wins the game.

We are going to show you how territory is formed in a game on a 9x9 board. Although go is usually played on a 19x19 board, it can also be played on a 9x9 board, or any size board from 5x5 up.

Explaining the rules on a 9x9 board is convenient because the game is over quickly and the beginner can immediately grasp the flow of the game and how the score is counted.

We also recommend that you play your first games on a 9x9 board and, when you have mastered the rules, start playing on the 19x19 board.

An Example Game Figure 1, Black makes his first move on the point, after which White makes his move. Thereafter, both sides continue to alternate in making their moves.

With White 6, the territories of both sides are beginning to take shape. Black has stake out the right side and White has laid claim to the left side.

Once you have mapped out your territory, there are two basic strategies to choose from. One is to expand your own territory while reducing your opponent's territory.

The other is to invade the territory your opponent has mapped out. White must defend at 8 to block an incursion by Black into his territory on the left.

Next, Black reinforces his territory on the right with 9. It is now White's turn to expand his territory. He does this by first expanding his center with 10 and 12 in Figure 3, then expanding his upper left territory with Black must defend his top right territory with The moves from White 16 to Black 19 in Figure 4 are a common sequence.

The same kind of sequence is next played at the bottom from White 20 to Black By playing these moves, White is able to expand his territory while reducing Black's.

White 24 to White 26 in Figure 5 are the last moves of the game. It is now possible to determine the winner.

In this case, counting the score is easy. Black's territory here consists of all the vacant points he controls on the right side, while White's territory consists of all the vacant point he controls on the left.

If you count these points, you will find that Black has 28 points, while White has Therefore, Black wins by one point. This was a very simple game and some of the rules did not arise.

However, playing over this game will show you what Go is about. The Rule of Capture An important rule of Go concerns the capturing of stones.

We will first show you how stones are captured, then show how this occurs in a game. Liberties The lone white stone in Diagram 3 has four liberties.

If Black can occupy all four of these points, he captures the white stone. Suppose, for example, that Black occupies three of these liberties in Diagram 5.

The white stone would be in atari and Black would be able to capture it on his next move, that is with 1 in Diagram 6.

Black would then remove the white stone from the board and put it in his prisoner pile. The result of this capture is shown in Diagram 7. At the edge of the board a stone has only three liberties.

The white stone in Diagram 8 is on the edge of the board; that is on the first line. If Black occupies two of these liberties, as in Diagram 10, the white stone would be in atari.

Black captures this stone with 1 in Diagram The result of this capture is shown in Diagram A stone in the corner has only two liberties.

The white stone in Diagram 13 is on the point. If Black occupies one of these points, as in Diagram 15, the white stone would be in atari.

The result is shown in Diagram It is also possible to capture two or more stones if you occupy all their liberties.

In Diagram 18, there are three positions in which two white stones are in atari. Black captures these stones with 1 in Diagram The results are shown in Diagram

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