Stevens website is dedicated to the wonderful world of go. If you took a wrong turn on the information highway and want to get a quick lowdown on what go is all about, look at the next heading. If you arent here by accident, then know that at this website youll find out more than youll ever care to know about Stevens go career and his go statistics. Youll also find some quizzes to test your knowledge on this wonderful game and some problems to test your go-playing skills.
In a nutshell, go is an oriental board game of unimaginable antiquity. Although, strictly speaking, the origins of the game can be traced back to ancient China, it is often called an "oriental" game, or, at least, it ought to be, particularly because of the contributions made to the devlepment of this fascinating game by peoples of non-chinese descent, specifically, the Japanese and Koreans (some may want to include the Tibetans in this list as well). The common trait shared by these peoples is the way they took to the game and made it part of their national heritage, just as if the game had taken root in their lands instead of in China per se.
Westerners have to be reminded occasionally of the rightfulness of thinking of the game of go as having an oriental origin, and not a specifically Japanese one, this despite the fact that the Japanese contribution to the development of this game is not inconsiderate. Naturally, matters are not made any easier when one considers that the name that is used to refer to this gamethat is, the name gois itself Japanese. No doubt, at the time that this name was adopted to refer to the game, many Westerners were simply unaware of the shared national origin of this game. The linguistic usage that was then in fashion in universities and linguistic circles, in both North America and Europe, when the word "go" was adopted for the game, was such as to make the word "go" the natural choice, even though by following this fashion, the linguistic experts of the time were contributing, no doubt unknowlingly, to the perpetuation of the notion that go is a Japanese game.
Moving on, the other fact about the game that is worth noting is the game's great antiquity. Apparently, there would be evidence to suggest that go, or, at least, what evolved into becoming the game of go as we know it today, can trace its origns all the way back to the third millennium before Christ. That's right, that would place the origins of the game as having occured at about the same time as the ancient Egyptians were building the Great Pyramid of Giza.
The game was slow to spread outside of the orient, heck, it was even slow to spread inside the Orient (there are siginficant areas of China where go has never taken root). Although the game was sometimes mentioned by Christian missionaries in their travel logs of the 16th and 17th centuries, it was not until the 19th century that the game started to take a firm hold in Europe, and, a little later, in North America.
Today, go is firmly established in both Europe and North America. It is less well established, however, in other parts of the world, such as Latin America, the Middle East, and the Near East, and it is practically unknown in Africa. But since the late 19th century, in Europe, and since the end of W.W. II, and more particularly since the 1960s, in North America, the game of go has been definitely on the march. Today, in both of these continentsEurope and North Americaannual, continent-wide Congresses are held every summer; in both continents, a corps of home-grown professional players have been established (though not yet comparable in strenght and number to their oriental counterparts); and in both continents, publishing houses have been created for the publishing and distribution of go books; and, finally, commercials outlets have been created for the selling of various go-related materials such as stones, boards, and bowls. However, despite these positive steps, progress does not seem to have made such a great dent in spreading the game.
The aim of the game is for each player to surround as many empty intersections as he can before the game comes to an end (the end of a game occurs when both players agree that there are no more pointseach empty intersection counts as a pointthat either player can acquire for himself or deny to his oppponent). In his endeavour to surround these empty spaces, however, each player must be vigilant that the stones he plays to surround these empty spaces are not themselves surrounded and captured by his opponent. The tension that is generated by this conflict between capturing enemy stones (or groups of stones) and the risk of having one's own stones (or groups of stones) captured, can at times become very intense, especially when one considers that both players are constantly striving to gain more territory than the number of territorial points that his opponent might gain. This conflict is at the heart of what makes go such a stimulating game. In his efforts to anticipate an attack on his stones, each player is constantly evaluating the status of each one of his weak groups to determine which rescue strategy, if any, will be available to him when the time comes for him to save one or more of his vulnerable groups.
The rescue strategies available to each player are the following: (1) to make two "eyes" (The concept of two eyes is fundamental in understanding the game of go. Any group that succeeds in surounding two empty, but separate intersections, has the minimum required number of internal spaces that each group must have if it wants to attain the status of being unconditionally alive (once a group reaches this status, it becomes absolutely unassailable to any kind of threat to its survival), (2) to link the besieged group to another group, one that is already unconditionally alive, or (3) to counterattack the attacking group in the hope of capturing it before it succeeds in capturing the group it is attacking. A player can consider himself blessed if any one of his weak groups can avail itself of at least one of these strategies in its defence. In the real world, of course, this is not a situation that is likely to occur very often, if at all, for the simple reason that in the real world one can only play one stone at a time. In these circumstances, the player under attack will seek to steer the attacker towards the smaller or least valuable of his groups while concentrating all his efforts in his attempt to save his larger group, or if he has more than two groups at risk, his largest group.
In the end, however, if all fails, and the group under attack eventually dies, then all the stones that are part of this dead group will count against the territory of the player to whom these dead stones belonged. For example, if the color of the dead stones is, say, black, then, at the end of the game, when the playing phase of the game is over and both players are now engaged in the counting phase, it will then be time to count the empty points of territory that each player succeeded in surrounding during the palying phase. These dead black stones will be removed from the board and placed immediately into Black's empty territory thus reducing Black's overall territory by that much more.
Both players should be that during the conting phase, in contrast to the rules governing the removal of enemy stones from the board during the playing phase, neither player is required to remove the liberties from enemy stones before removing these stones from the territory in which they died and placing them in those territories whose color is the same as those of the dead stones. In other words, during the counting phase, the only requirement that must be observed in order to allow the removal of enemy stones from one's terrirtoy with the aim of placing them in the territory of one's opponent is the one that requires that these stones be indeed dead. This means that these enemy stones must not have the two eyes mentioned earlier or be in a position to form these two eyes.
In any event, at the end of the game, after the playing phase is over and the counting phase has begun, the stones that were captured and actually removed from the board during the playing phase, or that died during the playing phase but were left on the board because they were not actually captured, are gathered together and placed in the territory of the player who lost these stones. After the dust settles, the player who succeeded in surrounding the largest number of empty intersections wins the game.
Admitedly, the above description, though succinct and accurate, is much too brief to adequately describe the incredible richness of the game. If youre interested in obtaining more information on this wonderful game, the links that are provided on the last page of this website will direct you to the resources that can provide you with the location of the club or clubs nearest you. There, enthusiastic go players will be delighted to provide you with more details on how to play this wonderful game, the game many call the greatest game in the world.
By the way, when this site was put togehter, the Webmaster used Internet Explorer as his design reference. He tried to accomodate the coding needs of Netscape, which, at the time, during the height of the browser wars, was the main rival to Microsoft's browser. All this to say that certain features might come out better in Internet Explorer than in some other browser.
|For Your Information|
|Web Site Created:||June 16, 1997|
|Last Update:||Aril 2, 2017|
|Next Update:||May 7, 2017|
Congratulations, youre visitor number since about mid-November, 1997. Perhaps youre scratching your head, asking yourself in a half-audible voice, Why is it that this wonderful, instructive website has not been visited by more viewers. The simple and honest answer is: I just don't know.
For all intends and purposes, the overhaul of this website is now completed. However, visitors with sharp eyes will spot without easily corners of this site where, more has to be done to declare this site 100% complete. But the reader is assured that the big things have been done.
The habitués of this website have had to endure the inconvenience of a messy place ever since the decision was made in April, 2016, to undertake this overhaul. Moreover, this overhaul took far more time to complete than it was aniticpated to take. Although there are a few odds and ends to look after, the lion's share of the work has now been completed. What is left are the minor details that always seem to get kicked down the road each time these details called attention to themselves.
Some of the new elements that previous visitors to this site will notice will be the entirely new Tournament page and the substantial improvements that were made in the Salient Statistics page. At this page, substantial improvemenrs were made.
Indeed, the most impressive innovation that was ushered into the Saliant Statistics page was the breakdown of many statistics into their face-to-face and their online Indeed, thanks to this innovation, it is now possible to assert with certainty that each time Steven updates his go statistics, the new total mumber of games will appear right here:
Furthermore, Steven asserts, again with great certainty, that the total number of games that he has left to play before he reaches the new career high of 20,000 games is now at
Web Master (2017-04-15)
Steven played 43 games in 17 sessions, and he won 20 of his games (46.512%).
Steven played 29 games in 12 sessions, and he won 17 of his games (58.621%).
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