[HN Gopher] Learn to play Go
       ___________________________________________________________________
        
       Learn to play Go
        
       Author : kqr
       Score  : 349 points
       Date   : 2025-09-27 23:50 UTC (23 hours ago)
        
 (HTM) web link (online-go.com)
 (TXT) w3m dump (online-go.com)
        
       | sagaro wrote:
       | This is pretty well made. The progression is good and there are
       | no distractions. And best part it doesn't force you to create an
       | account.
        
         | nearting wrote:
         | Yes, but without an account, at least on mobile, you can't
         | change any settings besides light/dark mode and language, which
         | is pretty annoying.
        
           | nakedrobot2 wrote:
           | honestly i find it confusing. it tells me to make a move, but
           | i don't know if i'm playing black or white. sometimes when i
           | click on a point, it puts the opposite color on a different
           | point.
        
             | amcoy37 wrote:
             | The opposite color appearing on a different point is the
             | computer playing the response to your move.
        
       | suds05 wrote:
       | Keeps you engaged.
        
       | brooke2k wrote:
       | By chance I used this just a few weeks ago when I started
       | learning to play Go. It's a pretty good resource!
       | 
       | Personally, my favorite tutorial I went through was The
       | Interactive Way to Go (https://way-to-go.gitlab.io)
       | 
       | Also notable is Sensei's Library (https://senseis.xmp.net) which
       | is a very old and unbelievably thorough wiki on everything Go.
       | It's a cool place to browse even if you don't play.
        
         | zovirl wrote:
         | Sensei's Library is a gem from the non-commercial web! It
         | reminds me of the C2 wiki (https://wiki.c2.com) but for Go
         | instead of software engineering.
        
       | frenchtoast8 wrote:
       | I recently learned Go for the first time and I have played almost
       | 50 games of 9x9 on Online Go Server so far. I'm finding it a lot
       | of fun but it has been very humbling.
       | 
       | I learned chess in 7th or 8th grade and was easily able to get to
       | about 700 Elo on chess.com after barely learning the rules, which
       | is about the 60th percentile on the site. I only play a couple
       | games a year now but can still hold my own against 1200 Elo
       | opponents, which is in the 90th percentile.
       | 
       | I feel like I have put in just as much effort into learning Go. I
       | bought a book and have been doing exercises. But I'm still in the
       | 0.1 percentile on the site! (Yes, that's not a typo.)
       | 
       | I'm sticking with it because it's fun and that's all that
       | matters. But I definitely have a lot to learn.
        
         | igor47 wrote:
         | The skill that transfers from chess to go is reading -- "if I
         | play here, my opponent is likely to play there, and then I
         | will..."
        
           | Zacharias030 wrote:
           | why is this downvoted?
        
         | jibal wrote:
         | The average FIDE elo is 1550; chess.com's average of 1200 elo
         | is much lower because it has many beginner players, including
         | children. The gap between those is huge--much larger than the
         | numbers may suggest. At chess.com 1200 elo people still have
         | terrible board vision and routinely drop pieces; by the time
         | one reaches FIDE 1550 elo that is no longer true and people are
         | starting to plot out complex tactics requiring accurate
         | visualization several moves ahead.
         | 
         | According to the elo formula, a 700 elo player is expected to
         | "hold their own"--draw or win--against a 1200 elo player 1 in
         | 19 games (so they will lose 18 of 19 games), and against a 1550
         | elo player 1 in 134 games (so they will lose 133 out of 134
         | games). A 1200 elo player is expected to "hold their own"
         | against a 1550 elo player about 1 in 18 games (they will lose
         | 17 out of 18 games). However, the chess.com and FIDE elos are
         | from very different pools--1200 elo at chess.com is probably
         | equivalent to about 600-800 elo FIDE.
        
           | thaumasiotes wrote:
           | > The average FIDE elo is 1550; chess.com's average of 1200
           | elo is much lower because it has many beginner players,
           | including children.
           | 
           | Why would that lower the average elo? Elo is a conserved
           | quantity: for you to gain points, your opponent must lose
           | that many points, and vice versa.
           | 
           | So there are two obvious facts about the average rating:
           | 
           | 1. In a closed system, the average rating can never change,
           | not up or down, not by any infinitesimal fraction of a point.
           | 
           | 2. In an open system, the average rating can change, but for
           | it to go down would require players with an _above-average
           | rating_ to leave the system.
           | 
           | In the much more common scenario where beginners come in,
           | lose a bunch of games, and then leave, the average rating
           | will go up over time.
        
             | jibal wrote:
             | > Why would that lower the average elo?
             | 
             | Because the average chess.com player is considerably weaker
             | than the average FIDE player.
             | 
             | > In the much more common scenario where beginners come in,
             | lose a bunch of games, and then leave, the average rating
             | will go up over time.
             | 
             | Weak players come into the chess.com pool faster than they
             | leave.
        
               | thaumasiotes wrote:
               | > Weak players come into the chess.com pool faster than
               | they leave.
               | 
               | By definition, someone entering the pool enters with the
               | average elo (for a closed system). The rate of entry and
               | exit doesn't affect the direction of average (open
               | system) elo. (It does affect the rate of divergence; the
               | faster entry is, the longer it will take for the open
               | average to diverge from the closed average.) What matters
               | to the direction is the elo players have when they leave,
               | not how long they take to leave.
               | 
               | Consider what happens if people enter with 1000 elo at a
               | rate of 10 per day, and leave with 800 elo at a rate of 3
               | per day:
               | +-----+---------+-----------+-------------+         | day
               | | players | total elo | average elo |
               | +-----+---------+-----------+-------------+         |   0
               | |       0 |         0 |         0.0 |
               | +-----+---------+-----------+-------------+         |   1
               | |      10 |     10000 |      1000.0 |
               | +-----+---------+-----------+-------------+         |   2
               | |      17 |     17600 |      1035.3 |
               | +-----+---------+-----------+-------------+         |   5
               | |      38 |     40400 |      1063.2 |
               | +-----+---------+-----------+-------------+         |  10
               | |      73 |     78400 |      1074.0 |
               | +-----+---------+-----------+-------------+         |  20
               | |     143 |    154400 |      1079.7 |
               | +-----+---------+-----------+-------------+
               | 
               | > Because the average chess.com player is considerably
               | weaker than the average FIDE player.
               | 
               | This... is nonsense. That has nothing to do with the
               | average elo.
               | 
               | The situation you describe is mathematically impossible.
               | Please consider that before you repeat the claim.
        
         | somenameforme wrote:
         | The percentile stuff on chess.com has something funky going on
         | with it. Lichess and Chess.com ratings are comparable (not the
         | same, but at least ballpark comparable) and the median elo on
         | lichess is about 1500. [1]
         | 
         | 700 elo on chess.com is completely normal for a new player who
         | knows the rules, but not much more. I have a good sized sample
         | to back this up based on coaching classes of complete beginners
         | and getting them to setup a class specific account.
         | 
         | Chess.com seems to have 1.3 million players with 100 ELO which
         | is their hard cap minimum, so that is literally the same, if
         | not worse, as a random move generator. So there has to be some
         | weird bias there.
         | 
         | [1] - https://lichess.org/stat/rating/distribution/rapid
        
       | DevDesmond wrote:
       | I know that UI!
       | 
       | https://lichess.org/learn
        
       | dragontamer wrote:
       | Unfortunately, the early moves in the game ("Joseki") are the
       | most important. They are also the most difficult to learn.
       | 
       | It is essential to study these tactics in this website... if only
       | because they are the only "ground truth" known about Go. But for
       | rapid improvement, the only real way forward is to play lots and
       | lots of games to learn how the early game flows. Direction of
       | play, which side of the board is most important and other such
       | details.
       | 
       | Seems like a reasonably good tutorial in terms of layout. But
       | just pointing out: joseki and direction of play is "more
       | important" in terms of winning. Its just damn near impossible to
       | teach so maybe its best for beginners to ignore this incredibly
       | important (and difficult) subject.
       | 
       | ---------
       | 
       | To put it in perhaps more concrete terms: playing a "tactic"
       | position may net you +10 points across a sequence of 5 moves or
       | so. (IE: One well placed tactical move, and ~4 followup moves may
       | capture 5 enemy stones + 5 territory simultaneously from your
       | opponent). However, every single early-game move is worth nearly
       | +20 points of territory if played correctly. I'm serious.
       | 
       | That's why when you watch top-level Go play, there's a lot of
       | "teleporting" across the 19x19 board, searching for the most
       | important positions. And there is also very, very loose play and
       | possible sacrifices / aji. (Maybe its not a true sacrifice, but
       | you'd be willing to sacrifice if the opponent over-extends).
        
         | tarvaina wrote:
         | Nitpick: The early moves in the game are called fuseki. Joseki
         | refers to well-studied local patterns of moves and they appear
         | through the middle game, not just in the early game.
         | 
         | A couple of things I love about go is that you don't need to
         | memorize fuseki, and that applying joseki correctly is as much
         | a matter of judgment as it is of memory.
         | 
         | (I am a 1 dan go player but haven't played much in the last 15
         | years.)
        
           | charcircuit wrote:
           | He could be thinking of shogi (though the kanji is Ding Ji
           | where joseki from go is Ding Shi ), where joseki refers to
           | the well studied ways to play the opening of the game.
        
         | Zacharias030 wrote:
         | I don't share that sentiment.
         | 
         | Yes, at some point when people are somewhat able to take a
         | decent lead home the fuseki becomes important. Before that,
         | beginners really need to understand how to ,,move" their
         | stones, how to defend and connect their groups and how to cut
         | and capture.
         | 
         | If you see a strong player win against a weak player with a
         | large handicap it always goes down the same way: the strong
         | player places stones all over the board such that eventually
         | many many skirmishes appear all over the board and then she is
         | patient to take small advantage after small advantage,
         | manifesting groups and territories out of what looks like thin
         | air to the other player.
         | 
         | At a somewhat higher amateur level and above the fuseki again
         | loses importance and the distinguishing factor is fighting
         | skills and judgement, fuseki and prep just becomes table
         | stakes.
        
           | dragontamer wrote:
           | > Before that, beginners really need to understand how to
           | ,,move" their stones, how to defend and connect their groups
           | and how to cut and capture
           | 
           | Agreed. Now check the tutorial series.
           | 
           | There's no movement. There's no connecting of groups. It is
           | ENTIRELY cutting and capture, and life-and-death puzzles.
           | 
           | -----------
           | 
           | https://online-go.com/learn-to-play-go/bl1-stretch/2
           | 
           | Look at this puzzle. WTF is this?
           | 
           | The "stretch" ("correct move" according to this tutorial)
           | seems wholly inappropriate compared to 1-point jump, horse-
           | move, diagonal move .... or hell just running in the other
           | direction (to the right, escaping towards the center).
           | 
           | To know the appropriate move requires knowing what is going
           | on around the whole board (and not just what's going on
           | locally).
           | 
           | ----------
           | 
           | https://online-go.com/learn-to-play-go/bl1-stretch/6
           | 
           | Or this one is perhaps more egregious. This is simply the
           | wrong direction of play entirely. 20+ point mistake to play
           | the "correct" move here. The correct move is a 2-point jump
           | (or greater) along the 3rd or 4th row northbound.
        
             | zahlman wrote:
             | > Look at this puzzle. WTF is this?
             | 
             | > The "stretch" ("correct move" according to this tutorial)
             | seems wholly inappropriate compared to 1-point jump, horse-
             | move, diagonal move .... or hell just running in the other
             | direction (to the right, escaping towards the center).
             | 
             | The stretch is good shape here. I can't even tell which
             | keima[0] you have in mind but that makes no sense here. A
             | diagonal also just looks strange, unless you mean hane,
             | which lets opponent cross-cut and will end with losing that
             | stone. Similarly, a 1-point jump (I assume you mean upward)
             | lets opponent wedge in and will end in gote, and running to
             | the right (I assume you mean another 1-point jump) allows
             | opponent to push you around.
             | 
             | The stretch is important here because it prevents
             | opponent's hane, which is very severe. It also threatens to
             | turn and block opponent's expansion decisively, so it may
             | be sente depending on the rest of the board. In general it
             | will make sense to push twice here, then make a one-point
             | jump.
             | 
             | > Or this one is perhaps more egregious. This is simply the
             | wrong direction of play entirely. 20+ point mistake to play
             | the "correct" move here. The correct move is a 2-point jump
             | (or greater) along the 3rd or 4th row northbound.
             | 
             | Per AI, on an empty board, the stretch is about 1 point
             | worse than those jumps (establishing a base); a one-point
             | jump in the same direction of the stretch is about as good
             | as making a base; and best is tenuki. There is simply no
             | urgency to settle those stones without anything else in the
             | area. But stretching or jumping damages Black's shape and
             | limits further expansion of that group. The point is simply
             | to prevent Black's hane there.
             | 
             | Regardless, when they say "correct move", this is not
             | supposed to be about what would be best overall to play in
             | the position. It is supposed to be about a) recognizing the
             | shape and its purpose and b) doing it in a sensible
             | direction. And you really have to learn that sort of thing
             | by example and by physically laying it out, because trying
             | to give the rules for choosing a direction to stretch is
             | harder.
             | 
             | [0] By the way, I'll spot you that Western teachers usually
             | do use English for ikken tobi and kosumi; but "horse-move"
             | is cringe. Most Western players who actually talk about the
             | game will probably know "keima", but you can at least say
             | "knight move".
        
               | dragontamer wrote:
               | Well, I appreciate the discussion in any case. I'll
               | review the position more.
               | 
               | But this kind of discussion is missing from the tutorial
               | in any regards. This is where I believe I'm stuck in the
               | ~9kyu level and feel like its been mostly about this
               | middle-game movement / direction of play stuff since
               | 15kyu or so.
        
               | zahlman wrote:
               | > This is where I believe I'm stuck in the ~9kyu level
               | and feel like its been mostly about this middle-game
               | movement / direction of play stuff since 15kyu or so.
               | 
               | Sure. But you put in the effort to get that far. You
               | can't just put everything in the beginner tutorial.
               | They'll get confused. And there's only so far you can go
               | with one-size-fits-all lessons, without feedback from the
               | student.
        
         | kqr wrote:
         | I disagree. For very high level play, yes, opening theory
         | matters. For beginners, rote "reading", i.e. playing out moves
         | in one's head, matters much more.
         | 
         | This is an unintuitive aspect of go because it is different
         | from virtually every other strategy game. In most strategy
         | games, "macro" (large scale logistics) is what determines
         | winners at all levels of play, and then at higher levels where
         | logistics skills are similar, small-scale tactics start to
         | discriminate winner from loser. In low-level go, you'll find
         | "micro" (small-scale battle tactics) determine the outcome of
         | most games.
         | 
         | This is because of the "teleporting" you mention. When the
         | opponent can materialise units and start a battle anywhere they
         | want -- including inside your base -- small-scale tactics
         | becomes important. (I once read the analogy that "if you were
         | able to drop a siege tank into the opponent's main base at the
         | start of the game, micro would end up determining low level
         | StarCraft games too" -- only players that excel at local
         | tactics would survive to see the end game with any base worth
         | mentioning.)
         | 
         | For each hour of training, exercises in reading and local
         | tactics is what will improve your rating the most. At least for
         | the 20 or so first grades. Someone who is good at reading will
         | obliterate all positions of someone who only knows the more
         | subtle aspects.
        
           | KK7NIL wrote:
           | > This is an unintuitive aspect of go because it is different
           | from virtually every other strategy game.
           | 
           | No, it isn't. As a decent chess and go player I can tell you
           | that they're both just tactics until you approach the
           | master/dan level. And what is strategy if not just a longer
           | form of tactical play?
           | 
           | At the end of the day, strategic play is just play that sets
           | up tactics later on.
           | 
           | Or, to quote Fischer: "Tactics flow from a superior position"
        
             | kqr wrote:
             | The Fischer quote sounds like the opposite of what you're
             | saying, i.e. it's a suggestion to prioritise macro over
             | micro: "from good logistics, tactics will sort itself out".
        
               | dmurray wrote:
               | You could read it both ways. I would say tactical
               | _opportunities_ flow from a better position. If you 're a
               | good enough player that exploiting your tactical
               | opportunities is automatic - and this doesn't apply even
               | to most grandmasters - then you can afford to spend all
               | your energies on creating those opportunities. If you're
               | not good enough, creating strategically better positions
               | is of limited value.
        
             | dragontamer wrote:
             | > No, it isn't. As a decent chess and go player I can tell
             | you that they're both just tactics until you approach the
             | master/dan level. And what is strategy if not just a longer
             | form of tactical play?
             | 
             | You cannot tenuki in Chess.
             | 
             | In Go, especially at the 15kyu to 10kyu double-digit dan
             | level, the opponents are full of opening and middle-game
             | mistakes. The best response is often to ignore your
             | opponent and play the most powerful move elsewhere on the
             | board.
             | 
             | Knowing when to tenuki (ie: ignore the last move, play
             | elsewhere) is a HUGE point in Go strategy. Its
             | exceptionally difficult to play sente / forcing moves.
             | Playing a sente vs gote sequence is what separates the
             | 1-dan (experts maybe 1800+ Elo equivalent players) from the
             | rest of us mere mortals. But recgonizing that the last move
             | was gote (non-forcing) is maybe a 10kyu / 1200-Elo kind of
             | thing.
             | 
             | -------
             | 
             | Chess is almost all tactics. Go on the other hand, is
             | Strategic, as the concept of sente/gote/tenuki allows you
             | to validly ignore the opponent's plan and work out your own
             | plan.
             | 
             | You still need a solid tactical basis in Go. You cannot
             | just run away from the opponent forever. But you might be
             | surprised at how "valid" tenuki moves are.
             | 
             | ------
             | 
             | For me, the growth from 15kyu (maybe 1200 elo in Chess) to
             | 9kyu was a strong focus on sente, gote, tenuki, strategy,
             | joseki, direction of play, strong vs weak. All "strategic"
             | play that often sacrifices local tactics for greater point
             | gains elsewhere.
             | 
             | Indeed, "weak" play in Go (ex: a 2-point jump) is WEAKER in
             | terms of tactics. You are explicitly making an area weaker
             | and easier to kill in exchange for moving faster on the
             | board. A 2-point jump will ALWAYS be the worse tactical
             | choice than a 1-point jump or solid connection.
             | 
             | This isn't like in Chess where a sacrifice immediately
             | becomes apparent either. It can take 50+ moves before a
             | position is played out and the difference between strong-
             | connected play vs a 2-point jump shows up.
             | 
             | In any case, even 20kyu beginners can improve their games
             | if they play 2-point jumps (or other weak / loose patterns)
             | appropriately. Yeah you need the basics of tactics there
             | otherwise the 20kyu player just loses all their stones at
             | all. But protecting your stones / strong play is actually
             | very very weak and will trap you as a beginner. You MUST
             | play faster (but weaker) connections if you want to break
             | through double-digit-kyu. Players just get too strong by
             | 9kyu or 8kyu to rely on tactics alone.
        
           | dragontamer wrote:
           | > For beginners, rote "reading", i.e. playing out moves in
           | one's head, matters much more.
           | 
           | In Go, I think everyone feels like they're a "beginner" for
           | years.
           | 
           | In my experience, absolute beginners (30kyu or weaker) should
           | study tactics. You have nothing else to study after all and
           | need a baseline. But even by 20kyu or 15kyu, you _WILL_ stall
           | out and be unable to continue if you're unable to recognize
           | when a 2-point jump, horse move, running on the 4th line vs
           | 3rd line is appropriate.
           | 
           | And you probably should be studying joseki theory in any
           | case, because you need to start the game with _SOME_ move.
           | And then you need to connect your opening theory with
           | different, strategic level moves somehow.
           | 
           | ----------
           | 
           | Is it not strange to you that there's a 50+ set tutorials
           | with not a single one discussing the 1-point jump, horse
           | move, or 2-point jump, or diagonal move?
           | 
           | This set of tutorials gets to Tiger Mouth (they call it a
           | "hanging connection, section 3.11) before it gets to diagonal
           | moves (ie: never).
           | 
           | There's no discussion on the appropriateness to sacrifice
           | stones to gain momentum or territory. Etc. etc. This is
           | perhaps more of a 10kyu level concept. But seriously, some of
           | this stuff (ex: 2-point jump vs horse move) is simple enough
           | for a 25kyu beginner.
        
         | brumar wrote:
         | This is very different to my experience and I am wondering why.
         | Maybe because I come from chess and can't help myself to
         | compare it with this frame of reference. Anyway I felt that my
         | progress up to 5k was largely driven by a better understanding
         | of principles of plays than tactical training. As a thought
         | experiment, I feel that its possible to adopt a very risk
         | averse style that negates tactical complexities to the expense
         | of many points on the board and still largely win against
         | weaker players. It's not my experience with chess. If you suck
         | at tactics, your elo sucks too.
        
           | dragontamer wrote:
           | > Anyway I felt that my progress up to 5k was largely driven
           | by a better understanding of principles of plays than
           | tactical training.
           | 
           | Well yeah. But look at these tutorials. They're all local
           | tactics. Nothing on early game or middle game strategy.
           | 
           | Despite dozens of tactical positions, I don't think a single
           | one of these holds a one-point jump, two-point jump, horse
           | move, diagonal move, 4-row move, 3-row move or similar
           | pattern.
           | 
           | I'd say this stuff gets extremely important around 15kyu,
           | where your tactical knowledge is passable (maybe not great,
           | but passable). It becomes more important to move around the
           | board with 2-point jumps, recognize sente vs gote and tenuki
           | vs weak gote moves from your opponent.
           | 
           | Tactical knowledge will only get you maybe to 20kyu or 15kyu
           | at the best IMO. Then you're forced to learn "squishy" and
           | "opinionated" discussions that no one really knows how to
           | teach. There's patterns (ie: 2-point jump or horse-move), but
           | its not like there's any ground truth to knowing when these
           | moves are appropriate.
           | 
           | ----------
           | 
           | I guess people's point here is that if you choose a 2-point
           | jump as a strategic connection when a horse-move was more
           | appropriate, you might lose 1 or 2 points. But both of these
           | moves are likely worth 5, 10, 15, or more points.
           | 
           | The more important bit is knowing when to play strong and
           | connected (often because each move is strongly sente / has
           | momentum and forces an opponent's response), vs when a
           | sequence is gote and the opponent (or yourself) should
           | consider a move elsewhere (ex: possibly start an invasion).
        
         | qnpnp wrote:
         | Highly disagree.
         | 
         | Fuseki (opening) doesn't matter much for most players. AI
         | confirmed that a wide variety of openings, even weird ones far
         | removed from the usual credo, work very well. At worst you may
         | lose a couple points in doing so, but unless you play at a high
         | level that's negligible and will never be the reason you lost.
         | 
         | Joseki (corner sequences) is also not that important, and
         | certainly not something any beginner should spend time on. In
         | fact, a common Go proverb is to "learn Joseki and lose two
         | stones" (get weaker). We often see beginners learning Joseki,
         | getting confused when their opponent doesn't follow the
         | sequence they have in mind and ultimately blundering their
         | corner. Or they ask "how to punish that?", without realizing
         | that many moves are good even if they are not Joseki, and
         | there's nothing to punish.
        
           | dragontamer wrote:
           | These tutorials don't even teach horse-move, 1-point jump or
           | similar movements though.
           | 
           | With so much emphasis on cut and strong play, anyone
           | completing this set of tutorials is going to be an absurdly
           | strong tactician and then lose 20 points as the opponent
           | horse-moves around the board.
           | 
           | Surely you've played the beginner who favors tactics and
           | capture at the expense of easily captured territory? Given
           | this set of tutorials, do you think any beginner will
           | understand sente, gote and tenuki? And even if a beginner
           | somehow understood it, what basis of play will they have?
           | There's literally no tutorial or discussion on walls,
           | influence, 2-point jump, 1-point jump, strong vs fast play
           | (etc. etc.)
        
             | qnpnp wrote:
             | Sorry if I'm missing something but are you responding to
             | the right comment? Your answer doesn't seem related to what
             | I said.
             | 
             | I'm also not sure how that relates to your earlier point
             | about "Joseki", which I was disputing (like many others).
        
               | dragontamer wrote:
               | This is a discussion about the linked tutorials, is it
               | not?
               | 
               | Look at the tutorials. Do you not see the lack of
               | strategic discussion? Its evident from the outline.
               | 
               | There's no strategy here. There's no Joseki theory.
               | There's no movement tutorial. There's no middle game,
               | direction of play or other such tutorial.
               | 
               | ---------------
               | 
               | Like read the tutorials I'm trying to describe. They're
               | full of sound tactical advice but any beginner who only
               | uses this set of tutorials will have difficulty on the
               | strategic aspects of their game. I think Joseki theory
               | would help them very much (as well as many other kinds of
               | tutorials or discussion).
               | 
               | There's nothing wrong with one online tutorial to focus
               | on tactics. But its also important that any reader
               | (especially the beginners who come into this discussion)
               | realize what they're missing. Joseki is perhaps the most
               | obvious missing element from this set of tutorials.
               | 
               | IE: Every beginner coming in here won't know what to do
               | for their first move of a real game even if they complete
               | this set of tactical tutorials.
               | 
               | ------
               | 
               | What's your idea of the readers coming into here? My
               | mental model is that this is Hacker News, and that very,
               | very casual beginners on the order of ~30kyu are going to
               | start reading these tutorials and maybe start playing Go.
               | 
               | I think my advice from the first post is helpful to them.
               | If you complete this set of tutorials, definitely study
               | something like Joseki (or other ignored topics).
               | 
               | --------
               | 
               | Go isn't a game like chess. In Go, 80% of your pieces
               | will often survive into the endgame. You don't need
               | "strong" tactics because in the vast majority of cases,
               | you can survive. The difference between "strong" tactics
               | vs "weak" tactics is only a few stones or points of
               | territory.
               | 
               | In contrast, the difference between playing in the
               | correct direction of play and not is easily worth 20+
               | point moves, as you capture large swaths of territory.
               | Maybe you as a ~single-digit-kyu or low-dan player have
               | forgotten these kinds of mistakes. But I assure you that
               | double-digit kyu / beginners will make these mistakes all
               | the time.
        
         | makeset wrote:
         | Far from it, there is no need to learn any joseki before dan
         | level. It's even counterproductive often enough ("Learn joseki,
         | lose two stones") before the player can study why each move is
         | joseki and whole-board implications. A lot of it makes little
         | sense before beginning to understand thickness and influence. A
         | 1-dan should have strong enough tactics to play reasonable
         | corner exchanges without any joseki knowledge, and won't be
         | losing many games because of that.
        
           | dragontamer wrote:
           | Opening theory might be somehwat counter-productive. But
           | surely SOMEWHERE in this tutorial the 1-point jump, horse-
           | move, and 2-point jump need to be discussed.
        
         | kawzeg wrote:
         | I think your valuing of moves is flawed. Yes, during the fuseki
         | the best move may be worth 20 points. But there are often many
         | moves that may be worth 19 or 18 points. So, playing perfectly
         | only gains a few points compared to playing acceptable moves.
         | In comparison, tactical situations often have a crucial move
         | that wins many points - in low-level play swings of over a
         | hundred points are not uncommon. There, missing the crucial
         | move can lose the entire game, no matter how perfect the
         | opening was played.
        
           | dragontamer wrote:
           | And does this set of tutorials give any idea of "best" or
           | even "acceptable" moves?
           | 
           | There's no discussion of 2-point jump, 1-point jump, horse-
           | move, diagonal move, loose play or connected/strong play in
           | this set of tutorials. Or the value of 4th row (center-
           | oriented influence play) vs 3rd row (edge-oriented
           | territorial play). I'm not seeing any discussion on invasions
           | or defense of invasions.
           | 
           | -------
           | 
           | I'm like 9kyu. I'm no expert. But I'm certainly at the level
           | where tactical geniuses beat me in many positions, but I just
           | wreck a lot of n00bs in the opening, and hold out until the
           | ending.
           | 
           | The good news about opening theory or middle-game theory is
           | that if the opponent is playing tenuki (ie: they ignore your
           | most recent move and play somewhere else on the board),
           | you're probably focused on the incorrect area.
           | 
           | On the other hand, if you're up vs a weaker player, YOU need
           | to be the one playing tenuki. Its surprising how awful
           | players are at double-digit kyu is at this. You will only see
           | tenuki opportunities if you have superior opening/middle game
           | skills than your opponent.
        
         | tasuki wrote:
         | > Unfortunately, the early moves in the game ("Joseki") are the
         | most important. They are also the most difficult to learn.
         | 
         | Nah, they aren't the most important (you can do without), not
         | are the usual ones particularly difficult to learn.
         | 
         | Source: I'm a European 4 Dan.
         | 
         | (To expand on this: if you're a beginner, joseki don't matter.
         | When you become a strong player (several of my friends are
         | professional players), joseki is something you can usually come
         | up with, or you come up with a similarly good non-joseki move,
         | which is also ok. Practically, the game is usually decided in
         | middle game fighting.)
        
           | dragontamer wrote:
           | Could you look at a few examples from the example tutorials
           | under discussion?
           | 
           | https://online-go.com/learn-to-play-go/bl1-stretch/6
           | 
           | https://online-go.com/learn-to-play-go/bl1-stretch/9
           | 
           | I'm saying that this "correct move" is a middle-game error.
           | Maybe its my 9kyu brain being bad here, but there's nothing
           | about this tutorial (and many others like it in this tutorial
           | series) that strikes me as a strategic error.
           | 
           | And I certainly think that nobi is a bad concept to teach if
           | the tutorial hasn't covered diagonal moves, horse moves,
           | 1-point jump and the like. Its not that "nobi" or "stretch"
           | is a bad thing to teach, but its just one option in a sea of
           | valid middle-game options.
           | 
           | ------------
           | 
           | If the tutorial is going into things like this, it really
           | should be going into at least the basic 3-4 Joseki and why
           | various moves are considered good.
        
             | tasuki wrote:
             | Agreed, no point in learning these nobi in the tutorial.
             | 
             | The first one is indeed probably just a little bit worse
             | than a jump.
             | 
             | The second one, I'd extend too: it strengthens white and
             | black has to come back to live. You could think about the
             | hane instead, but at worst black can play the cuts and come
             | back to live at 2-2.
        
         | hyperpape wrote:
         | > To put it in perhaps more concrete terms: playing a "tactic"
         | position may net you +10 points across a sequence of 5 moves or
         | so. (IE: One well placed tactical move, and ~4 followup moves
         | may capture 5 enemy stones + 5 territory simultaneously from
         | your opponent). However, every single early-game move is worth
         | nearly +20 points of territory if played correctly. I'm
         | serious.
         | 
         | I'm baffled by this comment. Both professional commentary and
         | AI evaluation confirm that most joseki mistakes are very small,
         | often on the order of 1-2 points, because the temperature is
         | low. There are specific joseki that turn into fights (e.g.
         | Taisha), and it is possible to lose 10-20 points in those, but
         | first of all, it's typically possible to play conservatively
         | and avoid those joseki, second, most errors in them are
         | smaller, and third, mid-game fights end up being even bigger
         | (an error in a capturing race can be an almost unlimited number
         | of points, having 40 points at stake is common).
         | 
         | I'm curious what level you are? As a 4kyu (European), I can
         | confidently say joseki is less important than reading up to my
         | level. I believe stronger players say the same well into the
         | amateur dan level.
        
           | dragontamer wrote:
           | I'm about 9 Kyu, at least back when I was practicing and
           | reading every day.
           | 
           | I'd say that at 9 Kyu level, my main gains were playing and
           | abusing Tenuki. Refusing to respond to the opponent's (weak)
           | early game moves and instead playing significantly stronger
           | elsewhere on the board.
           | 
           | If the opponent were stronger than me, I'd pay attention when
           | they ignored my moves. Its actually very difficult IMO to
           | play sente every time as a double-digit kyu (or even high-
           | single digit kyu). Recognizing that the last move wasn't
           | forcing and that playing elsewhere is a surprising way to get
           | ahead.
           | 
           | Vs stronger opponents who can tell when the board is sente,
           | gote, appropriate to Tenuki, and is able to count up Ko
           | threats... well yeah. I lose. But there's significant skill
           | in this part of the game and NOTHING in this set of tutorials
           | that teaches it.
        
         | zahlman wrote:
         | > Unfortunately, the early moves in the game ("Joseki") are the
         | most important. They are also the most difficult to learn....
         | for rapid improvement, the only real way forward is to play
         | lots and lots of games to learn how the early game flows.
         | Direction of play, which side of the board is most important
         | and other such details.
         | 
         | > To put it in perhaps more concrete terms: playing a "tactic"
         | position may net you +10 points across a sequence of 5 moves or
         | so. (IE: One well placed tactical move, and ~4 followup moves
         | may capture 5 enemy stones + 5 territory simultaneously from
         | your opponent). However, every single early-game move is worth
         | nearly +20 points of territory if played correctly. I'm
         | serious.
         | 
         | Sorry, but this is complete nonsense. "Play lots and lots of
         | games" is the only part I can get behind. I have seen tons of
         | people get well past the beginner stages entirely self-taught
         | and with a focus on fighting because that's the easiest thing
         | to self-teach. A few basic joseki sequences go quite far
         | (especially now that AI analysis has done such promotional work
         | for early 3-3 invasions) and people who try to figure out the
         | rest by intuition generally make smaller mistakes than those
         | who can't read out squeeze sequences or don't understand semeai
         | theory. Of course joseki are important to know, but emphasis on
         | them often leads to a false confidence in having mastered the
         | opening for students who aren't thinking about direction of
         | play or other fuseki issues.
         | 
         | If a tactical sequence appears to net you 10 points against an
         | opponent who is playing correctly, _you basically already had_
         | those points. (Well, half of the points for most capturing
         | sequences, since they 'll usually end in gote; but then you
         | have to consider the opportunity cost of tenuki.) This is as
         | true for capturing sequences as it is for invasions and
         | reductions. Which is why students are counseled to be very
         | conservative in counting frameworks; they are not territory.
         | 
         | If a tactical sequence actually does net 10 points because of
         | your opponent's misplay, that doesn't mean that your moves were
         | only worth 10 points, or even that each move was only worth 10
         | points. It means that your moves were worth 10 points _more
         | than the opponent 's were_. Similarly, correct early-game moves
         | may be worth a lot of points (compared to passing, the
         | reference value), but _most incorrect moves are worth almost as
         | much_. Even things that are marked as clear mistakes in a
         | joseki textbook, with clear refutations, might only cost one or
         | two points (although, yes, they _can be_ catastrophic; and of
         | course pros do have to worry about every point). So this is
         | very much an apples and oranges comparison to the  "value of
         | moves in the opening".
         | 
         | But also, that value is about 13, definitely not "nearly 20".
         | We know this because even now that we have ferociously strong
         | AI players (who inherently make moves with a higher average
         | value), they still accept a komi of 6.5. And if you ask them to
         | evaluate the first few moves and let some of them be passes and
         | see the change in the score, you'll rarely see 20-point swings
         | in any opening, but you can trivially create such positions
         | (and much larger swings) in middle-game fighting.
         | 
         | > That's why when you watch top-level Go play, there's a lot of
         | "teleporting" across the 19x19 board, searching for the most
         | important positions. And there is also very, very loose play
         | and possible sacrifices / aji. (Maybe its not a true sacrifice,
         | but you'd be willing to sacrifice if the opponent over-
         | extends).
         | 
         | Sure, but 10 kyus can do a reasonable facsimile of this as
         | well. They just have bad timing, or make bad choices about
         | sacrifices, or have wrong ideas about how to use the aji.
        
       | joeyrideout wrote:
       | I became interested in learning Go recently after watching the
       | magnificent AlphaGo movie [1] which is free on YouTube. I highly
       | recommend giving it a watch if you haven't already.
       | 
       | [1] https://www.youtube.com/watch?v=WXuK6gekU1Y
        
         | jibal wrote:
         | Wow, that was incredible. I cried when Lee Sedol won game 4.
         | And his and Fan Hui's philosophical takes were remarkable.
        
         | ProllyInfamous wrote:
         | Watching the human programmers become _dumbfounded_ as AlphaGo
         | invented novel Go-playing strategies... is what I remember most
         | from having watched this a few years ago (right before GPT3.5
         | /ChatGPT debuted). The algorithm makes [victorious] wildcard
         | moves which no human player would even contemplate [stupid
         | moves become masterplays].
         | 
         | When 9D-master Sudol attributes human qualities to _the beauty
         | of his AI opponent 's creativity_ upon formulating certain
         | moves... is definitely eye-opening. Hubris replaced.
        
           | dragontamer wrote:
           | Nah.
           | 
           | I think with the rise of KataGo, its becoming clear that
           | AlphaGo's "dumbfounded" strategies were instead incredibly
           | strong tactical play with hilarious levels of blindness with
           | regards to ladders.
           | 
           | It feels like modern AIs (like KataGo, which are hundreds of
           | times better than AlphaGo) are getting closer to what humans
           | consider appropriate strategic play.
           | 
           | Go players must be humble because if the opponent is stronger
           | then the opponent wins. But Go AI Programmers don't
           | necessarily have to be. Go AI programmers look for the
           | weaknesses, lean upon them and yes, prove that
           | AlphaGo/AlphaZero never learned ladders. Ever. Or other such
           | concepts of strongly forcing moves (ex: loose ladders).
           | 
           | That's one of KataGo's biggest innovations. Explicitly
           | programming a ladder solver so that simple ladders can indeed
           | be factored in by the neural net.
           | 
           | ----------
           | 
           | I do wonder how Lee Sodul will react if we told him that the
           | superhuman AI he played could not see ladders... and had
           | other such key weaknesses.
        
             | jhbadger wrote:
             | >I do wonder how Lee Sodul will react if we told him that
             | the superhuman AI he played could not see ladders... and
             | had other such key weaknesses.
             | 
             | I wonder what Kasparov thinks of the fact that he was
             | beaten by such a primitive chess program as Deep Blue's!
        
               | dragontamer wrote:
               | Ladders are a thing so easy that its literally in this
               | beginner series of tutorials. Its a thing that 30kyu
               | beginners learn and master.
               | 
               | Its very strange to me that AlphaGo / AlphaZero was
               | unable to ever learn ladders. It shows that the way
               | humans learn and AIs learn is quite different (or at
               | least, MCTS + Neural Net machines learn differently).
               | 
               | Yes, Go is a strategic game of patterns and perhaps we
               | humans overemphasized the ladder. Nonetheless, its a
               | concept that humans can see and calculate with reasonable
               | speeds that the (earlier) AI was unable to do (and now
               | we've built stronger AIs that can prove this weakness).
               | 
               | ---------
               | 
               | This 100% makes the 2016-era discussions about the
               | "strategic brilliance" of AlphaGo come up into question.
               | Now that KataGo is superior (ie: MCTS+NeuralNets +
               | dedicated Ladder Solver), we need to double-check all
               | those "strategically brilliant" moves with the newer AI
               | and see if a ladder messed with them.
               | 
               | Etc. etc.
               | 
               | The things AlphaGo sees aren't necessarily useful to us
               | humans, nor are they useful to modern AI-levels of Go.
               | They're just... that. Trapped in 2016. There should not
               | be any great mystery assigned to the 2016 era game, aside
               | from it being a pivotal moment for AIs.
               | 
               | The game itself is now suspect, now that we know all of
               | AlphaGo's flaws. As Go players, we have better things to
               | study.
        
               | ProllyInfamous wrote:
               | >we need to double-check all those "strategically
               | brilliant" moves with the newer AI
               | 
               | Thanks for this detailed response/thought. As a
               | layperson, cannot wait for the documentary on KataGo
               | (AlphaGo II).
        
       | pixelpoet wrote:
       | Love to see the objectively better Go on HN now and then too ;)
        
       | bubblyworld wrote:
       | I love Go and have played it a lot in person, but I always
       | struggle to get games online, even on OGS. Feels like the online
       | community is very small compared to chess (which is now my
       | boardgame of choice, basically for this reason). Has this
       | changed? Are there better sites now where a beginner can find
       | matches without waiting half an hour or more?
        
         | Axnyff wrote:
         | There are more people on kgs and on fox go server
        
           | bubblyworld wrote:
           | Thanks, I'll check those out.
        
           | qnpnp wrote:
           | I wouldn't say so for KGS, especially for beginners. OGS is
           | the go-to for western servers nowadays.
           | 
           | Fox, without a doubt. I recommend Weiqihubb for a quick-
           | access app to asian servers on all platforms, with puzzles
           | (https://walruswq.com/WeiqiHub).
        
         | lucketone wrote:
         | Do your settings allow for handicapped games? This increases
         | pool of potential opponents.
        
           | bubblyworld wrote:
           | My personal preference is to play non-handicapped games, but
           | that's a good point, thanks.
        
         | swannodette wrote:
         | It's easier to get games on Pandanet https://pandanet-
         | igs.com/communities/pandanet and Fox Weiqi
         | https://www.foxwq.com. You can run Fox on OS X w/ Parallels or
         | Crossover. It supposedly possible with Wine but I could never
         | get it to work.
        
       | simianwords wrote:
       | Will I like go if I don't like chess? Chess seems too one
       | dimensional for me if that makes sense.
        
         | kqr wrote:
         | Only one way to find out.
         | 
         | If you dislike chess because you don't like abstract total
         | information strategy board games you will not like go. If you
         | dislike chess because
         | 
         | - it has too many rules,
         | 
         | - the board is too smalll,
         | 
         | - the pieces move around too much, or
         | 
         | - it doesn't involve adversarial, collaborative construction,
         | 
         | or any of the other things that make go different from chess,
         | you have a chance of liking go.
        
           | simianwords wrote:
           | > If you dislike chess because you don't like abstract total
           | information strategy board games you will not like go
           | 
           | I think that's why I don't like chess. It seems to me that a
           | winning strategy would be to think as far ahead as possible
           | by enumerating all the permutations. A few heuristics exist
           | however.
        
             | Ruarl wrote:
             | The neat thing about Go is that, whilst the winning
             | strategy is exactly to think ahead and enumerate all
             | possible positions, to do so is impossible. (Even the
             | superhuman AI fudge it. They can just read farther ahead
             | than humans.)
             | 
             | So to do well you have to learn how to support your reading
             | ahead with heuristics and a feel for the game.
             | 
             | A famous amateur player and advocate for the game once went
             | through all the game records of Go Seigen in order to
             | digitize them. This means having to pore over hand-written
             | diagrams looking for the next number in the sequence of
             | moves. Obviously this is easier if you can guess where to
             | look. But, if you guess them all correctly, then you are
             | playing just as well as the old master! After spending a
             | good few months on the task, he was a significantly better
             | player!
        
               | simianwords wrote:
               | Nice. As systems become more and more complicated (like
               | real world itself) it is no longer feasible to enumerate
               | all permutations but rather get a feel for the patterns -
               | an intuition. A skilled intuiter (?) would know the
               | subtle ways in which patterns emerge.
        
             | somenameforme wrote:
             | FWIW this isn't a path to success in chess, at least not
             | for a human. There's something like 31 average moves per
             | position in chess. So calculating just 5 moves deep would
             | be 31^10 or about 820 billion positions. In fact even just
             | 2 moves deep would be 31^4 = about a million positions. I'm
             | a relatively strong player and ballparking my speed by
             | playing through the famous Morphy opera house game in my
             | mind - I'm hitting around 2-3 positions per second, in a
             | game I know intimately.
             | 
             | Progress in chess (and I assume Go) is about training your
             | subconscious so that your mind naturally pushes you in the
             | right direction with minimal effort. Think about something
             | like writing. When you're writing something you aren't
             | really thinking through each word in your vocabulary,
             | comparing them, and picking one - it all just kind of flows
             | without you even trying. The same thing happens with chess
             | mastery.
             | 
             | This is why some people say you're not "really" playing
             | chess before a rather high rating. Less experienced players
             | will struggle to simply not leave material hanging. Then as
             | they improve that will no longer be an issue but then
             | they'll still struggle to avoid simple tactical ideas. But
             | once you move comfortably beyond that phase, the game
             | becomes much more about the things people want it to be
             | about - strategy, plans, big picture stuff that's lots of
             | fun. It's one of the way the game draws you in - it gets
             | more and more addictive, and rewarding, the better you
             | become at it!
        
             | zahlman wrote:
             | > If you dislike chess because you don't like abstract
             | total information strategy board games you will not like go
             | 
             | If you think this is equivalent to the description in GP
             | then you are quite simply incorrect.
             | 
             | If you think it's just the actual reason you personally
             | don't like chess, then I'm not sure why you asked in the
             | first place; of course go is an "abstract total information
             | strategy board game".
             | 
             | Yes, in principle such a game has such an algorithm for
             | perfect play. In practice, computers cannot and do not do
             | that for chess (although they make a reasonable
             | approximation) and approach go quite differently (in much
             | the same way that earlier attempts at computer chess did,
             | before Deep Blue's much more brute-force approach proved
             | effective given enough computing power). Getting AI for go
             | to its current superhuman level involved _multiple_
             | complete revolutions in how the systems were programmed.
             | 
             | Even Connect Four wasn't strongly solved until 1995, and
             | checkers is only weakly solved and that not until 2007
             | (https://en.wikipedia.org/wiki/Solved_game).
        
         | okkdev wrote:
         | I don't like chess, but like go. Go feels way more free form.
         | In chess it feels like every move has been played already and
         | has a name. I feel like I need to study up on all of it. In go
         | there's so many possibilities, I just play something
         | interesting and see where it takes me. Honestly just give it a
         | go. :)
        
         | Al-Khwarizmi wrote:
         | I like go and don't like chess, for the simple reason that
         | getting good at chess requires a lot of memorization, while
         | getting good at go doesn't. Having lots of openings and
         | positions memorized to know the best moves automatically is not
         | something that I personally find fun.
         | 
         | In go there are some sequences of "standard" moves (joseki) but
         | it's highly controversial whether memorizing them even helps at
         | all, see another thread in this same comments section.
        
           | mrob wrote:
           | Chess has memorization; go has counting. Go endgames
           | especially require a lot of counting. I don't think either
           | skill is particularly fun.
        
           | somenameforme wrote:
           | Opening knowledge in chess is almost entirely unnecessary
           | below a rather high level, perhaps 2200+.
           | 
           | The reason less experienced players get obsessed with
           | openings is because they make regular tactical mistakes in
           | the opening, and then blame lack of opening knowledge, as
           | opposed to their lack of tactical ability. In other words
           | they try to memorize their way out of tactical mistakes,
           | which is impossible. At that point, after it inevitably fails
           | to work, they claim they've plateaued, lack the IQ, maybe the
           | memory, maybe are too old, or whatever other excuse.
           | 
           | This is made even worse by the fact that opening knowledge is
           | ostensibly easy to improve whereas tactical vision seems very
           | difficult to improve. In reality it's the exact opposite.
           | Exact opening lines will fade from your mind rapidly (though
           | general ideas will stay with you forever - but that's another
           | topic), whereas grinding tactics might not 'feel' like you've
           | learned anything, but overtime will permanently train your
           | intuition to where it needs to be to start seeing major
           | gains.
           | 
           | On top of all of this - one could simply play 'freestyle'
           | chess (the starting pieces locations are randomized) and
           | suddenly there is 0 opening theory. But you'll find that your
           | freestyle rating is going to be strongly proportional to your
           | 'normal' chess rating!
        
             | mtlmtlmtlmtl wrote:
             | I think it's imprecise to say that opening knowledge is
             | unnecessary. What is unnecessary is opening _theory_ , or
             | more specifically, rote memorisation of opening lines.
             | 
             | This is different from opening _understanding_.
             | Understanding the importance of tempo, development,
             | controlling the centre, the different pawn structures,
             | middle games and endgames that result from different
             | openings, the plans and motifs typical in various opening
             | complexes. Any late beginner to intermediate player needs
             | to pick and study an opening. The problem is that instead
             | of studying the opening, players try to memorise lines
             | without improving their understanding of the resulting
             | middlegames, and the plans they should be playing for.
             | Then, when their opponent diverges from the main
             | lines(which in my experience happens in 99% of games
             | between players below 2000, because it 's very rare that
             | both players have memorised the same long line), they don't
             | know what to do.
             | 
             | I'm a 1900 FIDE player, I have an opening repertoire of
             | sorts. For instance I play the modern benoni with black. An
             | extremely theoretical opening, and yet I have only a small
             | handful of longer lines actually memorised, because they're
             | simply too complex for me to figure out over the board(e.g
             | the b5 lines against Bd3 h3 Nf3 setups). But what I have
             | studied extensively is the strategic landscape of the
             | benoni, games by strong players in the opening, etc. And I
             | have years of experience playing the opening. I know what
             | kind of exchanges typically favour me, or my opponent, what
             | pawn breaks each player should be trying for. And all of
             | that _knowledge_ is crucial for me to get anything out of
             | the opening. I have beaten players tactically much stronger
             | than me in this opening simply because my understanding of
             | this specific opening was better than theirs.
             | 
             | Tactical ability is obviously important, but it's
             | definitely not everything.
        
       | qnpnp wrote:
       | I think is the best Go tutorial to learn the rules:
       | https://www.learn-go.net
        
       | marcosscriven wrote:
       | Just idly clicking through until I got to "Ko". I had no idea Go
       | was stateful!
        
         | thaumasiotes wrote:
         | It's not supposed to be stateful. The ko rule is only there to
         | block infinite loops.
        
           | marcosscriven wrote:
           | What I mean is you can't just look at a board and know the ko
           | "state" - but yes I'm sure in practice it's not that
           | important.
           | 
           | Just my engineering brain picking up on it.
        
             | Liquid_Fire wrote:
             | Chess also has this "problem" thanks to rules like castling
             | and en passant capture.
        
               | thaumasiotes wrote:
               | >> What I mean is you can't just look at a board and know
               | the ko "state" - but yes I'm sure in practice it's not
               | that important.
               | 
               | > Chess also has this "problem" thanks to rules like
               | castling and en passant capture.
               | 
               | Chess is intended to be stateful. If you forget whether a
               | castle has occurred (and then the king walked back to its
               | starting position, and a rook repositioned into the
               | corner) or not, chess players will note that you've
               | messed up the game. The castling rule is there to stop
               | you from castling more than once.
               | 
               | Go is not intended to be stateful, and if you forget that
               | a particular board layout may have come up in the past,
               | go players will not note that you've messed up the game.
               | It doesn't matter. The ko rule isn't there to stop you
               | from repeating a board twice. It's there to stop you from
               | having to repeat a board layout an infinite number of
               | times, because things like the need for food and sleep
               | would interfere with the game.
               | 
               | Wrt the implementation concern, this distinction means,
               | for example, that you must always track the castling
               | state regardless of whether a player asks for it, whereas
               | you're fine not bothering to track the history of a go
               | board _unless_ a player asks for it. You can just say
               | "if you want to invoke ko, press this button, and we'll
               | remember that board layout, and if it's already been
               | flagged, the game will draw". That isn't done, but it
               | could be done.
        
       | szopa wrote:
       | I first learned to play Go back in university, but never got very
       | good (it was competing with learning how to program). Many years
       | later, shortly after the war in Ukraine started, I was looking
       | for an activity to share with my 8-year-old son. Life was chaotic
       | then: everyone was anxious, we were hosting a refugee lady, and I
       | could see the stress taking a toll on him. I wanted something
       | where it would be clear we shouldn't be disturbed - and Go fit
       | perfectly. We started playing, and it was fun. One of the great
       | things about Go is its elegant handicap system, which makes it
       | possible for players at very different levels to still enjoy a
       | fair, challenging game.
       | 
       | Since then, we've been going to the local Go club in Warsaw, and
       | it's become our main hobby. We play each other almost daily,
       | travel to tournaments (sometimes abroad), and even spend our
       | vacations at Go summer camp.
       | 
       | The camp is actually a magical event. It takes place at a
       | campsite in the middle of the Kaszuby Lake District. The
       | conditions are spartan - you either live in a tent or a five-
       | person cabin, and hot water is scarce. But the crowd that gathers
       | there is incredible. Over breakfast you might get an impromptu
       | intro to lambda calculus, in the evening you might end up in a
       | deep philosophical conversation, or hear travel stories from far-
       | off places, or suddenly learn way more about knitting than you
       | thought possible. When we first went, it felt like discovering
       | our long-lost family.
       | 
       | The Go community is much smaller than chess, but also far more
       | tight-knit and welcoming. I've heard chess can be more cutthroat,
       | while in Go there's this unspoken understanding that if you drive
       | people away, you'll have no one left to play with.
       | 
       | When I travel, I like to drop in on local Go clubs. It's always
       | been a great experience - I especially enjoyed visiting the San
       | Francisco Go Club in Japantown.
       | 
       | I play almost exclusively over the board. I prefer long,
       | thoughtful games, and I can't really focus the same way on a
       | screen.
       | 
       | Oh, and the anime about Go, Hikaru no Go, is really good (you
       | should watch it even if you don't care about the game).
        
         | vintermann wrote:
         | That anime is one of my favorites. The main characters are
         | pretty anime-ish, all anime protagonists from that time look
         | more or less the same, but the older adults (apparently Go is a
         | bit of an old person's game in Japan) are drawn in a more
         | naturalistic style with a lot of character.
         | 
         | > in Go there's this unspoken understanding that if you drive
         | people away, you'll have no one left to play with.
         | 
         | Definitively not in online Go. I ran into some people who
         | clearly thought racist trash-talk was a way to reduce the
         | competition.
        
           | jhbadger wrote:
           | >apparently Go is a bit of an old person's game in Japan
           | 
           | Yes. Part of the reason Yumi Hotta's manga (which the anime
           | was based on) was written was to get younger people into the
           | game, and it is credited in part for reviving the popularity
           | of the game in Japan. Traditional board games like Go and
           | Shogi have faced a lot of competition from video games over
           | the past few decades.
        
           | Helithumper wrote:
           | Can confirm. Visited a Go Salon once. It makes a retirement
           | home look young. Wouldn't be surprised if average age was
           | 80+.
        
         | gbuk2013 wrote:
         | > Oh, and the anime about Go, Hikaru no Go, is really good (you
         | should watch it even if you don't care about the game).
         | 
         | I really enjoyed the Chinese drama adaptation of this - more so
         | than the original anime somehow.
         | 
         | https://mydramalist.com/45437-qi-hun
        
         | okkdev wrote:
         | Hikaru no Go manga is super good too. Aged very well as well.
         | Manga/Anime from that time usually has some problematic
         | stereotypes/scenes.
        
           | aapoalas wrote:
           | Heh, HnG definitely does think all Koreans have slits for
           | eyes.
        
             | szopa wrote:
             | Apparently in manga and anime regular characters are often
             | drawn as if they were European-ish (so, some of them are
             | going to have blue eyes or blond hair, not common in
             | Japan). This convention is in part historical (matching
             | American comic books that inspired manga), and in part to
             | make the characters more characteristic and easier to
             | distinguish from each other. But in HnG this applies only
             | to Japanese characters - people from abroad are drawn in a
             | more naturalistic and stereotypical way. Koreans and
             | Chinese will look actually like Asians, and Americans and
             | Europeans will be an even more exaggerated version of
             | themselves. I guess it's a very different sensitivity than
             | what's common in the US right now.
        
             | Izkata wrote:
             | IIRC that was mostly the adults, or older teenagers, who
             | don't get a lot of screen time so their designs are
             | simplified?
             | 
             | It kind of follows a general trope in manga/anime where
             | characters' eyes are smaller or thinner to indicate
             | age/seriousness/maturity/intellectualism. The Korean kids
             | tended to have the same kinds of eyes as the Japanese kids,
             | like Hikaru's main Korean rival (forget his name) having
             | almost exactly the same trapezoidal design as Akira.
             | Hikaru's eyes also change into this later in the series,
             | changing from his original carefree wide-eyed design.
        
           | Izkata wrote:
           | Also, the manga goes a bit longer past the end of the anime.
        
         | tasuki wrote:
         | > [...] spend our vacations at Go summer camp. The camp is
         | actually a magical event.
         | 
         | I look forward to it the whole year. I've been going there for
         | the past 20 years and been the main organizer the last 10
         | years. The magic happens by itself though.
        
           | szopa wrote:
           | Thank you for herding all the cats! :)
           | 
           | Some other interesting aspects of the camp:
           | 
           | The event's currency are Losie, which you get by taking part
           | in classes and winning tournament games. By the end of each
           | week there's an auction where you bid for prizes. You can use
           | your Losie from previous years, but Tasuki implements an
           | inflationary monetary policy to keep old-timers from becoming
           | too rich (every year Losie rewards get doubled).
           | 
           | Some people have been coming from abroad for many years, and
           | at some point just figured out it makes sense to learn Polish
           | (not the easiest of languages).
        
         | iberator wrote:
         | There is no such thing as Kaszuby Lake District wtf
        
           | jkkola wrote:
           | https://en.wikipedia.org/wiki/Kashubian_Lake_District
        
       | aosmith wrote:
       | Go is a great game, my wife and I always have a drive-by game
       | going, we use 1 lid and swap it after we place a stone.
        
         | frumiousirc wrote:
         | > we use 1 lid and swap it after we place a stone.
         | 
         | What does "lid" mean here?
        
           | happimess wrote:
           | I suspect that each player has a bowl of stones, and they
           | have 1 lid that covers those bowls. After taking a turn, the
           | player puts the lid over their own bowl so that the other
           | player can easily see that its their turn.
           | 
           | "Drive by" game, to me, sounds like they've got the board set
           | up somewhere in the house, and make moves over the course of
           | a day (days?), rather than sitting across from each other and
           | having dedicated time for the game.
        
           | kqr wrote:
           | I suspect they have two containers for pieces, and they put
           | the one container lid on the container with their colour when
           | they have played, revealing the other's pieces and indicating
           | it is their turn to play.
           | 
           | It took me a bit to decode also.
        
       | ggm wrote:
       | Across years of play, the only game of go I won, was a win by
       | default at inter university go in the UK when my opponent didn't
       | show up.
       | 
       | I even lost the game I played with my son, teaching him the
       | moves.
       | 
       | It's a great game.
        
         | s1110 wrote:
         | To learn the basics of Go you have to lose your first 100 games
        
           | ggm wrote:
           | I shouldn't have stopped at 98.
           | 
           | truly, the thing I love about Go is two things. Firstly, the
           | handicap system means you can play a good game between
           | neophytes and high-dan players, it's mutual. Secondly, its
           | built on such simple foundations. No horsey-horsey-moves.
           | 
           | Thirdly, even innumerate people who can't count to 3 can play
           | it. You're playing a game substantively unchanged from
           | _before chess_
        
       | fho wrote:
       | I've been playing Go with my spouses brother for a while. He had
       | a lot of free time to studyGo back then, I didn't. I couldn't get
       | a single win out of him, still I enjoyed every single game.
       | 
       | We rarely play anymore, I should invite him over sometime :-)
        
         | alan-crowe wrote:
         | I'm on the other side of this, meeting a friend two or three
         | times a month to play Go and giving him a three stone handicap
         | on a 13 by 13 board.
         | 
         | Sometimes I play a move with a huge, but hidden threat behind
         | it. If he plays elsewhere instead of answering locally, I get
         | to play a clever sequence and capture some stones. I could just
         | wait for the blunder and win. Instead I give a quick lesson in
         | tactics: here is my plan, if you want to play elsewhere, your
         | move needs to have an even bigger threat behind it.
         | 
         | He is learning, and now I face my clever moves being player
         | against me. This makes it harder for me to win (it is about
         | 50:50 with the handicap), but also more fun for me to play.
         | 
         | You could ask your spouses brother for a "teaching game" or a
         | larger handicap, or a bit of both.
        
       | heeton wrote:
       | Nice to see other go players here! Here are some go resources I
       | like that I haven't seen mentioned yet.
       | 
       | 1. https://gomagic.org/ , it has free and paid content, and I
       | learned a lot here.
       | 
       | 2. The European go journal. A nice print publication, I've not
       | lived in or near the Asian countries with a stronger go history
       | so I've enjoyed getting printed problems and go news.
       | 
       | 3. The "so you want to play go" book series by Jonathon Hop. I
       | like his writing style.
        
       | ChaoPrayaWave wrote:
       | My daughter has recently become obsessed with Go and now beats me
       | half the time. I think that's good because Go helps her slow down
       | and think before she acts.
        
         | tux3 wrote:
         | I lesson I have yet to learn (along with everyone on the Fox go
         | server, presumably)
        
       | tomaskafka wrote:
       | I apologize to hijack this a bit, but do you know of similarly
       | accessible resources about chess? So far the stuff I found online
       | is either nerdy or explaining the basic moves to the children.
        
         | rplnt wrote:
         | Not really an answer, as I only tried it once, but there's a
         | Chess course on Duolingo now. You can skip the very basic
         | lessons and then it seemed to focus on positioning in openings.
        
         | preek wrote:
         | This is very similar for Chess: https://lichess.org/learn
         | 
         | Source: I am playing both Go on OGS and chess on Lichess.
        
         | somenameforme wrote:
         | If you mean for the stuff after you know the basic rules of the
         | game, I'd _highly_ recommend Daniel Naroditsky 's 'speed runs.'
         | [1] Basically he starts at an extremely low rating and works
         | his way up in an intentionally instructive/systematic way,
         | often playing the same openings and what not.
         | 
         | It's extremely instructive for players at all levels.
         | 
         | [1] - https://www.youtube.com/@DanielNaroditskyGM/playlists
        
       | drillbit wrote:
       | I learnt to play Go about 15 years ago, in university--never to a
       | particularly high level, but it was a satisfying experience
       | nonetheless. Much like learning to play a musical instrument, it
       | teaches perseverance, discipline, and self-restraint while also
       | letting you have fun. Back then there were many fewer online
       | resources in English for learning Go. These days there's also
       | professional-level commentary in English (Michael Redmond's
       | youtube channel is particularly good).
       | 
       | There was an older guy running the local club at the university,
       | a strong player who had a passion for teaching the game. This is
       | in a small town in quite a remote area. I later heard he had
       | learnt Go in the 1970s, first by reading books, then by meeting
       | Japanese fishing crews who had come to the harbour to play. We're
       | still friends today.
       | 
       | Go has many proverbs which act as rules of thumb for playing well
       | (e.g. 'hane at the head of two stones'). IMO an underrated one is
       | 'make friends playing Go'. As great as resources like the link
       | are, I still prefer to play in person, over a board, for this
       | reason.
        
         | aapoalas wrote:
         | I'm a big fan of local proverbs / vernacular in go, enough to
         | ask about them on Reddit quite a few years ago:
         | https://www.reddit.com/r/baduk/comments/7fgru4/local_go_vern...
         | 
         | Maybe you'll find them useful or fun :)
        
       | mark_l_watson wrote:
       | Go is a wonderful game. My older brother bought a Go set when I
       | was a little kid and we played together. Now, 65 years later I
       | need to give him a 9 stone handicap (I cheated by taking lessons
       | from a South Korean Go Master and studying several books), but
       | thanks to the wonderful handicap system, games can still be fun
       | even when players have very different skill levels.
       | 
       | I randomly tried a few exercises on the linked web site - nicely
       | done!
       | 
       | Off topic, but I wrote a commercial Go playing program in the
       | late 1970s. This was a great hobby.
        
         | zenlot wrote:
         | Out of interest which language you used for that?
        
       | SchwKatze wrote:
       | One thing that stood out when I tried to learn and play Go was
       | the tempo.
       | 
       | I'm a chess guy, and I like to play blitz with 5+0 and bullet
       | (format equivalent to tik tok) so games tend to be frenetic, but
       | it's quite rare to find a Go game on those formats, they tend to
       | have 40+ min in time. And honestly, this is a big W for Go.
        
         | swannodette wrote:
         | Blitz format is reasonably popular on KGS (once you get to a
         | certain level) usually 10+0. Blitz is harder to find on
         | Pandanet - but you can easily blitz on Fox.
        
           | zahlman wrote:
           | Zero increment blitz go is a terrible idea IMX; people will
           | just play nonsense moves after the game should be ended, and
           | calling a moderator takes time. Go lacks the absolute nature
           | of checkmate.
        
             | zovirl wrote:
             | http://online-go.com has an interesting anti-stalling
             | feature: If you pass several times it checks with KataGo.
             | If KataGo is 99% sure you will win, either player can click
             | a button to accept that result and end the game.
        
       | Razengan wrote:
       | Hikaru no Go was my gateway drug into Go
       | 
       | and a great anime in its own right
        
       | thrance wrote:
       | I heavily dislike the auto-generated translations. They sound
       | weird and make the website look cheap. I would rather you
       | provided no translations and maybe let those less comfortable
       | with English among us use their browser's auto-translate feature.
       | Also, I'm sure there are several volunteers out there who would
       | gladly translate this amazing resource for free.
        
         | zahlman wrote:
         | > Also, I'm sure there are several volunteers out there who
         | would gladly translate this amazing resource for free.
         | 
         | The site is doing this exactly because those volunteers haven't
         | shown up. Be the change you want to see in the world.
        
           | thrance wrote:
           | I'm not that into go. And I still think forcing AI slop on
           | people is untasteful, doubly so when it is that unnecessary.
        
       | superkuh wrote:
       | This is nice, it's okay, but things like this have really
       | decreased in quality and utility since Flash went away and the
       | partial replacement of javascript took over. The old online-go
       | "Learn Go" implemented in flash much, much better and more
       | intuitive and interactive than this.
        
       | beej71 wrote:
       | I was introduced to this game over 30 years ago. And since then
       | I've been studying and playing on and off. And today I can safely
       | say... I'm still horrible at it. :)
       | 
       | But, damn, this is a _beautiful_ game. It 's fun and there's no
       | upper limit to the challenge. The way the game ends (by agreement
       | that there are no further moves of benefit to either player) is
       | amazing, as are the handicap rules (which make it so players of
       | differing (to a point) strengths can still play all-out against
       | one another).
       | 
       | The boards and pieces are works of art in themselves, and the
       | game is steeped in tradition.
       | 
       | That said, the boards and stones can be expensive, so lots of
       | people DIY which is also fun. There's a web page out there that
       | talks about making boards with MDF and Sharpies. And you can buy
       | melamine stones relatively cheaply, though if you can find glass
       | or ceramic stones for a little more, they're much nicer.
       | 
       | When we were starving students in junior college and first
       | learned about the game, we went out on a country road and
       | gathered all the relatively small, round stones we could from the
       | shoulder. Then we went to my parents' garage and found cans of
       | black and white spray paint to paint the stones, and some
       | leftover wood paneling that we cut in a square and lined with a
       | magic marker.
       | 
       | The set was, arguably, offensively ugly. But I still have it in
       | my closet.
        
         | noman-land wrote:
         | Honestly my first thought was wanting to see the board and
         | stones.
        
       | insane_dreamer wrote:
       | This is a great resource. I've been wanting to learn Go (beyond
       | the basics) and teach it to my child.
        
       | ilikehurdles wrote:
       | I enjoyed learning at first but I found the course overall
       | really, really tedious. I stopped during the 12 back to back quiz
       | questions asking how many liberties there are on a board. Clearly
       | by the 6th iteration I knew how to count. It could likely be
       | condensed.
        
       | mirthturtle wrote:
       | I love Go! Been streaming it on Twitch for the last five years or
       | so (https://twitch.tv/mirthturtle), lately as a "Go airline" (MS
       | Flight Simulator & Go simultaneously). There is an engaged
       | community in the Twitch category, if you are looking for Go
       | friends, but still, nowhere near as large as Chess.
        
       | nxpnsv wrote:
       | My son and I just did the first collection of lessons. The
       | Swedish translation isn't perfect, but he understood and enjoyed
       | it immensely. Well done, I might have to buy a board now :)
        
       | kouru225 wrote:
       | This has some serious bugs.
       | 
       | I just tried to play 2.16 is the group alive. It told me I was
       | wrong for saying black was alive when it clearly had two eyes.
       | 
       | Then I tried 2.17 and it showed me a screen of a black formation
       | that has two eyes, but then says "White to play. Make two eyes."
       | This is clearly the wrong prompt for this board. Not only is the
       | color wrong, but the formation already has two eyes so I don't
       | know what you want me to do here.
        
         | amcoy37 wrote:
         | Hmm, both 2.16 and 2.17 worked for me. Which of the 6 puzzles
         | in each chapter didn't work for you?
        
           | kouru225 wrote:
           | In 2.16:
           | 
           | 3 says I'm wrong for saying its alive. It's clearly alive.
           | It's a big black formation with one eye in the corner and one
           | eye at the bottom
           | 
           | 4 Says I'm wrong for saying its alive. It's clearly alive.
           | It's a big black formation with two eyes diagonal from each
           | other, one on the edge.
           | 
           | In 2.17:
           | 
           | 2 shows me a black formation with two eyes already made and
           | says "white to play. Make two eyes."
           | 
           | 3 is doable but it also says "white to play" while showing a
           | black formation.
           | 
           | 4 shows me a black formation with two eyes already made and
           | says "white to play. Make two eyes."
           | 
           | 5 shows me a black formation with two eyes already made and
           | says "white to play. Make two eyes."
           | 
           | 6 shows me a black formation with two eyes already made and
           | says "white to play. Make two eyes."
           | 
           | FYI I'm using firefox
        
             | kevlened wrote:
             | The lessons are correct, but may be more obvious with
             | better definitions.
             | 
             | "Alive" pieces remain permanent throughout the game. In
             | both 2.16 examples, white can capture black by filling the
             | gaps.
             | 
             | "Eyes" only have one space each and are fully surrounded by
             | a single color. In both 2.16 examples. there are no eyes.
             | Look at 2.17 with this new definition to see where the gaps
             | are not yet eyes.
             | 
             | 2.17 (3) is asking you to place a white piece within the
             | black formation. This renders correctly for me in firefox.
        
             | Izkata wrote:
             | Just an additional clarification in case the other reply
             | doesn't help: Your phrasing of "shows me a black formation"
             | doesn't make sense unless it is rendering the page wrong
             | for you. All the problems you've listed show both white and
             | black stones on the board.
             | 
             | For example:
             | 
             | > In 2.16:
             | 
             | > 3 says I'm wrong for saying its alive. It's clearly
             | alive. It's a big black formation with one eye in the
             | corner and one eye at the bottom
             | 
             | Should look like:                 |       | w w w w w
             | | b b b b w       |   w   b w       ^^^^^^^^^^^^^
             | 
             | (I'm also using Firefox and it's rendering correctly for
             | me)
        
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