The history of Go stretches back some 3000 years, yet throughout this time the rules have remained essentially the same. The game is thought to have originated in China or the Himalayas. Mythology has it that the future of Tibet was once decided over a Go board. It is said that a Buddhist ruler refused to go into battle and instead challenged the aggressor to a game of Go to avoid bloodshed. In the Far East Go enjoys great popularity today, and interest in the game is growing steadily in the rest of the world.
Go is a territorial game. The board, marked with a grid constructed of 19 by 19 lines, may be thought of as a piece of land to be shared between the two players. One player has a supply of black pieces, referred to as stones, the other a supply of white ones. The game starts with an empty board. Players take turns placing stones on the vacant intersecting points. Black plays the first stone. Once played, stones are not moved; however, if they become surrounded by the opponents stones they will be captured and taken off the board as prisoners.
The players normally start by staking out their claims to parts of the board which they intend eventually to surround and thereby make into territory. However, fights between enemy groups of stones can arise in a game and can result in dramatic exchanges of territory. At the end of the game the players count one point for each intersection they control and one point for every stone they have captured. The one with the larger total is the winner. Capturing stones is certainly one way of gaining territory, but one of the subtleties of Go is that aggression does not always pay. The strategic and tactical possibilities of the game are endless, providing a challenge and enjoyment to players of all levels. The personalities of the players and their mood can emerge very clearly on the Go board. The game reflects the skills of the players in balancing attack and defence, making stones work efficiently, remaining flexible in response to changing situations, timing, analysing accurately and recognising the strengths and weaknesses of the opponent.
As an intellectual challenge Go is extraordinary. The rules are quite simple, yet attempts to program computers to play Go well have met with little success on the full 19 by 19 board, though they are becoming very exceedingly strong on small boards.
Go offers major attractions to anyone who enjoys games of skill:
Whereas for other games computers have been programmed to play at expert level, Go has proved notoriously difficult to crack. The sheer number of possible plays means complete calculation is impossible except in a few local situations (such as life and death positions). Also Go relies more on shape recognition and judgement of strength and weakness, which are hard to program. Throughout the end of the last century several programmers tried hard to get programs good enough to win the top prizes that were on offer, but all failed - the best being about mid-club-player level. Still the reward for the programmer that cracks the problem is large, just in commercial terms. The latest programs use a method of playing lots of random games on each move to determine the move that gives the most wins. These are getting very strong on small boards. It will be a few years still before they win against pros on big boards.Every year there are various Computer Go championships and these and their results are listed at the Computer-Go.info site.
A key element of Go is that in East Asia it is popular also as a spectator sport. Traditionally the games between top players attract great attention. Many newspapers support their own Go title match in return for the exclusive right to cover the event. A fine example of the status of Go is the book "The Master of Go" by Yasunari Kawabata, Go journalist and winner of the Nobel Prize for Literature. In China and South Korea many television networks are covering Go. Some Beijing press organisations focus on Go all the time. Japan's national TV Station organises a yearlong tournament which is shown every Sunday for two hours with a very high number of viewers. In addition, among the commercial TV stations that cover Go, there is a special Go channel.
The possibility of playing Go on the Internet has changed the world of Go. The Internet connects Go players around the world, which is especially essential in those parts of the world not densely populated by Go fans. A survey estimates that over 100,000 players outside Asia use the Internet to play Go. In Korea over 3 million people are experienced in Internet Go games. The Internet furthermore creates huge possibilities for promoting and teaching Go.The first website of the IGF was officially opened in August 2002 and is used for posting information and creating a network among members. In reporting on our events and activities, the IGF works together with several partners.