A custom-made go board is featured on both the July 2013 edition cover of The Japan Woodworker Catalog and the August 2013 Woodcraft catalog. A post on the Woodworking Adventures blog describes both the construction of the board and the game of go. “This is a great family project and game piece,” says the blog. “Great for all ages to keep your minds sharp, worthy of ‘Spock’ like mentality. Head to your woodshop, build one of these, learn to play, live long and prosper, but most of all, ‘GO’…have some fun!” Thanks to David Doshay for passing this along.
American Go E-Journal » Tools: books, software & hardware
Monday August 19, 2013
Thursday August 8, 2013
The Summer 2013 update of the GoGoD (Games of Go on Disk) Database and Encyclopaedia has been issued and now contains a total of over 77,000 games with extra games from Hashimoto Utaro, Kitani Minoru and Go Seigen, to add to their “complete collections”, reports T Mark Hall.
Wednesday July 24, 2013
The latest version of SmartGo Kifu includes the GoGoD game collection of more than 73,000 professional games. It also sports a “clean new look and icons,” reports SmartGo author Anders Kierulf. An immediate benefit of adding John Fairbairn and T Mark Hall’s GoGoD collection “is better player name translations,” says Kierulf, who promises that “there’s more to come.” Scott Jensen’s new modern look streamlines the user interface, “and there’s more to do for iOS 7,” Kierulf says, “but this takes a big step towards the future.” Kierulf plans to offer the GoGoD collection with the Windows version of SmartGo, but says that SmartGo for Windows will be temporarily unavailable until that work is complete. “The recent additions of joseki analysis and tree view have pushed SmartGo Kifu way beyond what I imagined five years ago,” Kierulf says. In other SmartGo news, Kierulf tells the E-Journal that SmartGo Books will be releasing “some very interesting books soon.” One is a book on a single 300-year old problem, “The most difficult problem ever: Igo Hatsuyôron 120″ as well as John Fairbairn’s book on 466 problems from 1347, “Gateway to All Marvels: The Xuanxuan Qijing of 1347.” Kierulf expects that both books should be released before the upcoming US Go Congress.
Monday July 15, 2013
Every week for the past year or so, BadukMovies co-founders Peter Brouwer and Kim Ouweleen have added an “episode” to their archive of nearly 80 short videos aimed mostly at aspiring mid-level players. The clear, bite-size chunks of information seem easy to digest, and many of the early ones are free (click on still at right for a sample). You can also subscribe to BadukMovies Pro series for €8/month for exclusive access to additional material. The content is created by Korean 9P Cho Hye-yeon and two experienced authors, Yoon Young-sun 8P and Kim Sung-rae 8P. Another remarkable feature is the pro game database. The “pattern search” function is pretty cool. Place stones on the board, select an area and you can search an archive of more than 47,000 pro games and find all the games where that pattern appeared and see how those games came out. The free lectures are great for mid-level players; it looks like BadukMovies Pro is more advanced.
- Roy Laird
Friday July 12, 2013
Jonathan Hop 3d, author of the “So You Want to Play Go?” series, has opened a new website featuring video lectures for go players of all levels. There are several free lessons for new users to try the service out, and then lessons on various topics can be rented for $1.99. “Currently the site has about 20 lectures,” says Hop, “but little by little I will put more up. My goal is to make go more of a game that Americans can relate to, and see as fun and personable. You’ll find lectures for total beginners, as well as those on more advanced topics like invasions and josekis.” Hop has given lectures on KGS, and has been teaching players, from total beginners to single digit kyus, for a number of years. Check out Hop’s site here.
Friday July 5, 2013
The last 21 issues of Go World have just been released on DVD, reports Kiseido Digital’s Bob Myers. “We got the message loud and clear,” Myers tells the E-Journal. “The community wanted the final issues in digital form, now. We were happy to respond.” The issues – Autumn 2006 through Winter 2013 – are collected in Go World Archive Vol. IV, available as a single DVD ($49.99), and “continue the great Go World tradition of detailed game commentaries, news, tutorials, and problems,” says Myers. “We’ve included Jochen Fassbender’s wonderful and detailed topical index, jumping you directly to issue and page. Vol. IV also contains an updated full-text search index for all 129 issues, allowing you to instantly find any text in over 8000 pages.”
Tuesday June 25, 2013
Hinoki Press – publisher of “English translations of top-quality, advanced go study materials” like Yoda Norimoro’s Vital Points and Skillful Finesse – has launched a new website. Go clubs recognized by the AGA can consolidate member orders and receive a 20% discount. The site also provides links to learn how to play go, suggestions on how to study go, and to the AGA website.
Tuesday June 18, 2013
“The First 20 Hours: How to Learn Anything… Fast!” by author Josh Kaufman includes an entire chapter on go, one of the things Kaufman – a bestselling author, learning expert and business advisor – learned using his “systematic approach to rapid skill acquisition.” Covering the history and basics of the game, “It is a good intro from an interested beginner’s perspective,” says EJ reader Howard Cornett. “It is great to see our game as a full chapter in a book about learning something new!” Kaufman notes that “Learning go will require time and concentration. I’m already playing other games, but I have a very limited amount of leisure time. If I want to progress in go as quickly as I’m able, I’ll need to focus.” His summary of “How I Learned to Play Go” may be useful for beginners, teachers and go club organizers, and there’s also some cool go footage in the trailer he made for the book.
Wednesday May 29, 2013
When Glenn Fiedler first came to go in 2004, he was immediately taken with the aesthetic side of the game, the black and white stones, their biconvex shape, the sound they make hitting a wooden board. “I especially loved the way go stones wobble and how stone placement becomes irregular as the game progresses, because the go stones are just slightly larger than the grid,” he told the EJ. Playing on a computer, though, was not the same experience. “When I play go on a computer it feels like I’m playing on a magnetic board. In real life, I don’t want to play on a magnetic board. I wanted to make a go board that I could play on the computer that felt like I was really playing go.” The desire led the Australian Fiedler to a career change. He became a network game programmer with a specialization in physics and started developing methods of synchronizing physics simulations across multiple computers. “I ended up inventing new techniques and talking at GDC (Game Developers Conference) about how to network physics simulations. And all the techniques I invented were originally thought up because I wanted to network a simulation of a go board and stones!”
Now, after finishing work on his latest project at Sony, “God of War: Ascension,” Fiedler has finally turned his attention to programming go. The idea is not to provide an AI opponent, but instead provide a beautiful and compelling simulation of an actual 3D goban and stones that other developers could include in existing go software like SmartGo or Many Faces of Go, Fiedler said. It is a painstaking step-by-step effort he is chronicling in a blog on his website, Gaffer on Games. The blog lays out the code and the physical reasoning behind it. Fiedler hopes to make some commercial use of the software eventually, though it will be hard to do. In the meantime, that’s not what’s on his mind. “I’ve had some time to work on my dream project after almost 10 years. It’s really satisfying.” -Andy Okun. Diagram of a stone from Fiedler’s blog: Gaffer on Games.
Thursday May 23, 2013
With the publication of Falling in Love with Baduk: Play a Game in One Week, The Korea Baduk Association has taken yet another important step to support Western go. Written in both Korean and English by Dahye Lee and Jihee Baek, two young Korean pros, this is a book aimed at beginners, and especially Westerners. “People with different skin colors and different languages can understand one another when seated across the Baduk board,” they write. “It thrills us to imagine a view of Easterners and Westerners playing the game together.” This is a valuable book for serious newcomers of any age. Basic principles are broken down into seven simple lessons, presumably one per day, with dozens of problems illustrating each day’s lesson. Ms. Lee will attend this year’s US Go Congress and will participate in the AGA’s first teacher training program. The book is ideal for classroom situations too, and can be used as a manual for non-players who find themselves running go programs at libraries or schools. The book is available as a free download from the AGF website here, it is 86 mb, so expect it to take a little time.
The text in Falling in Love with Baduk appears side by side in Korean and English, following a style developed by Korean publisher Oromedia. Perhaps Oromedia had an uncredited role in developing this book. Oromedia’s Speed Baduk series (9 volumes) has been all-English, but their other books feature side-by-side presentation of the same material in English and Korean. Examples include Korean Style of Baduk, the Think Like a Pro series ( 2 volumes), the 100 Tips for Amateur Players series (3 volumes ), Inspiration of Pro and Creative Life and Death (2 volumes), all available from Yutopian. Here, as in the other bilingual books, it’s fun to see what the authors have to say in both languages on the same page, especially for language learners. The English text uses Korean terminology for concepts lacking an English equivalent, rather than the terms of Japanese origin that Western players learned from the first generation of English go books. For instance, the position known as “atari” is called “dansoo.” The emergence of Korean-based synonyms may further bewilder newcomers who are already struggling to grasp the vast, abstract nature of the game itself. But in the end, it all adds to the ineffable richness of the game. The worldwide community of players has been unable to agree on a single set of rules. There is not even agreement on what the game should be called; we are unlikely to produce a universal lexicon any time soon. Confused readers can always consult Prof. Chi-hyung Nam’s Contemporary Go Terms, if they have one handy, but the question remains – if you want to tell your opponent that their stone is about to be captured, what should you say? -Roy Laird