Kiseido has announced a sale of 10-15% off selected English-language go books, including Cho Chikun’s Go: A Complete Introduction to the Game, Kano Yoshinori’s Graded Go Problems for Beginners series, Graded Go Problems for Dan Players and more. Order three or four books and get 10% off the listed price with free shipping; order five books or more and get 15% off the listed price with free shipping. Sale books include the Mastering the Basics Series and the Get Strong at Go Series. The sale runs through February 28, 2013
American Go E-Journal » Tools: books, software & hardware
Saturday January 19, 2013
Thursday January 17, 2013
“I want an Android app for the smart go books!” writes Lee Frankel-Goldwater.
“I’d like an Android version for SmartGo Books too,” responds SmartGo’s Anders Kierulf. “And I keep getting requests from people for Android versions of SmartGo Books and SmartGo Kifu. However, when looking at the costs of maintaining another platform, both in $$$ and in time that could be spent improving the iOS apps, it’s not so clear. Several articles (The shocking toll of hardware and software fragmentation on Android development; Why we’ve decided to stop producing TNW Magazine for Android) highlight some issues with adding Android support. I’m not ruling out possible Android support in the future, but my current plan is to improve iOS support and add a Macintosh version before I consider adding any other platforms. Meanwhile, if you’re desperate for SmartGo Books, an iPad mini may be the ticket.”
Tuesday January 15, 2013
The ongoing development of electronic publishing is often framed as a battle to the death between two formats, hard-copy versus electronic. But the reality may be more complex, as creators and users seek to maximize the advantages of both formats in a rapidly-changing technological landscape.
“The e-book version has the advantages of both printed books and a go file on the computer using a go program,” says Michael Redmond 9P, a top player and author of many hard-copy go books, who has recently released ‘Patterns of the Sanrensei’, written specifically for SmartGo Books. “The greatest advantage of go file on a computer is the ease and speed with which one can view the moves and variations, without having to search for the next move, and no problems with misplaced stones. I think the advantage of a printed book is that it is easier to grasp the overall flow of the game when you can see a number of diagrams on the pages, and can compare diagrams, check the text analysis, with it all there in front of you. With SmartGo Books you can start with the book view, and it looks just like a printed book. Then you just touch a diagram, and you can enlarge it, play out the moves, and do just about anything you might want to do while viewing a file on a pc. You can try adding moves, in case you want to be sure about if that ladder really works. Then you return the diagram to it’s original size, and everything is as it was before, in the book form. Any moves you added will disappear, so you don’t need worry about messing up the diagrams. This combination of the strengths of books and computers allows the author to present more information, and for the reader it is relatively easy to understand. When I first saw what SmartGo could do on an iPad I thought it was perfect already, then I wanted to write a book for it, and that is how the book ‘Patterns of the Sanrensei’ came to be. Since then, (SmartGo Books publisher) Anders Kierulf has actually managed to make it even better, with inline diagrams and links between diagrams that add depth and enrichen the learning experience.”
Kierulf notes that since SmartGo Books — which has now released several dozen e-books, many of them re-issues of classics like the Elementary Go Series or Janice Kim’s Learn to Play Go books — “are currently limited to iOS devices (iPad and iPhone), the impact on printed book sales will necessarily be limited.” In fact, Kierulf (at left showing Eric Cotsen the ‘Invincible’ e-book at the 2012 Cotsen Open) says, “There’s some indication that releasing a book on SmartGo Books actually increased sales of the printed copies, which I’m glad to hear, as we need to keep a healthy ecosystem for go book authors and publishers.” Kierulf adds that “For me personally, being able to carry ‘Invincible’ in my pocket has made the whole SmartGo Books project worth it. So many people (including me) own the printed copy, but have never had the opportunity to study the games properly.”
“In reviewing both the print and SmartGo version of ‘Patterns of the Sanrensei’,” I found that is was very easy to read the SmartGo version because of the virtual go board capability,” said go player Robert Huang, an AGA 6 kyu. “This is much more convenient than the print version and simple eBook version on iBook or Kindle. I was able to start, stop, pick up where I left off, and finish the entire book in a relatively short amount of time. I think being able to actually visualize the move sequence, as opposed to mentally playing the sequence is very helpful.” Huang adds that “I am not sure how much I actually retained at this point, but the proof will be in the pudding as I play more games. Hopefully, I will see my ranking improve.”
What are your thoughts on hard-copy vs. electronic go books? Let us know at email@example.com! photo by Chris Garlock
Wednesday January 2, 2013
Although I agree with most of the article on how to improve (The Spirit of Play: “What can I do to improve?” 12/31 EJ), I must — tongue firmly in cheek — object to the statement that solving go problems is ‘boring’.
When I was a student at the Korean Baduk Association, the protocol for solving a problem was that you had to be willing to stake your life that your answer was complete and correct. ‘Complete’ is key, as you definitely didn’t want to scramble for a reply if an alternate move in some sequence was suggested; the executioner may have itchy fingers. Solving problems to this day remains a high-octane, nail-biting affair for me, especially if it’s not much of a reading challenge, so tempting then to omit steadying the nerves and triple-checking. You can hold yourself to a higher standard when practicing, and everybody loses sometimes so the pressure is off when playing, so you might think it’s the actual competition that is the tedious part of go…”
Last (well, not really) thoughts. They don’t call the experts ‘practitioners’ for nothing. Janice’s brain cross-references with two suggested reads: The Little Book of Talent, questions-answered-from-real-world-not-author-agenda-practical-really-works tips for improvement in any endeavor, and the science fiction novel Ender’s Game, almost required reading on the American Cultural Experience syllabus. Spoiler alert the entire premise is this idea of thing-itself-is-a small detail or afterthought, the lead-up to the game, not during the game, is where the winner is decided.
- Janice Kim 3P; photo: Kim playing primary schoochildren at the Shuang Huayuan campus of the Beijing Chaoyang Fangcaodi International school on December 17; photo by Chris Garlock
Monday December 31, 2012
by Gabriel Benmergui
From time to time students ask me “What can I do to improve?” This is a funny question because I suspect what they really want to know is “What can I do to improve that doesn’t involve solving problems?”
When this subject comes up, someone invariably says something like “I know at 5-dan who never picked up a problem book.” I know a few of these cases, too, and understand that the comment is not really about recognizing that player’s natural skill but as proof that solving problems is not required to improve at go.
There are many factors that contribute to a player’s skill. Unless you’re one of those rare cases of raw natural talent, trying to convince yourself that solving problems is not one of those factors is simply laziness.
An informal poll I once conducted revealed that over 50% of players don’t do any problems at all on a weekly basis. And of those that do, only 10% do enough to reasonably expect any improvement. The good news is that this means that solving problems gives you an absolute edge over the vast majority of players.
Let’s not ignore the elephant in the room: solving problems can be terribly boring. It doesn’t have the excitement of a game and there is no companion or rival. Also, the benefits are hard to measure with precision in the short run, and no matter how diligent we are and how many problems we solve correctly no-one will praise us.
Solving problems, more than any other training activity, requires effort. But you can be assured that when you do put in the effort, you will reap the benefits. How much you want to work is up to your personal ambition, and nothing else.
My Advice: Ignore whoever or whatever tells you that solving problems is a waste of effort. Effort equals results.
Gabriel Benmergui lives in Buenos Aires, Argentina. Argentinian Champion in 2011 and 2012, he has studied go in Korea and now runs the Kaya.gs Go Server. photo by Ivan Vigano
Friday December 28, 2012
The SmartGo Books app has just added four more e-books for a total of 52 books in English. The latest titles include both volumes of Cho Hun-hyeon’s Lectures on Go Techniques, Yilun Yang’s Tricks in Joseki and In the Beginning from the Elementary Go Series. And for those who prefer Japanese or Spanish, Michael Redmond 9P has translated his Patterns of the Sanrensei into Japanese, and the Spanish version of Yuan Zhou’s How Not to Play Go, translated by Brian J. Olive, has just been added. Readers can switch between English and the other language, or see both languages, “perfect for brushing up on your Spanish or Japanese,” says SmartGo’s Anders Kierulf. 38 Basic Joseki and The Endgame are also in the works, Kierulf adds.
Monday December 24, 2012
Guo Juan’s Internet Go School is now accepting enrollments for its online group class for the first term of the new year. The class begins January 19-20, 2013, and participants will also receive a 20% discount on a year’s membership for Guo’s audio lectures. The school’s teaching faculty includes Guo Juan 5P, Jennie Shen 2P, Young Sun Yoon 8P and Mingjiu Jiang 7P. Click here for details and to register.
Saturday December 22, 2012
Baduk TV English — the partnership between Baduk TV and Go Game Guru – has just introduced new pricing plans, reducing prices by as much as 60% Baduk TV Live is available for $7 per month, Baduk TV On Demand is $10/month and Baduk TV English is now $20/month. The brand-new Baduk TV Day Pass provides 1-day access to all videos for $2.70. The Baduk TV English introductory special offer — $1 for the first week of Baduk TV English, when you order a monthly subscription — ends this week, on Friday, December 21. The expanded pricing options and reduced costs are possible because of the success of the new service, says Go Game Guru’s David Ormerod. “Thank you to everyone who’s subscribed to Baduk TV and helped the service grow to this point. The support from the go community has been humbling, and it gives us the motivation we need to keep Go Game Guru going, day by day.” Click here for complete details.
Monday November 26, 2012
by Gabriel Benmergui
We have all had this experience in our own games. Right from the fuseki, the game looked to be in your favor, you have the fights in control and the lead is obvious and solid. Then it happens. The self-atari, the missed sequence, the time-pressure mistake. That you could so easily have avoided the mistake only deepens your dissatisfaction and regret.
I can’t tell you how to prevent these mistakes, which even happen to professional players. But there is something you can do about what happens next. The emotional turmoil after such a mistake often causes more losses than the blunder itself. When you’re in control of a game your brain moves like a train. Straight. Direct. Unstoppable. When the blunder happens, it’s like getting derailed. It feels like a total disaster and can cause a great shock. Our sense of the balance of the game gets skewed by nostalgia for the position before the mistake, we get angry and then we play badly.
How many games have you seen where even after a mistake the player who blundered was still winning, but lost perspective, control, and the game? This is about emotional control. It is of utmost importance not to get upset. Controlling your emotions is hard, but is absolutely necessary if you want to win more games. Your resolve must stay steady, and you must always look for the best way to play. You will notice that professionals and ex-inseis have a formidable control over their emotions. The pro system quickly disposes those who don’t handle their emotions well, providing evidence that emotional control counts for a lot more than we may think.
My advice: In any kind of emotional rush during the game, whether due to a mistake or even excitement, I recommend taking a break, even for as little as thirty seconds. The purpose of the break is simply to calm your emotions, control them, get them back in check. It’s just too dangerous to continue playing a game when your perception is blurred by heightened emotions.
Gabriel Benmergui lives in Buenos Aires, Argentina. Argentinian Champion in 2011 and 2012, he has studied go in Korea and now runs the Kaya.gs Go Server. photo by Chris Garlock
Sunday November 11, 2012
I’ve used several different tournament management software packages over the years that I’ve run the Portland (Oregon) tournament. For the past couple of years, I’ve been using GoClubsOnline (GCOL). This has certainly been the most stable, least frustrating option and I plan to continue using it and recommend it to others.
GCOL works through a web browser and all data is stored remotely in the “cloud”, so there’s no worry of files being corrupted or lost. That does mean, however, that GCOL is not the right choice for a tournament director (TD) without reliable internet access.
For the TD, a package like this has two core jobs: pairing (deciding who plays whom) and recording results. Pairing is notoriously difficult because there are many constraints. GCOL does as good a job at this as any software I’ve used, with a plethora of options, like avoiding pairing players who live in the same city. While GCOL has on rare occasions given me some strange pairings it allows the TD to make some pairings manually and then automatically re-generate the rest. This is a recurring strength of GCOL: if something doesn’t work perfectly, there’s almost always a workaround.
There are a number of options for communicating the pairings to players. With two or three dozen players, I tend to just turn my laptop screen where they can see it, but you can print out pairings as well. Players can also log into the GoClubsOnline site and see their pairings and results.
Recording results is as easy as checking boxes. These can be displayed in the same variety of ways, and winners can be automatically computed; in my tournament, I compute the top three in each of dan, single-digit kyu, and double-digit kyu. The otherwise-tedious process of emailing the results to the AGA is accomplished with a few mouse clicks.
The stability of these basic features alone makes GCOL worth using, but there is much more. Players can register in advance online, for example, drastically reducing check-in time. GCOL also keeps track of income and expenses and how much needs to be forwarded to the AGA for tournament fees.
Is it perfect? Not quite yet. The system does take a bit of learning, as there are many options, but the default settings are generally good. Some may balk at the annual $39 cost, but this only covers “out-of-pocket expense” according to GCOL’s author, Robert Cordingley 2k of Sante Fe. “It is still very much a volunteer effort,” he explains. We are fortunate to have a volunteer willing and able to produce such complex, high-quality software for such an obscure niche. Cordingley has been extremely helpful; I’ve often been able to get help from him during a tournament and he’s added features requested by various TDs, like allowing players to specify meal preferences at a tournament serving lunch.
GoClubsOnline is reliable, clean, and easy to use. I have every reason to expect that it will become even more so as the number of users increases.
Drake is the Tournament Director of the Portland (Oregon) Go Tournament and runs the Lewis & Clark College Go Club in Portland.