Physical description |
xx, 234 pages : illustrations ; 24 cm |
Bibliography |
Includes bibliographical references (pages 219-222) and index. |
Contents |
1. Introduction. 1.1. Why study Go. 1.2. Easy (?) endgame problem. 1.3. Teaser. 1.4. Useful programs -- 2. An Overview. 2.1. Fractions. 2.2. Chilling. 2.3. The need for more than just numbers. 2.4. Ups, downs and stars. 2.5. Tinies and minies. 2.6. Multiple invasions -- 3. Mathematics of Games. 3.1. Common concerns. 3.2. Sums of games. 3.3. Difference games. 3.4. Simplifying games. 3.5. Combinatorial game theory. 3.6. Warming -- 4. Go Positions. 4.1. Conventions. 4.2. A problem. 4.3. Corridors. 4.4. Sums of corridors. 4.5. Rooms. 4.6. Proofs. 4.7. Group invading many corridors. 4.8. Another problem. 4.9. 9-dan stumping problem. 4.10. Multiple sockets. 4.11. Infinitesimals generalizing up-second -- 5. Further Research. 5.1. Applying the theory earlier in the game. 5.2. Approximate results. 5.3. Kos. 5.4. Life and death. 5.5. The last play. 5.6. Extensions of current results. 5.7. Hardness results -- A Rules of Go - A Top-down Overview. |
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A.1. Rulesets can (rarely) yield differing results. A.2. Who has used these different rulesets? A.3. Top-down view of rule options. A.4. Interpretations of territories. A.5. Loopy play and hung outcomes. A.6. Protocol. A.7. References to official rules -- A.8. Overview -- B Foundations of the Rules of Go. B.1. Abstract. B.2. Ancient Go. B.3. Local versions of the ancient rules. B.4. Modeling by mathematical rules. B.5. Traditional basic shapes. E Summary of Games. Examples of Go positions with simple values. Combinatorial game theory summary. Summary of incentives. Generalized corridor invasions. Summary of rooms -- F. Glossary. |
Other author |
Wolfe, David, 1964-
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Subject |
Go (Game)
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Go (Game) -- Mathematical models.
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ISBN |
1568810326 |
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