Go opening theory
Opening theory for the traditional Asian game of go has been studied in depth for many centuries. Despite that, the theory is very far from complete, and is subject to changes of fashion, and also some notable periods of innovation. Opening theory is less dominant in terms of study, for those wanting to reach a good amateur level, than in chess or shogi. It is, however, an important component of Go knowledge; though there is no single, codified source for it.
Related Topics:
Go - Level - Chess - Shogi
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The theory is traditionally divided into the study of sequences that are whole board openings, and those that are corner openings. The study of corner openings has been developed more intensely; it is often said that a player of professional level is able to recall 5000 different corner variations.
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The Japanese word joseki (or Korean jungsuk) is often applied to such corner variations. This is potentially inaccurate, in that it means something like 'set sequence', without implying that this is confined to one corner. Corner joseki conventionally start with one player occupying a corner point, in an empty 10×10 area of the board, and the other player replying with an approach move (Japanese kakari). The initial play in the corner is almost always on a 3-3, 3-4, 3-5, 4-4 or 4-5 point.
Related Topics:
Japanese - Korean
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Of those plays, the classical 3-4 point (komoku) and more contemporary 4-4 point (hoshi) are the most used. The standard approaches are at 5-3 or 5-4 to the 3-4 point, and at 3-6/6-3 to the 4-4 point. The number of subsequent variations is then quite large (of the order of ten reasonable plays for the next one).
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The standard sequences for the corner plays in many cases come to a definite end, after which both players should move elsewhere. In some cases a sharp local struggle breaks out, which neither player should neglect. For those cases, the result of the opening may develop out of a 10×10 corner area into the rest of the board. Analysis without taking into account what other stones are in place then becomes somewhat meaningless. The longest 'book' corner openings are about 50-ply.
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Most corner openings do not have special or picturesque names. A few that do are known by Japanese names: the taisha, the nadare (avalanche), the Magic sword of Muramasa. These are amongst the most complex, and are contraindicated for novices.
Related Topics:
Taisha - Nadare - Avalanche
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Patterns for play on the whole board have seen much less systematic study, and a game may easily explore an unfamiliar path. Again, only a relatively small proportion of openings have a recognised name. These include the Three stars opening (sanrensei), Two stars opening (nirensei), and Chinese opening. To be more precise these are names, rather, for the formation Black (the player who starts) adopts on one side of the board; since White has a choice of at least two dozen formations, on the other side, these are in fact large complexes of openings. The Chinese opening, which has an intricate history but was indeed developed by Chinese players, was very popular from about 1970 onwards, and has by go standards a thoroughly-researched theory.
Related Topics:
Three stars opening - Sanrensei - Two stars opening - Nirensei - Chinese opening
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