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FICGS__GO__TOURNAMENT_DAN__000004 (type : rated round-robin, time : 30 days, increment : 1 day / move)
Last move : 0-1 2007 May 24 10:28:35 [Event "FICGS__GO__TOURNAMENT_DAN__000004"] [Site "FICGS"] [Date "2007.02.11"] [Round "1"] [Black "Tamayo,Thomas"] [White "Hodges,Tom"] [Result "0-1"] [Rating 1 "1816"] [Rating 2 "1961"] 1.r16 d16 2.p17 r5 3.e3 c4 4.d5 c5 5.d6 c6 6.d7 k3 7.p4 q3 8.p3 q2 9.m4 g3 10.c7 c2 11.c14 f17 12.d11 r10 13.r12 p10 14.q6 q5 15.q9 q10 16.o8 p6 17.p12 p9 18.p8 r8 19.n6 q7 20.l3 k4 21.n12 k17 22.m17 m16 23.n16 l16 24.n15 b16 25.e2 k6 26.k2 j2 27.l2 g2 28.j5 k5 29.k8 h6 30.j7 j6 31.g8 e14 32.h14 g13 33.k14 h12 34.d13 e13 35.h17 j15 36.j14 h15 37.g15 g16 38.l18 k18 39.k19 j19 40.l19 h18 41.p2 l14 42.k12 l12 43.k11 b13 44.b14 c12 45.d12 c10 46.d10 b9 47.b7 b6 48.c11 b11 49.c13 a12 50.c9 a14 51.a15 b15 52.a13 r17 53.s16 a14 54.g14 e15 55.a13 n17 56.n18 a14 57.b3 c3 58.a13 o17 59.o16 a14 60.q4 r4 61.a13 o18 62.p18 a14 63.d1 c1 64.a13 o19 65.b12 l17 66.q8 r9 67.m14 l15 68.f12 f13 69.s11 s10 70.g5 h5 71.g11 h11 72.r2 r3 73.q1 s2 74.r1 s1 75.p1 f5 76.f4 g6 77.e5 f6 78.g4 h4 79.f8 g10 80.f10 k13 81.j13 l13 82.j12 l11 83.l10 m10 84.l9 m6 85.o6 p7 86.p5 j10 87.k10 m5 88.n5 g9 89.p19 m18 90.a16 a17 91.a14 b17 92.a6 n11 93.o12 m8 94.f9 a5 95.a7 b4 96.o7 r6 97.k15 k16 98.h9 h10 99.j9 l4 100.m3 l8 101.t10 t9 102.t11 h7 103.h8 k7 104.c15 c16 105.f16 g17 106.f15 e16 107.n9 n8 108.m9 n7 0-1 Here are the names of the openings (joseki) played in the four corners : Corner d4 : e3 c4 Mokuhazushi (Waemok, Wai`mu`) 5-3 Point. The mokuhazushi (5-3) point was popular in the Edo period in Japan (1600 - 1867). It emphasizes influence; territorially, it is inferior to the 3-4 point. Komoku Kakari. White 2 is the standard approach because of its solidity and stability. Corner q4 : r5 p4 Mokuhazushi (Waemok, Wai`mu`) 5-3 Point. The mokuhazushi (5-3) point was popular in the Edo period in Japan (1600 - 1867). It emphasizes influence; territorially, it is inferior to the 3-4 point. Takamoku Kakari. Black prevents White from gaining influence, but in the local context, abandoning profit in the corner entails a loss. White 3-4 and 4-4 are best. Corner d16 : d16 c14 Hoshi (Hwajeom, Seongjeom, Xingwei`) 4-4 Point. The star or hoshi (4-4) point, emphasizing influence at the potential expense of territory. Ikken Kakari (Hankan Keolch'im, Yi Gua`jiao~, 1-Space Low Approach). Black 2 is the standard approach move to the 4-4. Player White won this Go (weiqi, baduk) game. Follow this game move after move (download) Ikken tobi is never wrong. (Anonymous) The real danger is not that computers will begin to think like men, but that men will begin to think like computers. (Sydney J. Harris)
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