Professional Go handicaps

Last updated

Professional Go handicaps were a system developed in Japan, in the Edo period, for handicapping professional players of the game of Go against each other. With the abolition of the Oteai system, which from the 1920s had used some handicap games to determine the Go ranking of professional players, this system has become obsolete. It is now completely superseded by the use of komidashi . Knowledge of it is required to understand the conditions of play in historical Go matches, particularly the jubango that died out around 1960.

Contents

Pro levels

The professional Go ranks have traditionally been divided into nine levels, with shodan or 1 dan being the initial grade for a student player certified as professional (kishi in Japanese). The ranks go up to 9 dan, the whole system being based on old customs from the Chinese Imperial court. (The imperial court had 1 pin as highest and 9 pin as lowest however). To this day there are nine professional dan levels in China and South Korean as well as in Japan; the same applies in Taiwan. The basic system described at Go handicaps is insufficient to provide an accurate ranking, because professional levels are closer together. It is considered inconceivable that any pro should take a four-stone handicap from another. [1]

Theoretically all nine pro levels were within a three-stone handicap spread. In modern times that has become even tighter, since professional shodan is not generally awarded to players who will remain at that level thereafter. In terms of a notional Elo system, if 100 points is one amateur rank, the professional levels were notionally more like 35 points apart. That in contemporary Go and under modern playing conditions has been compressed down, to fewer than 30 points apart.

In the Edo period, however, apprentice professionals would often be admitted as professional 1 dan at a young age (Honinbo Shusai at 13, but this was by no means young; Takagawa Kaku was admitted at 11). These players might be at current amateur 6 dan or even 5 dan level, but would be promising talents.

It is documented that Takagawa let slip the comment that Go Seigen was 'one-third of a stone' stronger than he. This is evidence that the spreading of pro levels at three per handicap stone was a standard way of calibrating strengths.

Josen

The foundation of the old system was that josen applied to a professional rank difference of 2 dan.

Josen (定先) is the Go term describing the phase in a series of matches between two players - such as a jubango , where one player takes Black (makes the first move) throughout. One says also "playing at sen", or a "one-stone-handicap game".

Players are taken to be evenly matched at two ranks apart if the victories are evenly divided at sen; or in other words the higher-ranked player can manage 50% wins with White.

Sen-ai-sen

Sen-ai-sen (先相先, senaisen) describes the handicap of taking Black (making the first move) in two games out of every three. This was the smallest handicap possible between two players in the era before the introduction of komi.

This is the crucial level from the point of view of promotions under the handicap system. To prove one is under-ranked, one should play a match against a player of one rank above. To break even under sen-ai-sen means to win (for example) 65% of games with Black, and 20% of games with White; or two games out of three with Black, and one game in six with White. A steady player, under the old style of opening, would aim to win games with Black more frequently; a less consistent but more aggressive player would expect better success in claiming some wins with White with ambitious strategies to cause confusion on the board.

Tagaisen

Tagaisen (互い先) is the handicap for players of equal rank. They alternate with Black. The player who first gets Black will be chosen by some method such as nigiri , which is having one player pick a handful of stones, and the other player putting one (indicating odd) or two stones (indicating even). If the other players guess right they play black.

Other handicaps

The principles were extended: for a rank difference of three the handicap was sen-ni-sen, which meant one game on a two-stone handicap out of every three, the others being with Black. Then came ni-sen-ni for rank difference of four, and a plain two-stone handicap for rank difference five. From then on the steps replaced a two-stone handicap by a three-stone handicap, for six and seven difference. Theoretically, then, a professional shodan should play a 9 dan (who by definition would be Meijin) at three stones in every game. This system provided a basis in the Oteai for any two players to compete.

Game records

The kifu of old games typically have an annotation showing the handicap position. Even if the game was a one-off challenge, there was very often the implied context: the players had formal ranks, the game might be notionally part of a longer series. The modern way to indicate Black in a Japanese game record is still to write sen ban.

Beating down

Usually, after three or four games are won in a row by the same player (or some other agreed threshold is reached), the handicap shifts. For example, when senaisen (BWB) was being used, the handicap moves to josen (B) or to tagaisen (even, BW). A player against whom the handicap moves is said to be 'beaten down', at least a requirement to acknowledge the strength of the opponent, possibly a severe professional humiliation. The jubango series sponsored by the Yomiuri Shimbun in the twentieth century emphasised this competitive aspect, which was part of the negotiated match conditions.

A game which if lost would result in a shift in the handicap is called a kadoban (corner game). This term is also now used in the titleholder system, for a game the loss of which loses the whole match (for example 2-3 down in a best-of-seven match, the next game will be a kadoban). Cf. match point in tennis.

Over a ten-game match, the worse possibility arises of being beaten down twice. In confrontations between top players, under the older etiquette players were spared the embarrassment, for the series would be suspended. Newspaper sponsors could be less accommodating.

The distinction between classical jubango and just any ten-game challenge match therefore lies in the drafting of the specific beating-down arrangements.

Notes

  1. Kage’s Chronicles of Handicap Go

Related Research Articles

<span class="mw-page-title-main">Go (game)</span> Abstract strategy board game for two players

Go is an abstract strategy board game for two players in which the aim is to surround more territory than the opponent. The game was invented in China more than 2,500 years ago and is believed to be the oldest board game continuously played to the present day. A 2016 survey by the International Go Federation's 75 member nations found that there are over 46 million people worldwide who know how to play Go and over 20 million current players, the majority of whom live in East Asia.

<span class="mw-page-title-main">Go professional</span> Professional player of the game of Go

A Go professional is a professional player of the game of Go. The minimum standard to acquire a professional diploma through one of the major Go organisations is very high. The competition is tremendous, and prize incentives for champion players are very large. For example, the Honinbo Tournament has a grand prize of about $350,000.

<span class="mw-page-title-main">Handicapping in Go</span>

Within most systems and at most levels in the game of Go, a handicap is given to offset the strength difference between players of different ranks.

<span class="mw-page-title-main">Go Seigen</span> Chinese-Japanese Go player

Wu Quan, courtesy name Wu Qingyuan, better known by the Japanese pronunciation of his courtesy name, Go Seigen, was a Han Chinese master of the game of Go. He is considered by many players to have been the greatest Go player in the 20th century.

<span class="mw-page-title-main">Computer Go</span> Field of artificial intelligence around Go computer programs

Computer Go is the field of artificial intelligence (AI) dedicated to creating a computer program that plays the traditional board game Go. The field is sharply divided into two eras. Before 2015, the programs of the era were weak. The best efforts of the 1980s and 1990s produced only AIs that could be defeated by beginners, and AIs of the early 2000s were intermediate level at best. Professionals could defeat these programs even given handicaps of 10+ stones in favor of the AI. Many of the algorithms such as alpha-beta minimax that performed well as AIs for checkers and chess fell apart on Go's 19x19 board, as there were too many branching possibilities to consider. Creation of a human professional quality program with the techniques and hardware of the time was out of reach. Some AI researchers speculated that the problem was unsolvable without creation of human-like AI.

<span class="mw-page-title-main">Go ranks and ratings</span> Ranks and rating systems used by the game Go

There are various systems of Go ranks and ratings that measure the skill in the traditional board game Go. Traditionally, Go rankings have been measured using a system of dan and kyu ranks. Especially in amateur play, these ranks facilitate the handicapping system, with a difference of one rank roughly corresponding to one free move at the beginning of the game. This system is also commonly used in many East Asian martial arts, where it often corresponds with a belt color. With the ready availability of calculators and computers, rating systems have been introduced. In such systems, a rating is rigorously calculated on the basis of game results.

Hon'inbō Shūsai is the professional name of Hoju Tamura, also known as Yasuhisa Tamura, who was a Japanese professional Go player.

<span class="mw-page-title-main">Dan (rank)</span> Ranking system

The dan ranking system is used by many Japanese, Okinawan, Korean, and other martial art organizations to indicate the level of a person's ability within a given system. Used as a ranking system to quantify skill level in a specific domain, it was originally used at a Go school during the Edo period. It is now also used in most modern Japanese fine and martial arts.

Komi in the game of Go are points added to the score of the player with the white stones as compensation for playing second. The value of Black's first-move advantage is generally considered to be between 5 and 7 points by the end of the game.

<span class="mw-page-title-main">Lee Sedol</span> South Korean Go player

Lee Sedol, or Lee Se-dol, is a former South Korean professional Go player of 9 dan rank. As of February 2016, he ranked second in international titles (18), behind only Lee Chang-ho (21). His nickname is "The Strong Stone" ("Ssen-dol"). In March 2016, he played a notable series of matches against the program AlphaGo that ended in Lee losing 1–4.

<span class="mw-page-title-main">Hosai Fujisawa</span> Japanese Go player

Hosai Fujisawa was a professional Go player. Hideyuki Fujisawa is his uncle.

Hon'inbō Shūei was a Japanese professional Go player.

Jūbango (十番碁) is a Japanese term for a Go match consisting of ten games which might be ended earlier if agreed by both players. A decisive victory would result in the opponent being 'beaten down' to a lower rank. A player would be beaten down if he fell behind his opponent by four wins in the net score. This would mean a change in the playing terms corresponding to a handicap suitable for a rank difference of one rank. Some notable historical jūbango players are Go Seigen (1914-2014), Kitani Minoru (1909–75), Honinbo Shuei (1852-1907) and Hashimoto Utaro (1907-94).

<span class="mw-page-title-main">Go variants</span>

There are many variations of the simple rules of Go. Some are ancient digressions, while other are modern deviations. They are often side events at tournaments, for example, the U.S. Go Congress holds a "Crazy Go" event every year.

Hon'inbō Dōetsu was a Japanese professional go player, who became the third head of the Honinbo house. His surname was Niwa, and he used a Buddhist name Nissho.

Kadoban (角番) is a Japanese term commonly interpreted to mean "in a corner". It may refer to:

The Kamakura jubango was a historically significant go match played in Japan in 1939, 1940 and 1941. It pitted Kitani Minoru and Go Seigen, close rivals for a decade and friends at a personal level, and both ranked 7 dan, against each other.

Crazy Stone is a Go playing engine, developed by Rémi Coulom, a French computer scientist. It is one of the first computer Go programs to utilize a modern variant of the Monte Carlo tree search. It is part of the Computer Go effort. In January 2012 Crazy Stone was rated as 5 dan on KGS, in March 2014 as 6 dan.

Zen, sold as Tencho no Igo in Japan, is a closed source Go playing engine developed by Yoji Ojima (尾島陽児), a Japanese Go programmer.

In shogi, a handicap game is a game setup used between players of disparate strengths, in which one or more pieces are removed from the stronger player's side.