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In layman's terms, one son equals two eyes. So, of course, we turn to the calculation method of the Chinese rules. If you point to the eye, that is, the black sky - white space" sticks to the eye, you will win, and if you don't do it, you will lose.
But to be honest, it is not so easy to estimate the victory or defeat, that is, to judge the situation. It requires you to be familiar with the offensive and defensive methods of various chess types, and the tesuji of the finale. Otherwise, it is difficult to make an effective judgment of the situation.
For example, the most common sticky bar at the end. Double first four eyes, single first can only be counted as three eyes, double back only two eyes. But when it comes to life and death, it becomes very big. It can be seen that judging the situation is not just a simple point. It can't be done without a comparable level.
Personally, I usually rely on feelings. That is, after the next stage, you can generally feel whether your response is at a loss. So how much you have lost and how much you have earned from beginning to end, you can roughly estimate it, and you can have a rough judgment of the situation.
In addition, on the one hand, it is because accurate judgment of the situation cannot be done - the level is not enough, and on the other hand, it is important to maintain a positive and enterprising mentality. Not to mention amateur chess players, professional chess players often retreat and lose because they feel that the situation is superior.
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Go calculates the winning and losing points of Chinese rules and Japanese and Korean rules.
In Chinese rules, black wins when it exceeds the number of subs, while white wins when it exceeds the number of subs. In layman's terms, 177 pieces of white pieces win, and black pieces win.
The Chinese rule is to stick 3 and 3 4 sub rules: the first step is to pick up the dead son. The second step is to count only the number of points around one side and record them (generally the points are in units of ten points).
In the third step, if the number is black, subtract 3 and 3 4 discs, and if the count is white, add 3 and 3 4 discs. In the fourth step, the result is compared with 180 and 1 2 (half of the 361 points on the board), and if it is exceeded, it will be considered a victory, otherwise it will be a loss.
In the Japanese and Korean rules, white wins with 178 and black wins with 184.
The rules are the same in Japan and South Korea, using the number method, and the black finale is 6 and a half meshes. Count the number of eyes of one side and record it, then count the number of eyes of the other side and record it, then black subtracts 6 and a half meshes, and finally compares with white, and the more wins.
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Of course, you can directly use the points of the Japanese rules to calculate, and a cross point around is counted as a memoi, and eating a child is also counted as a mome (if you can't remember where you have mentioned a child, you can develop the habit of putting the child aside, you can know how many children you have mentioned, if you must be like this when facing a big win, you must pursue 100% error-free.) ).
In this way, the number of children can be omitted (because there are the same number of children on both sides, just count the number of dead children). )
In addition, after counting, White should add a sticker, and the Chinese rules will be used to paste 7 and a half meshes, that is, after counting the two sides, black must have more than eight meshes more than white to determine that it is Black's advantage (if there is basically only a single official left, it is almost the decision to win or lose).If it does not exceed 8 moves, white has an advantage.
This method is a method that anyone who has a little bit of chess strength must master to judge the merits and disadvantages, and it is a method that must be used by professional masters.
In fact, it is not only available in the closing stage, but in the mid-game stage, you can roughly judge how the following two sides are empty and determine the direction of the mid-game.
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Whoever has the most goals wins, this is the most basic.
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Count the meshes and finally judge the winner Black 185 White 177
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Number. Then deduct the stickers.
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Several algorithms for calculating victory and defeat in Go:
1. The chess game is played until both sides unanimously confirm the completion of the move, which is the final game. In the game, one side concedes defeat halfway, and it is the final game.
2. In the final game of live and dead chess, the chess that cannot be avoided from being extracted after confirmation by both parties is a dead chess. At the end of the game, the pieces that cannot be extracted are all live pieces, as confirmed by both sides.
3. Calculate the chess game in which both sides have finished playing, and use the number method to calculate the winner.
4. First clean up all the dead pieces of both sides out of the board, and then count the live chess (including the points surrounded by live chess) of one side in the unit of pieces. The empty spot between the two live players is half of each side, and one point is a pawn.
5. The benchmark for winning or losing is 180 and 1-2 points of half of the total points of the chess game. Where the sum of a live piece and its empty point is greater than this number, it wins, if it is less than this number, it is negative, and if it is equal to this number, it is a sum. For chess games that use the post method, the winning and losing criteria are specified separately.
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The victory or defeat in Go can be summarized as: whoever encloses the largest area is the winner, and vice versa, is the loser.
There are a total of 361 intersection points on the board, and the outcome of a game is determined by the number of intersection points occupied by both sides of the game. More precisely, it is determined by the size of the territory occupied by the two live players. A cross is a sub, and each side is one hundred and eighty and one-half sub as the principal number, and the one who exceeds this number wins, and the one who falls less than this number loses.
Etiquette of Go:
1. Sitting: Clean up the chessboard before taking a seat, and both sides of the game should salute each other and ask the elders to take a seat first.
2. Guess first: The elder or the person with a high level holds a handful of white seeds and does not show them for the time being, and the other person takes out one or two black seeds to guess the black first, and the wrong guess is white.
3. Running: Don't look around, read information, don't talk to others, don't affect the opponent's thinking, and greet the other party if you leave your seat.
4. Take and drop the seeds: take one son at a time, don't take more. One person alternates hands. You can't regret chess. The first move is played in the upper right corner to show respect for the opponent.
5. Tie game: If one side admits defeat, you can take two or more pieces and put them on the chessboard outside the sideline, indicating that the player admits defeat. Both parties agree that the pieces should be cleaned up and placed in the box after the final game.
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There are at least three ways to calculate the winner or loser in Go:
1. Number method: The method of calculating the victory and defeat of Go commonly used in China, also known as the Chinese number method, the current Chinese Go rules stipulate: 3 and 3/4 of the black chess stickers, that is to say, 185 pieces win, and 177 pieces of white chess wins; Of course, China also has a number.
2. Number method: Japan and South Korea both use the number method, and South Korea is learning from Japan, referred to as Japan-South Korea rules, but it is not the same as China's number rules, such as double-live and eyeless.
3. Ying's rules: one of the three major Go rules alongside Chinese rules, Japanese and Korean rules, founded by Mr. Ying Changqi. There are also flaws, such as the fact that a false hand can be used as a robbery, which is different from the Chinese rules.
But it also has his advantages: the use of the fill-in counting method, that is, after the final game, fill in the blanks formed by both sides of the grid, and then compare who has more left, more left, indicating that the total empty is less, and it loses.
Go, a strategic two-player chess game, was called "Yi" in ancient China and "go" in the West. It is popular in East Asian countries (China, Japan, South Korea, and North Korea), and is one of the four arts of qin, chess, calligraphy and painting. Go originated in China, is said to have been written by Emperor Yao, and has been recorded in the Spring and Autumn Period and the Warring States Period.
During the Sui and Tang dynasties, it was introduced to Japan through Korea and spread to Europe and the United States. Go contains the rich connotation of Chinese culture, and it is the embodiment of Chinese culture and civilization.
Go uses a square checkered chessboard and black and white round chess pieces to play the game, and the chessboard is divided into 361 intersection points with 19 vertical and horizontal line segments, and the chess pieces walk on the intersection points, and the two sides alternately move the chess, and cannot move after the pieces fall, and the one with more enclosures wins. Because Black took advantage of the first move, it was artificially stipulated that Black should give White a post at the end of the game.
In ancient China, black and white placed two discs at the diagonal star position (diagonal star layout), which was a seat system, with white taking the lead. The modern game of Go was developed from Japan, and the rule of the seat was abolished, and black came before white, making the changes of Go more complex and changeable. Go is also considered the most complex board game in the world.
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The judgment method is shown below
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If the calculation you are asking about is the calculation of winning and losing, it should refer to the calculation using Japanese rules. You must keep all the raisers on both sides in the game, and finally fill your own dead sons into your own air, and finally compare the number of empty ones left. For example, in the end, black 45 mesh, white 40 mesh, white should also add 6 mesh and a half to 46 mesh and a half, that is, white wins 1 mesh and a half.