HDTenEightyP/NetNews huggingface dataset:
From: jansteen@cwi.nl (Jan van der Steen)
Newsgroups: rec.games.go
Subject: 9x9 komi
Keywords: 9x9, komi
Date: 15 Dec 92 09:23:37 GMT


Hi,

In 1968 Go Seigen (wu2 qing-yuan2) and Miyamoto Naoki played
a two game match on 9x9 to try to decide the proper komi on
this board size. They played alternately white and black.
The results were remarkable...

Below are the two games in Smart Go Format, have fun!

Jan van der Steen

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= First 9x9 game =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

(
;
GaMe[1]
VieW[]
SiZe[9]
EVent[]
PlayerBlack[Miyamoto Naoki]
PlayerWhite[Go Seigen]
DaTe[1968]
PlaCe[]
REsult[Black wins by four points]
C[This was the first of a two game match on 9x9, played
to try to decide the proper komi for this board size.
]
;
Black[de]
;
White[fe]
;
Black[ee]
;
White[fd]
;
Black[ff]
;
White[gf]
;
Black[gg]
;
White[fg]
;
Black[ef]
;
White[gh]
;
Black[hg]
;
White[hh]
;
Black[eg]
;
White[fh]
;
Black[ge]
;
White[hf]
;
Black[he]
;
White[ig]
;
Black[fc]
;
White[gd]
;
Black[gc]
;
White[hd]
;
Black[ed]
;
White[be]
;
Black[hc]
;
White[ie]
;
Black[bc]
;
White[cg]
;
Black[cf]
;
White[bf]
;
Black[ch]
;
White[cc]
;
Black[cb]
;
White[dg]
;
Black[dh]
;
White[bh]
;
Black[eh]
;
White[dc]
;
Black[bd]
;
White[ec]
;
Black[cd]
;
White[fb]
;
Black[gb]
;
White[bb]
;
Black[eb]
;
White[db]
;
Black[fa]
;
White[ca]
;
Black[ea]
;
White[da]
;
Black[df]
;
White[bg]
;
Black[bi]
;
White[ab]
;
Black[ah]
;
White[ci]
;
Black[di]
;
White[ag]
;
Black[ae]
;
White[ac]
;
Black[ad]
;
White[ha]
;
Black[hb]
;
White[fi]
;
Black[ce]
;
White[ai]
;
Black[ci]
;
White[ei]
;
Black[ah]
;
White[ic]
;
Black[ib]
;
White[ai]
;
Black[ba]
;
White[aa]
;
Black[ah]
;
White[ga]
;
Black[ia]
;
White[ai]
;
Black[ga]
;
White[id]
;
C[Black wins by 4 points]
;
)

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Second 9x9 game =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

(
;
GaMe[1]
VieW[]
SiZe[9]
EVent[Unknown...]
PlayerBlack[Go Seigen]
PlayerWhite[Miyamoto Naoki]
DaTe[1968]
PlaCe[]
REsult[Black wins by four points]
C[This was the second and last game in a two game match on 9x9,
played to try to decide the proper komi for this board size.
]
;
Black[ee]
;
White[cc]
;
Black[cd]
;
White[bd]
;
Black[dc]
;
White[db]
;
Black[dd]
;
White[bb]
;
Black[be]
;
White[fc]
;
Black[ad]
;
White[bc]
;
Black[gc]
;
White[fb]
;
Black[fd]
;
White[eg]
;
Black[dh]
;
White[dg]
;
Black[cg]
;
White[eh]
;
Black[gg]
;
White[ch]
;
Black[bh]
;
White[di]
;
Black[bg]
;
White[gh]
;
Black[hh]
;
White[fg]
;
Black[hg]
;
White[hi]
;
Black[gb]
;
White[gf]
;
Black[hf]
;
White[ge]
;
Black[he]
;
White[ff]
;
Black[ga]
;
White[gd]
;
Black[hd]
;
White[df]
;
Black[cf]
;
White[fa]
;
Black[ba]
;
White[cb]
;
Black[da]
;
White[eb]
;
Black[bi]
;
White[ci]
;
Black[ac]
;
White[ab]
;
Black[ae]
;
White[ca]
;
Black[ih]
;
C[Black wins by 4 points]
;
)
-- 
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
     Jan van der Steen                 jansteen@cwi.nl
     Centre for Mathematics and Computer Science (CWI)
     Kruislaan 413, 1098 SJ Amsterdam, The Netherlands
Newsgroups: rec.games.go
From: randy@unix.ecs.rpi.edu (Randall Bradley)
Subject: WANTED ALBANY NY players
Organization: Rensselaer Design Research Center, RPI, Troy, NY
Date: Thu, 17 Dec 1992 20:23:57 GMT

Hello GO PLAYERS!!

Seeking any and ALL GO PLAYERS in:


	OR NEAR

			ALBANY NY

This includes the Hudson Valley to the south and up to the
Glenns Falls area. OR whatever. I'm dying to play some people,
tired of the stupid computer (dumb, dumb, dumb).

Please reply via email or phone:

(518) 756-9894 (eve) machine on line at all times!

regards,

			_-randy-_-
From: t84@nikhefh.nikhef.nl (Jochum van der Bij)
Newsgroups: rec.games.go
Subject: go in freiburg
Date: 20 Dec 92 14:50:08 GMT
Organization: Nikhef-H, Amsterdam (the Netherlands).

Does  anyone know  if there is a go club
in Freiburg in Germany, if you know
can you tell me. my bitnet address is
t84@nikhef.nl    
.

Jochum van der Bij
 
Newsgroups: rec.games.go
From: rbrown@ncsa.uiuc.edu (Rich Brown -- Neither)
Subject: Re: naming conventions
Originator: rbrown@troon.ncsa.uiuc.edu
Organization: Nat'l Ctr for Supercomp App (NCSA) @ University of Illinois
Date: Tue, 15 Dec 1992 16:08:50 GMT

In article <8454@public.BTR.COM> rem@public.BTR.COM (Robert E. Maas  rem@btr.com) writes:
>Regarding "all the good moves have Japanese names": There's a simple tesuji
>which I call the "double-cut trick" since I've never seen any Japanese or
>even English language name for it in any book. It's when the opponent
>has a single on the second line under your protrusion into his line
>of stones on the third line. You sacrifice a stone on one side of his
>2nd-line stone, then if he ataris it you cut atari on the other side.
>(If he connects on the other side you just extend on the original side.)

The name I have seen for this _tesuji_ in English translations of Japanese go
books is the "cross-cut".

>Does anybody know any traditional name for this, or shall I continue using
>my own name for this and maybe eventually getting people worldwide to use
>my name?

By using the wonderful new 'translate' command on the IGS, here's what I saw
when I typed 'translate cross-cut':

Type    : Technical term
Japanese: kiri-chigae
English : cross-cut
Dutch   : kruisknip

Type    : Technical term
Japanese: hane-kiri
English : cross-cut
Dutch   : kruisknip

>Here's an example:
>
> - - - O O O O O - - -
> - - - X X O X X - - -
> - - - b a X c e - - -
> - - - - d - - - - - -
> (edge of board here)
>
>White cuts at a, Black ataris at b, White counter-ataris at c, Black
>captures at d, White extends at e (which is an atari in this case, but
>that's moot to the point of the tesuji which was to get an effective
>cut at either a or c depending on black's response to a).

I know only a little bit of Japanese, but _kiri_ is a gerund of the verb _kiru_
meaning "to cut".  A _hane_ is a little mark used in calligraphy, kind of like
a comma, but the meaning in go is "diagaonal play" (I guess because a diagonal
play resembles the brush-stroke -- Go and calligraphy were once linked closely
in ancient China, regarded highly as 2 of 3 fine arts...  I forget what the
third one was... poetry, I think).  Specifically, a _hane_ is a diagonal play
that is adjacent to a foe's stone, so 'a' and 'c' above both seem to qualify --
as does X's second-line play.

I don't know what _chigae_ means... but your double-cut _tesuji_  most
certainly has a Japanese name... either _kiri-chigae_ or _hane-kiri_.
Could a native speaker kindly enlighten us?

Gozilla [2k]
-- 
Rich Brown (Neither)
rbrown@ncsa.uiuc.edu
From: landman@hal.COM (Howard Landman)
Newsgroups: rec.games.go
Subject: Re: Pronunciations
Date: 14 Dec 92 19:18:28 GMT
Organization: HaL Computer Systems, Inc.
NNTP-Posting-Host: bang.hal.com

>In article <1992Dec8.231500.13454@bhprtc.scpd.oz.au>, dif@bhprtc.scpd.oz.au (David Faulkner) writes:
>> is "gote" pronounced "goat", "goat-ee", "goat-ay", "got-ee"......

In article <1992Dec12.131638.387@otago.ac.nz> barryp@otago.ac.nz writes:
>go-tay is (nearly) the correct pronunciation.  With Japanese words remember to
>pronounce each vowel (There are no diphthongs, or modifyer vowels)
>a= ar
>i= ee
>u= oo (as in soon)
>e= ay
>o= oh

Wrong.  e= eh.  So "gote" is pronounced go-teh.  To be pronounced go-tay, it
would have to be spelled "gotei".  But the "te" is the word for "hand" or
"play".

a= ah (as in father, hah, got, not)

e= eh (as in tell, met, pen, sex)

i= ee (as in feet, heat, key)

o= oh (with *NO* trailing ooh - this is *NOT* a dipthong!)

u= ooh (as in soon, to, Pooh, moot)

All the above are short in duration.  In Japanese, "long" vowels are long
in duration, not altered in basic sound.  Theoretically, this should always
be indicated in the transliteration, as in Ka-to-o_Ma-sa-o, but frequently
the duplicate vowel is dropped.  An overscore (Kato Masao) would also be
good enough, but is rarely seen.  Also, there are two long o sounds, one
written o-o, the other written o-u.  Some Japanese pronounce these virtually
the same, other quite differently.  (Would you pronounce toh and tow the same?)

	Howard
Organization: Penn State University
Date: Fri, 18 Dec 1992 17:38:56 EST
From: Per Fjelstad <PEF2@psuvm.psu.edu>
Newsgroups: rec.games.go
Subject:    Non-internet access to IGS?

A few weeks ago I glimpsed a subject heading that suggested there may be a
way for people not on internet to gain access to the IGS port.  I currently
am playing an email game with a friend who lives in California.  If there is
an alternate way for him to "dial" up the IGS port, then we could complete
our game at a majorly faster tempo than we currently are achieving.  Thanks for
your help.

Per Fjelstad, Penn State.
From: 92kmotorka@gw.wmich.edu
Newsgroups: rec.games.go
Subject: Rules for Shogi?
Date: 11 Dec 92 16:29:26 EST
Organization: Western Michigan University

Does anyone know where I can access rules for Shogi?  I have a 
Mac version of the game (Crane), but there is no "help" except
an explanation of the moves each piece can make.

I'd really appreciate it!

Chris
Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.go
Date: Fri, 11 Dec 1992 09:56:31 -0500 
From: Wilfred.Hansen@cs.cmu.edu
Subject: Re: ratings algorithm (two more bugs)

>> Date: Thu, 10 Dec 92 19:20:18 PST
>> From: rem@public.btr.com (Robert E. Maas  rem@btr.com)
>>
>> <<a difference of one in rating is intended to indicate a difference of
>> one stone in strength.>>
>>
>> And what exactly is "a difference of one stone in strength"?
>> 
>> I've seen several different definitions:
>> 
>> (1) If I give you first move (a 5.5 point advantage) and win half the
>> time, then I'm one stone stronger.
>> 
>> (2) If I give you 3 stone handicap and win half the time, but I give
>> your friend 4 stone handicap and win half the time, then you are one
>> stone stronger than your friend (about 11 points).
>> 
>> (3) Simply divide the pointwise difference in strength by ten to get
>> the stonewise difference in strength.

The trivial answer is that a one stone difference in strength is the
relationship between two players whose computed rating differs by 1.00.

However, the question is a good one and deserves a better answer.

In fact the rating algorithm knows nothing about the game of go and
bases its evaluation on the players' own initial estimates of their
strength.  The algorithms adjusts these ratings so they are more
consistent with each other and the observed set of game results.

Please note that in the definition of Handicapeqv, the algorithm does
try to address the issue of the handicap between two players whose
strength differs by one.  In this case, the algorithm expects that
white gives black a reverse komi of five stones.  (Resulting in a komi
of 4.5 since white still wins ties.)  If a game is played with no
komi, the algorithm has the effect of assuming that the two players
considered themselves about half a stone apart.

Fred Hansen
Andrew Consortium, Carnegie Mellon
(412) 268-6788   wjh+@andrew.cmu.edu
Organization: Junior, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.go
Date: Mon, 14 Dec 1992 14:15:32 -0500 
From: Victor Lin <vl11+@andrew.cmu.edu>
Subject: Re: Chinese counting
	<1992Dec13.200123.396@otago.ac.nz>

Barry Phease wrote:

>New Zealand and Taiwan have whole number
>komi (7 and 8 respectively) so draws are possible.

Well, as far as I know, Ing's counting used in Taiwan
(with 8 point komi) almost never produces draws.

This is because there are 361 points on the board.
When sekis don't occur, each of the 361 points belongs
to either black or white.  The difference (of territories)
must, therefore, be odd.  With an 8 point komi a draw
can't happen.

The slim possibility exists, though, when sekis occur.
Then points can be SHARED by both sides.
The point is divided up into fractions, depending on
the color of the stones occupying the neighboring points.
(eg. On the edges, each point has 3 neighboring points
with the exception of corners.  If two of the three are
occupied by black and the other by white, then black
can claim 2/3 of the point and white 1/3.)

This results in differences in fractions.  The closest
game that I can recall differed by 1/4 of a point.
It was a Taiwanese professional game.

I have not seen a draw using Ing's counting.  
I think Ing even offered a reward to the pros
who came up with a draw during the tournament
that he sponsors (the Olympic?!) every four years.
This was, obviously, a way of backing up his claim
that Ing's counting is the most error-free and logical
system currently in the world.


-------------------------------
Victor H. Lin                  
vl11+@andrew.cmu.edu      
School of Computer Science
Carnegie Mellon University     
Pittsburgh, Pennsylvania
-------------------------------
Newsgroups: rec.games.go
From: giordano@irisa.fr (Jean-Yves Giordano)
Subject: Funny problem
Reply-To: giordano@irisa.fr
Organization: IRISA, Rennes, France
Date: Thu, 17 Dec 92 15:23:49 GMT


Here's another strange problem, easier than the previous one, but very confusing too.

|. . . . . . . . . . . . . . . . . . .|
|. . . . . . . . . . . . . . . . . . .|
|. . . . . . . . . . . . . . . . . . .|
|. . . . . . . . . O . . . . . . . . .|
|. . . . . . # . . O . . # . . . . . .|
|. . . . . . # O . . . O # . . . . . .|
|. . . . . O O # # # # # O O . . . . .|
|. . . . . . # O O O O O # . . . . . .|
|. . . . . . # . . # . . # . . . . . .|
|. . . . . . # # # . # # # . . . . . .|
|. . . . . . . . . . . . . . . . . . .|
|. . . . . . . . . . . . . . . . . . .|
 -------------------------------------

Black to save his five surrouded stones.

Happy new year.

J-Yves.
Newsgroups: rec.games.go
From: jin@sol1.lrsm.upenn.edu (Xuegen Jin -Luzzi)
Newsgroups: rec.games.go
Subject: Re: Chinese counting
Date: 16 Dec 92 21:19:34 GMT
Organization: LRSM, University of Pennsylvania

In article <BzD8HM.Kr0@news.cso.uiuc.edu> jzg1795@uxa.cso.uiuc.edu (Jialin Zhong ) writes:
>
>
>I remember I was told that they counted stones for each side plus half stone
>for each group. Because of the way of counting, fight was implicitly 
>encouraged. If you looked at the ancient Chinese games, there were usually
>quite a few groups separated for each side. I guess Mr. Masaki (not zhuge
>masaki) will be in big disavantage for his style.
>
>Jialin
	
	As I remembered, in one of his books on the Cosmic Style, he did say
he liked the Chinese rule. And his style somehow coincides with the spirits
of the Chinese rule. That is, for more stones to live. So, he likes to play
in the center and has exceptional expertise in playing 5 rows near the center
(ten gen).

koyama
From: smg6@po.CWRU.Edu (Stanley M. Golem)
Newsgroups: rec.games.go
Subject: Re: Japanese - Chinese Conversion
Date: 14 Dec 1992 05:35:31 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
NNTP-Posting-Host: slc10.ins.cwru.edu


Hi --

I saw your Japanese-Engligh Go equivalents and thought I'd put in
my two cents' worth.  I spent ten years in Japan studying Go, so
I am familiar with how the terms are used over there.

I like most of the substitutions, but sente and gote are usually
translated (when they are) as "keeping/losing the initialtive."
Aji, of course, can be good (stones have little weakness) or bad
(stones have a weak point[s]); aji usually refers to those weak-
nesses that are not serious enough to be referred to as threats, 
though there is wide usage here).

IMHO, joseki is better thought of as a corner sequence, rather 
than a battle, because there is the feeling of a relatively
little-branched road; a direct translation of joseki is "fixed
stones," thus the connotation of a memorized series of moves.

Miai in Japanese means "looking at each other" or "counterbal-
ance" (it can also refer to the interviews leading to an ar-
ranged marriage, with the same kanji).  I might suggest words
like "reciprocal" or "equivalent," though these aren't all that
exact either.

Having said all that, I think it's important to note that such
nit-picking pseudo-accuracy is not really very important unless
you're translating literature.  Whatever English terms people
feel most comfortable with are perfectly acceptable as long as
they have some relevance to the situation on the Go board.

Max Golem, 5-dan.
--
From: barryp@otago.ac.nz
Newsgroups: rec.games.go
Subject: Re: Chinese counting
Date: 15 Dec 92 14:40:23 +1300
Organization: University of Otago, Dunedin, New Zealand

In article <Bz7t8M.4C1@usenet.ucs.indiana.edu>, dabrowsa@cheyenne.ucs.indiana.edu (Andrew Dabrowski) writes:
> In article <1992Dec13.200123.396@otago.ac.nz> barryp@otago.ac.nz writes:
>>In article <lii07nINNbmb@news.bbn.com>, kcrews@bbn.com (Keith Crews) writes:
>>> 
>>
>>Koreans use Japanese rules now but had their own variant prior to the
>>beginning of this century.  the Korean variant was interesting but the
>>result sometimes differed a lot from either Japanese or Chinese counting.
>>
> Could you tell us what the Korean rules were?

Briefly in counting after the game has finished they used to remove any stones
that weren't necessary for defining territories.  It was not permissable to
leave stones in atari but any other threats were ok.  The territories were
then counted much as with japanese rules.  This affected the score obviously,
but also had some implications for end-game play.  You could afford to play an
unnecessary fixing move as it wouldn't cost you anything.  Kos sometimes became
more interesting as the value could be arbitrarily large

# . # O . . .
# # O . . . .  In this position if black (#) connects the ko he could
# # O O . . .  later remove four of the 5 stones on the first line
# O O . . . .  increasing his territory by that much.
# # O . . . .  
                                                    
They also had a different arrangement for starting the game.

> 
> I've always regretted that the ending has so many vagaries about it.
> Of course in prctice problems seldom arise, but the rules for ending
> and counting seem to be out of line with the rest of the rules, which
> are amazingly simple.  I know no-one is really interested, but my modest
> proposal for logical counting rules is: just count the stones on the board;
> ignore the spaces, ignore issues of life and death and seki.  Then normally
> your score will be the same as under Chinese rules but minus 2 for each
> independent group; thus you get a 2 point reward for connecting groups.
> 
> Understand, I'm a mathematician, this is the sort of thing I worry about.
> 
> Andrew Dabrowski	Indiana U	Bloomington
> 
> 
These rules were actually used in China for some time.  I expect that people
found them a bit cumbersome and so looked for short cuts to speed up the
counting. 

The Japanese counting system has the disadvantage that the long winded method
changes the result but the Chinese system doesn't.  If one chooses Chinese
counting then you can agree the game is finished but if you can't agree on 
life/death then you just play on until all everything is absolutely clear.

It is not clear whether counting just stones is more elegant than counting
stones plus empty surrounded points.

Barry Phease
Newsgroups: rec.games.go
From: dabrowsa@blackfoot.ucs.indiana.edu (Andrew Dabrowski)
Subject: Re: Chinese counting
Organization: Indiana University
Date: Wed, 16 Dec 1992 21:53:05 GMT

In article <BzC4Is.38E@comp.vuw.ac.nz> Michael.Norrish@comp.vuw.ac.nz (Michael Norrish) writes:
>
>Huh? I must be stupid, but how does this work? Given the following
>game on a 5x5 board, shouldn't counting just stones result is a draw?
>
>+--+--7--8--+        i.e. the final position is: +--+--@--O--+
>|  |  |  |  |                                    |  |  |  |  |
>+--+--5--6--+                                    +--+--@--O--+
>|  |  |  |  |                                    |  |  |  |  | 
>+--+--1--2--+                                    +--+--@--O--+ 
>|  |  |  |  |                                    |  |  |  |  | 
>+--+--3--4--+                                    +--+--@--O--+
>|  |  |  |  |                                    |  |  |  |  | 
>+--+--9--10-+                                    +--+--@--O--+
>
>There are the same number of groups for both players.
>
>Michael.


In principle each player can now fill in his territory, leaving just two
eyes.  Black wins 13 to 8.



Newsgroups: rec.games.go
From: I0060301@dbstu1.rz.tu-bs.de (Klaus Blumberg)
Subject: smart go format- game transcripts
Organization: Technical University Braunschweig, Germany
Date: Fri, 18 Dec 1992 10:06:00 GMT

can someone pls enlighten me about getting a sgf-transcript to start
a new diagram? only way i found so far was to stuff the transcript with
commetary so it doesn't fit anymore on the page below the daigram. then
it starts a new diagram.
but i think there ought to be a more subtle solution ....
please share your knowledge ...
From: hoffman@cmf.nrl.navy.mil (Eric Hoffman)
Newsgroups: rec.games.go
Subject: 'rating' on IGS
Date: 17 Dec 92 03:01:17 GMT
Organization: Connection Machine Facility, NRL


I'd like to thank Tim Casey for his new feature 'rating'

I was always in favor of having the server keep track, but didn't
want to say anything for fear of creating the implication that 
it was Tim's responsibility for dealing with it. I also felt
there was some justification for the protest that an automatic
ratings algorithm would force players who weren't interested in
ranks to have to deal with them unnecessarily. 

Since the 'rating' command is completely advisory, it does
nothing to impinge on those who would choose to ignore it. For those
of us who are try to gauge improvement by some 'objective' standard,
it gives us exactly the metric we need.

My hope would be that many players, especially the weaker ones
(a group to which I belong), will choose to keep their ranks 
in sync with the new rating algorithm. As it is now, it means 
almost nothing to play against people close to your rank, because 
the spread is so wide, and the ranks aren't monotonic in the least. 

Since I'm here, I'd like to voice a small protest against fixing 
the IGS rank to the AGA scale. US players are not the only ones
on the internet, and the US is hardly premier in international Go. 
Instead of viewing IGS as being tied to the ranks of a particular 
group of players, my hope would be that in time IGS would actually 
exert a pull on the international scales towards some common mean. 

Of course that depends on how badly rank inflates on the server. 

It will be interesting to see how things settle out. 

thanks again
ehoffman (11kyu IGS)
Newsgroups: rec.games.go
Subject: Re: Pronunciations
From: barryp@otago.ac.nz
Date: 12 Dec 92 13:16:37 +1300
Organization: University of Otago, Dunedin, New Zealand

In article <1992Dec8.231500.13454@bhprtc.scpd.oz.au>, dif@bhprtc.scpd.oz.au (David Faulkner) writes:
> Hello everybody,
>                  I have got the list of go definitions by ftp, but I am
> a bit unsure of the pronunciation of a few of the terms commonly used.
> eg: is "gote" pronounced "goat", "goat-ee", "goat-ay", "got-ee"......
> 

go-tay is (nearly) the correct pronunciation.  With Japanese words remember to
pronounce each vowel (There are no diphthongs, or modifyer vowels)
a= ar
i= ee
u= oo (as in soon)
e= ay
o= oh

Barry Phease

Newsgroups: rec.games.go
From: smg6@po.CWRU.Edu (Stanley M. Golem)
Newsgroups: rec.games.go
Subject: IGS?
Date: 16 Dec 1992 03:13:07 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
NNTP-Posting-Host: slc10.ins.cwru.edu


Hi -- 

Could someone tell me about the IGS -- what it is, how to join, 
fees, etc.?

Thanks.            --Max Golem
-- 
Newsgroups: rec.games.go