♥♥♥ Stratégie équestre

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Both millennia-old, as a game and as a science, go and mathematics are two worlds of phenomenal depth that intertwine, enrich each other, and shed light on one another. Go constantly draws on various forms of mathematics, to the point of becoming a research subject in its own right.

What's presented here isn't a game of five families, but a family of five games (siblings and cousins!) — blocking games, in which a player leaves the game once they can no longer play. All of them concern geometry. In particular, the pieces in these games take many forms, made up of squares, triangles, line segments and cubes.

A ko arises when a stone is threatened with capture, but after the opponent captures it, the capturing stone is itself in a position to be captured.

Where do ideas come from when creating a mathematics problem? How can anyone still find original material when so many topics have been explored over the centuries? How do you keep coming up with something new after devising hundreds of problems? How do you entice and engage the reader?