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Handicapping in Go
Handicapping in Go
from Wikipedia

In the game of Go, a handicap can be given when two players of different strengths play each other to offset the difference and make a close, exciting game more likely. Handicapping is much more common in Go than in other board games, as the system adapts comparatively well to handicaps; perhaps half of all Go games are played with handicaps. Handicaps are given by means of stones and compensation points (komi). A small handicap such as might be given with a difference of one rank is that the weaker player plays as Black and gets the first move, but offers no komi for the advantage. Larger handicaps give free stones placed at the start of the game for the Black player.[1][2]

Handicap stones

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The rank difference within a given amateur ranking system is one guide to how many handicap stones should be given to make the game a more equal contest. As a general rule, each rank represents the value of one stone. For example, a 3 kyu player gives a 7 kyu player four handicap stones to allow for an interesting game with roughly equal challenge for both players. If traditional fixed placement of the handicap stones is used, nine stones is normally the maximum handicap.[1][2] Larger handicaps are possible, but generally result in a strange game, as this means one player is comparatively very weak and may not be understanding White's moves well.

The above rank relationship applies for kyu and amateur dan (1-7d) ranks. Professional dan ranks are not as comparable. They are awarded by professional Go players' organizations, and unlike amateur ranks are more an indication of achievements in tournament play. They can still be used as a rough guess, but the skill difference in professional dan ranks can be less than a third of a stone per rank.

Handicap placement

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Fixed placement

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The traditional placement of handicap stones

There are 9 star points marked on a 19 x 19 board – in each corner on the (4,4) point, in the middle of each side on the fourth line, (4,10); and the very center of the board, (10,10). Traditionally handicaps are always placed on the star points, as follows:

Handicap locations[1]
Stones Placement Locations
1 Black plays his first stone as he wishes, and gives no komi None
2 Black plays the star points to his upper right and lower left A,B
3 Black adds the star point to his lower right (In Classical Chinese rules the third handicap stone is place on tengen) A,B,C (or E)
4 Black takes all four corner star points A,B,C,D
5 Black adds the center star point A,B,C,D,E
6 Black takes all three star points at left and right A,B,C,D,F,G
7 Black adds the center star point A,B,C,D,E,F,G
8 Black takes all star points except the center A,B,C,D,F,G,H,I
9 Black takes all nine star points A,B,C,D,E,F,G,H,I

Free placement

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Some rulesets allow for free placement of handicap stones, rather than the fixed star point locations. In free placement, one can place handicap stones anywhere on the board without restriction, as black receives a number of unanswered moves at the start of the game. For example, Ing rules allow free placement.[3] The fixed locations are at the (4,4) points in the corners, so if Black wishes to gain experience playing (3,4) corner openings, or others such as (3,3), (5,4), (5,3), etc., free placement can allow this.

Small board handicaps

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Small Go boards are often used for novice players (double-digit kyu players) just learning to play Go, or for quick games (most commonly 13×13 and 9×9). As the fewer moves made when playing on smaller boards gives White fewer chances to overcome the advantage conferred by the handicap, each free stone is worth more. Accordingly, smaller handicaps are used for the same difference in rank than would be given on a 19x19 board.[2]

The per-rank handicap is reduced, by a scaling factor. Various estimates have been given for the factor that applies to 13×13, in the range 2.5 up to 4; and on grounds both theoretical and experimental (small-board tournament play). The evidence is that 2.5 is more realistic than 4, for clock games. The corresponding factor for a 9×9 board is not easy to understand, and the change for each stone added is very large.

One theoretical approach is according to the distribution of the number of moves made in a game on a board of a given size relative to the number made on a 19×19 board. Using estimates that a 19×19 game will last about 250-300 moves, a 13×13 game about 95-120 moves, and a 9×9 game about 40-50 moves, a quadratic formula for the ratio of the mean number of plays may apply. Another way to view the matter is that barring blunders, White catches up by means of Black's 'small errors', so that White's deficit dwindles at a roughly constant rate, and thus the game length makes sense as scaling factor.

Each full stone of handicap on a 13×13 board is in any case probably equivalent to about 2.5 to 3 ranks, and each full stone on a 9×9 board is equivalent to about 6 ranks. For example, if the appropriate handicap is 9 (i.e., 8.5) stones on a 19×19 board, the handicap between those two players is reduced to 4 (because 3.5 × 2.5 = 8.75) stones on a 13x13 board and 2 (1.5 × 6 = 9) stones on a 9×9 board. A 5 (i.e., 4.5) stone handicap on a 9×9 board is accordingly equivalent to a handicap of 27 or 28 stones on a 19×19 board.

Traditional handicap locations on a 9x9 board, in order of placement[2]

Compensation points

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In games between players of equal rank, the Black player compensates for the advantage of playing first by offering compensation points (komi) to the White player. When the difference in strength is one rank, no handicap stone is given. Instead the stronger player takes White but without compensation points.

An alternative type of handicap for differences of rank greater than one is that rather than Black gaining starting stones, there is reverse komi. In it, the weaker player takes black, and is given both the first move and compensation points too. Compensation points are sometimes preferred to stones because the players would like to play or practice as if it is an even game, with opening joseki strategy unchanged.

Historical handicaps

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Before the 20th century, other systems of handicaps were used. For example, two players might agree to a multi-game match (jubango) where the games were played without komi, but the weaker player would be granted the black stones in two games out of every three in the match, giving them an edge in the overall match standings.

References

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from Grokipedia
Handicapping in Go is a formalized system designed to equalize the chances between players of unequal skill levels by granting the weaker player a predetermined number of extra stones, known in Korean as 치석 (置石), on the board at the start of the game. This practice, unique to Go among major board , preserves the strategic depth of the game while enabling fair competition, with handicaps typically ranging from 2 to 9 stones placed on specific intersection points known as star points (hoshi). In a handicap game, the weaker player assumes the role of and places the handicap stones on the board according to a traditional before makes the first move, reversing the usual order where opens. The number of stones is determined by the difference in players' ranks—such as kyu or dan grades—with each rank disparity roughly corresponding to one stone, up to a maximum of 9 to avoid overly distorting the game. For example, a 4-dan player might give 3 stones to a 1-dan opponent or 7 stones to a 4-kyu player. To further balance the game, komi (compensation points for ) is adjusted in handicap scenarios; under American Go Association rules, it is set to 0.5 points, with additional points per handicap stone in area scoring systems. This system not only promotes inclusive play across skill levels but also encourages study of opening strategies, as the placement of handicap stones influences early territorial development and influence.

Fundamentals

Purpose of Handicapping

Handicapping in Go involves pre-placing a number of stones on the board for the weaker player before the game begins, providing an initial territorial advantage to compensate for the disparity without modifying the fundamental rules of play. This system ensures that the weaker player, typically assigned , with playing first after the handicap placement, can compete on more equal footing. The primary benefits of handicapping include promoting fair play by balancing outcomes in matches between players of unequal strength, enabling weaker players to learn strategic insights from stronger opponents during engaging games, and sustaining interest in the game across diverse skill levels. By allowing the weaker player to focus on development rather than immediate survival, handicapping facilitates educational experiences that enhance overall understanding and enjoyment. Handicaps are commonly employed in casual games, teaching sessions, and club settings to foster inclusive participation and skill-building. In contrast, they are rare in tournaments, where players of comparable ability compete on even terms using komi to adjust for Black's first-move advantage. This approach assumes familiarity with basic Go elements, such as the board setup, alternating turns, and area scoring methods.

Handicap Stones Overview

In Go, handicap stones consist of extra black stones placed on the board before White's first move, granting the weaker player (Black) a significant territorial head start to offset differences in skill levels. These pre-placed stones are known in Korean as 치석 (置石; chiseok) and in Japanese as 置石 (okiishi), both literally meaning "placed stones". This compensation allows Black to begin the game with established positions, typically on key points that secure early influence over portions of the board. According to the rules of major organizations, the handicapped player always takes Black, and White responds first after the stones are set. Common handicap levels range from 2 to 9 stones, with 2, 3, 4, 5, 6, 7, and 9 being the most traditional configurations under Japanese rules, while 8 is also standard. The 9-stone setup incorporates a central stone for positional balance, whereas even numbers provide symmetry without the tengen. These levels are selected to approximate the rank disparity, generally equating to one stone per rank difference, though no fixed formula exists and decisions often depend on local club or tournament conventions; for instance, a 2- to 3-kyu gap might typically receive 2 or 3 stones. The primary effects of handicap stones include providing Black with a robust opening framework that influences the game's early strategy, such as prioritizing enclosures to solidify territory or preparing for potential White invasions near the stones. This setup shifts the balance toward Black's favor in territory accumulation while challenging White to develop efficiently without immediate overextension. Placement of these stones follows either fixed traditional patterns or free arrangement, as explored in dedicated sections on methods.

Placement Methods

Fixed Placement

Fixed placement in Go handicapping refers to the traditional method where handicap stones are positioned at predetermined star point intersections, known as hoshi, on the board to ensure consistency and balance. These nine marked points—located at 4-4, 4-16, 16-4, 16-16 (corner stars), 4-10, 10-4, 16-10, 10-16 (side stars), and 10-10 (center tengen)—serve as the standard locations for such placements in amateur games on the 19x19 board. This approach contrasts with free placement by enforcing rigid positions that promote fair compensation for skill differences without requiring negotiation. The specific configurations for common handicaps follow a systematic progression, prioritizing corner points for their strategic value in securing early territory. For a 2-stone handicap, stones are placed at 4-4 (bottom-left corner) and 16-16 (top-right corner), creating diagonal to avoid favoring any board quadrant. A 3-stone handicap adds a stone at 4-16 (top-left corner), occupying three corners while leaving the bottom-right open, often as a of politeness to the stronger player (). The 4-stone handicap completes the corners with an additional stone at 16-4 (bottom-right), achieving full . Higher handicaps extend this pattern to side and central points. The 5-stone handicap includes the four corners plus the center at 10-10, providing central influence alongside corner security. For 6 stones, two side stars are added at 4-10 (left side) and 16-10 (right side), maintaining horizontal symmetry. A 7-stone handicap incorporates the center alongside the four corners and two sides, balancing expansion. 8 stones fill all four side stars (adding 10-4 and 10-16), and the 9-stone handicap occupies all nine star points, representing the maximum traditional fixed setup. This fixed system emphasizes corners first because the 4-4 points allow efficient enclosure with minimal stones, fostering early development for the handicapped player (). in placements prevents positional bias, ensuring the remains equitable and instructional, while avoiding over-centralization that could disrupt natural play flow. These positions, rooted in Japanese rules, standardize to make it accessible for novices learning strategic fundamentals.

Free Placement

Free placement in Go handicapping allows the weaker player, typically , to position handicap stones at any empty intersections on the board prior to the first move, rather than restricting them to predefined locations. This method is incorporated into specific rulesets: implementations of Chinese rules (e.g., on KGS) allow free placement with moving first after placement and compensation via not counting occupied points as 's in area scoring plus standard komi (such as 7.5, with additional points per handicap stone in some variants); Ing's Simplified Stone-Taking (SST) rules and rules, where places stones freely, then moves first while passes the initial N-1 moves for an N-stone handicap, receiving N points of komi as compensation (adjusted in scoring). The American Go Association (AGA) rules permit free placement at the tournament director's discretion, though star-point placement remains the default. Free placement is particularly suited for non-standard handicap configurations, such as a single stone or more than nine stones, enabling adjustments beyond traditional limits. Guidelines emphasize mutual agreement between players to ensure fairness, with stones generally focused on corners and edges to simulate strategic development without central that could mimic excessive komi advantages. In Ing's SST rules, this unrestricted approach adds strategic variety and depth, especially beneficial in repeated games against the same opponent. The primary advantages of free placement lie in its customization potential, allowing the handicapped player to target specific weaknesses—for instance, positioning stones along the sides to facilitate practice in and cutting techniques. It is commonly employed in scenarios or experimental to explore unconventional strategies and enhance learning. However, drawbacks include the time required for over positions, risks of disputes over perceived unfair placements, and its relative rarity in formal competitions, where fixed placement predominates for efficiency and standardization. In contrast to fixed placement on star points, free placement prioritizes player discretion for tailored challenges over traditional uniformity.

Board Size Adaptations

Standard 19x19 Board

The 19x19 board is the standard size for adult competitive Go play, offering vast space that enables handicap stones to introduce balanced and territorial opportunities without overly simplifying the game. This expansive grid supports intricate interactions across corners, sides, and center, where handicaps amplify Black's early influence while allowing ample room for counterplay. In fixed placement, the traditional handicap stones occupy the nine star points—key 4-4 positions in the corners and along the sides—securing vital corner for and forcing into aggressive invasions from the outset. The board's scale then permits expansive battles, with leveraging the pre-placed stones to expand influence and responding through probing attacks that can develop into large-scale moyo formations or cutting operations. Handicaps ranging from 2 to 9 stones are optimal for the 19x19 board, providing compensation equivalent to rank differences of approximately 1 to 9 dan levels while preserving competitive equity; configurations beyond 9 stones create severe imbalances, rendering the game rarely fair or instructive. AI evaluations quantify this progression, estimating a single stone at about 6.3 points of advantage, scaling to 122.5 points for 9 stones—still leaving sufficient board space for White to secure a winning margin through superior play. Post-2016 AI analyses, including those from , demonstrate that 9-stone handicaps remain winnable for under perfect play, with win rates approaching 50% in balanced matchups and challenging prior views that such setups overwhelmingly favored due to unassailable corner security. This insight highlights how optimal strategies can erode Black's leads through precise territory denial and group connectivity, even on the full board.

Smaller Boards

Handicapping on the 9x9 board is designed for ultra-simplified play, particularly suited to , where games conclude rapidly to facilitate quick learning cycles. Handicaps are typically restricted to 2 to 4 stones, placed in the corners at the 3-3 and 7-3 points to emphasize basic enclosure strategies without overwhelming the limited space. For a 2-stone handicap, stones occupy two opposite corners (e.g., 3-3 and 7-7); additional stones fill the remaining corners for 3 or 4 handicaps. This setup promotes focus on fundamental tactics like capturing and simple formation, as the board's 81 intersections amplify the impact of each placement. The 13x13 board serves as an intermediate adaptation, balancing accelerated gameplay with increased strategic depth for developing players. Handicaps range from 2 to 5 stones, positioned primarily in the four corners at the 3-3 points, eschewing the central tengen to prioritize corner control and avoid over-centralization on the 169-intersection board. A standard progression places two stones in opposite corners for a 2-stone handicap, adds the other two corners for 4 stones, and includes a side or adjusted position for the fifth, ensuring the game remains competitive while allowing exploration of opening variations. This configuration supports moderate complexity, enabling players to practice influence and shape without the full expanse of larger boards. Compared to the 19x19 board, smaller boards necessitate fewer handicap stones due to the proportionally greater control exerted by each placement in confined spaces. The first-move advantage for is more significant on 9x9 and 13x13 boards, resulting in lower win rates for without komi—often below 40% in balanced play—thus requiring higher komi adjustments (e.g., 6.5 to 7.5 points) or integrated handicaps for equity. These adaptations are commonly employed in tournaments under time constraints, such as the American Go Association's annual 9x9 events, to accommodate multiple rounds efficiently. In the 2020s, online platforms like Online-Go.com have standardized these rules, including optimized 3-stone setups on 13x13 boards that adjust for corner bias without central stones, enhancing accessibility for casual and rated play.

Alternative Compensation

Compensation Points

Compensation points in Go handicapping involve adding a predetermined number of virtual points directly to the weaker player's final score to address minor imbalances in player strength, serving as an alternative or supplement to physical handicap stones. This method adjusts the endgame tally without altering the board position during play, typically for rank differences too small to warrant stone placement. For instance, a minor skill gap might result in the weaker player receiving +10 points added to their score. Such point additions are rarely used as a standalone handicap due to the preference for stones in significant disparities, but they frequently fine-tune games after stones have been placed; an example is awarding +3.5 points to the weaker player in a 2-stone handicap scenario to further equalize chances. This approach is particularly common in certain Asian club settings, such as Tokyo Go clubs, where player ranks are quantified in points (e.g., via win-loss tracking), and compensation is applied through adjusted values equivalent to direct score bonuses. Reverse komi, where the stronger player () effectively gives points to the weaker , is a common form of such compensation, especially for skill differences exceeding the 9-stone maximum or for precise adjustments. Determining the exact number of compensation points remains subjective, relying on the estimated rank gap between opponents rather than a universal formula, with the primary aim of achieving roughly a 50% win probability for each player. Practitioners often approximate one rank difference as worth about 10 points, drawing from empirical observations of game outcomes. The advantages of compensation points include their simplicity compared to stone placement, as they avoid disrupting the natural opening and allow for precise adjustments without predefined board positions. However, this method can alter the traditional scoring experience and feels less authentic to many players, limiting its adoption outside informal or club contexts.

Komi Integration

Komi provides compensation to White for the first-move advantage held by Black in even games, typically set at 6.5 points under Japanese rules or 7.5 points under Chinese rules to promote fairness. This fractional value prevents ties by ensuring scores cannot be exactly equal. In handicap games, where Black receives extra stones to balance skill differences, komi is adjusted downward for White to avoid overcompensation. Under American Go Association (AGA) rules, it is set to 0.5 points in all handicap games, while under Japanese rules it is typically 0. This allows White to win in case of a tie while maintaining equilibrium. Among professionals, pure komi without handicaps is preferred, as seen in Nihon Ki-in tournaments where even games use fixed komi to test skill directly. Amateurs frequently employ handicaps paired with these adjusted komi values to foster competitive play. In the 2020s, AI programs like KataGo have simulated millions of games to refine komi, suggesting values around 7 points achieve near-50% win rates for both colors on standard boards. Organizations like the American Go Association maintain consistent komi-handicap pairings in tournaments, with komi at 0.5 for handicaps under AGA rules.

Historical Context

Origins and Evolution

Handicapping in Go, an ancient originating in as weiqi over 2,500 years ago, developed as a formalized system in to balance contests between players of disparate strengths. Archaeological evidence from the pre-200 CE period shows early weiqi boards of various sizes. The game's transmission to around the CE, possibly via scholars like Kibi no Makibi, marked the beginning of its evolution into igo, where handicapping became more structured amid rising aristocratic and samurai interest. By the early (1603–1868), the established the Go houses, with the Honinbo house under figures like Honinbo Sansa formalizing professional play and introducing a merit-based ranking system from to kudan that incorporated handicaps to determine relative strengths. The Honinbo house, led by figures like Dosaku (1645–1702), who dominated Castle Games and often granted 2-stone handicaps to rivals, played a pivotal role in codifying fixed placements on star points for 2 to 9 stones, with the system being standardized during the 17th and 18th centuries to promote fair competition in house matches and rankings. Throughout the 19th-century Edo period, Go's popularity exploded among the samurai class, with handicaps drawing analogies to military strategy by simulating territorial advantages in warfare simulations, as the game symbolized tactical encirclement and balance of power. This era saw the four major Go houses—Honinbo, Yasui, Hayashi, and Inoue—competing in high-stakes jubango matches under handicap conditions to resolve disputes and elevate the art form. Culturally, handicapping functioned primarily as a teaching tool in dojos and schools, where masters used graded stone placements to instruct pupils progressively, fostering skill development without discouraging weaker players; professional applications persisted in ranking events but waned after the Meiji Restoration, becoming limited to rare 20th-century exhibitions.

Modern Usage

In the 20th and 21st centuries, handicapping in Go has spread globally alongside the game's internationalization, facilitated by organizations such as the International Go Federation (IGF), established in 1982 to coordinate national federations and promote unified rules. The IGF's formation followed the inaugural World Amateur Go Championship in 1979 and supported Go's expansion from its East Asian core to regions including Europe (via the European Go Federation, founded 1959) and the Americas, where early clubs emerged in the United States and Brazil by the early 1900s. As of 2025, the IGF has 79 member federations across five continents, representing an estimated 46 million players worldwide who know how to play the game. Online platforms have further popularized customizable handicaps since the 2010s, enabling players to adjust stone counts based on rank disparities for balanced matches. The Online Go Server (OGS), a prominent free platform, supports automatic handicap calculation tied to player ratings, typically assigning one stone per rank difference, while allowing manual overrides for even or custom games. Similarly, the American Go Association (AGA) integrates handicaps into regional tournaments, such as the California State Go Championship, where dedicated handicap divisions accommodate players from 20 kyu to mid-dan levels. Regional variations persist in modern practice: Western clubs, exemplified by the British Go Association (BGA), emphasize simple handicapping systems for fair play among diverse skill levels, often favoring free placement of stones to enhance strategic depth beyond traditional star-point positions. In contrast, Asian professional circles largely avoid handicaps in competitive adult play due to refined ranking precision but employ them in youth training; for instance, in programs at institutions like the Nihon Ki-in. The advent of AI tools in the era (2016 onward) has revolutionized handicap analysis, permitting human players to engage superhuman programs via initial stone advantages, thus evaluating compensation effectiveness through simulated outcomes and move probabilities. Current trends reflect a hybridization of handicaps with komi, where handicap games standardly incorporate 0.5 komi to minimize draws while preserving balance, though full handicaps have declined in high-level and settings owing to accurate Elo-based rankings that enable even contests. Meanwhile, casual online applications have spurred a resurgence, with platforms like OGS reporting widespread use of automatic handicaps for ranked matching among recreational players, where 4-stone setups predominate for mid-rank differentials based on win-rate data from large game databases.

References

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