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@@ -27,7 +27,7 @@ As one of the deepest and most studied games in the world, Go presents a very
interesting problem for artificial intelligence. Implementing not only the
game's simple but subtle rules, but a system capable of playing it with a
satisfying level of skill, is a task worth of pursuing as an exercise on
-software design, algorithmics and AI research.
+software design, algorithmics and \acrfull{ai} research.
On the practical level, this project can be a foundation for the development of
different Go analysis algorithms by providing an existing engine to house them,
@@ -43,7 +43,43 @@ Presented here are the ideal targets of the project.
game's rules.
\item An engine capable of analyzing board positions and generating strong
moves via various decision algorithms.
- \item Compatibility with existing GUIs.
+ \item An interface compatible with existing GUIs.
\item A way for processing existing records of games, which are usually
- recorded in the \acrshort{sgf} format.
+ recorded in the \acrfull{sgf}.
+\end{itemize}
+
+\subsection{Rules of Go}
+
+Some understanding of the basics of the game is necessary to process this
+document. Luckily for the reader, the rules of Go are pretty simple. If the
+reader prefers, there is an interactive tutorial at
+\texttt{https://online-go.com/learn-to-play-go/} going over the fundamentals and
+introducing basic strategy for managing the stones which is already useful and
+needed for the first games. Either way, the rules are sumarized as follows:
+
+\begin{itemize}
+
+\item There are two players. One plays as black, the other as white. Black plays
+ first.
+
+\item The player with the biggest score when the game ends wins. The score
+ consists of surrounded territory and captured enemy stones. Surrounded
+ territory is defined as the areas of empty space connected orthogonally
+ only to stones of one color. Each empty space on a surrounded area and each
+ captured enemy stone score one point.
+
+\item As their turn, a player can either place a stone of their color in an
+ empty space of the board or pass. The game ends when both players pass
+ consecutively.
+
+\item Stones of the same color orthogonally adjacent to one another are
+ considered connected. When one group of connected stones has no more
+ orthogonally adjacent empty spaces it is considered as captured and its
+ stones are removed from the board.
+
+\item Additionally, to prevent endlessly repeating plays, it is forbidden to
+ make a move which resets the board to the previous position. This is called
+ the \Gls{ko} rule, is of strategic relevance outside the scope of a basic
+ introduction to the game, and doesn't always come up.
+
\end{itemize}