Origins in Ancient China

Go is widely believed to have originated in China — known there as weiqi (圍棋, "surrounding game") — with estimates placing its invention anywhere from 2,000 to 4,000 years ago. The earliest reliable written references appear in Chinese texts from around the 6th century BCE. According to legend, the game was invented by the mythical Emperor Yao to educate or test his son, though this origin story is likely apocryphal.

What is certain is that by the time of Confucius (551–479 BCE), Go was already considered a serious intellectual pursuit. Confucius himself is said to have referenced the game, noting that even playing Go — idle as it might seem — was preferable to doing nothing at all.

The Four Arts of the Chinese Scholar

During the Tang Dynasty (618–907 CE), Go was formally enshrined as one of the Four Arts (sì yì) of the cultivated Chinese scholar, alongside the qin (a stringed instrument), calligraphy, and painting. This elevated status cemented Go's role not merely as a pastime, but as a mark of intellectual and moral cultivation.

Go Travels to Japan

Go was introduced to Japan from China, most likely during the 7th century CE. The game quickly captured the interest of the Japanese nobility and imperial court. Emperor Shomu (reigned 724–749) was a known enthusiast, and Go boards from the Nara period survive to this day in the Shōsōin treasury in Nara.

Over the following centuries, Go became deeply embedded in Japanese culture. The Tokugawa shogunate (1603–1868) institutionalised the game by establishing four official Go houses (the Honinbo, Inoue, Yasui, and Hayashi houses), whose top players competed for the title of Meijin — the greatest player of the era. This era produced legendary figures such as Honinbo Dosaku and later Honinbo Shusaku, whose games are still studied as masterworks.

Korea and the Rise of Baduk

Go arrived in Korea — where it is called baduk — by at least the 7th century CE. Korean players would eventually develop their own distinct style, characterised by fierce fighting and aggressive play. In the modern era, Korea has become arguably the dominant force in international Go competition, producing a long line of world-class professionals.

Go in the Modern Era

The 20th century saw Go spread beyond East Asia. European and American enthusiasts formed clubs and federations, and the International Go Federation (IGF) was established in 1982 to coordinate global play. Today, Go is played in over 70 countries.

The AI Watershed Moment

In 2016, Go entered global headlines when DeepMind's AlphaGo defeated world champion Lee Sedol in a historic five-game match. For decades, Go had been considered beyond the reach of artificial intelligence due to its vast complexity. AlphaGo's victory marked a turning point not just for the game, but for the field of AI itself. Subsequent systems, particularly AlphaGo Zero and KataGo, have since surpassed even the strongest human players.

A Living Tradition

Despite — or perhaps because of — the AI revolution, interest in Go continues to grow worldwide. The game's philosophical dimensions, its connection to concepts of balance, patience, and long-term thinking, ensure that it remains far more than a competitive sport. For many players, Go is a lifelong practice, a meditative discipline, and a window into a rich cultural heritage that spans millennia.