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Trading the Gap and Go strategy requires acting at the market open or after the market open but not before the market open.
The time during the pre-market hours is only needed to spy on what the prices are doing. Because the gap is defined by the price difference between the first tick of the regular trading time in relation to the last tick of the previous trading day within the regular trading time.
Usually there is a huge gap shown in the pre-market, but once the market opens the gap is not there anymore. It doesn't matter how high the pre-market volume is during the pre-market trading time.
But once the market opens things go fast. That's why it is important to have a high quality stock market scanner like Trade Ideas. It is hard to monitor thousands of stocks each day manually.
Even the best broker platform can't do a good job here. Trade Ideas scans the whole market with thousands of stocks for each trading pattern you define.
And they have defined scans as well. If the market gaps up, we are looking for a long trade buying the stock. If the market gaps down, we are looking for a short trade selling a stock we do not have at the moment.
That being said, we are looking for a continuation of the momentum the stock gained overnight. The Gap and Go strategy is not a reversal strategy, it is a continuation strategy.
The most common reason for a gap on individual stocks is news regarding earnings announcements and company news, while general market news can have an impact on the whole financial market.
When looking for a Gap and Go strategy with high continuation momentum of the gap-direction, you have to know why the stock gaps.
If there is only general market news or an unknown reason, keep your fingers far away from any buy or sell order.
You have to know the reason to be able to evaluate if the news has enough power to continue the price movement. Remember, it is always about supply and demand.
And please remember. These graphical aids may suggest possible next moves, indicate areas of influence, highlight vital stones under attack and mark stones in atari or about to be captured.
There are several file formats used to store game records, the most popular of which is SGF, short for Smart Game Format. Programs used for editing game records allow the user to record not only the moves, but also variations, commentary and further information on the game.
Electronic databases can be used to study life and death situations, joseki , fuseki and games by a particular player.
Programs are available that give players pattern searching options, which allow players to research positions by searching for high-level games in which similar situations occur.
Internet-based Go servers allow access to competition with players all over the world, for real-time and turn-based games. Other books have used Go as a theme or minor plot device.
The manga Japanese comic book and anime series Hikaru no Go , released in Japan in , had a large impact in popularizing Go among young players, both in Japan and—as translations were released—abroad.
Despite this Go still features heavily in her character's personality. Go has also been featured in a number of television series.
Starz 's science fiction thriller Counterpart , for instance, is rich in references the opening itself featuring developments on a Go board , including applications of the game's metaphors, a book about life and death being displayed, and Go matches, accurately played, relevant to the plot.
The corporation and brand Atari was named after the Go term. In the endgame, it can often happen that the state of the board consists of several subpositions that do not interact with the others.
The whole board position can then be considered as a mathematical sum, or composition, of the individual subpositions.
A review of literature by Fernand Gobet , de Voogt and Jean Retschitzki shows that relatively little scientific research has been carried out on the psychology of Go, compared with other traditional board games such as chess.
According to the review of Gobet and colleagues, the pattern of brain activity observed with techniques such as PET and fMRI does not show large differences between Go and chess.
On the other hand, a study by Xiangchuan Chen et al. There is some evidence to suggest a correlation between playing board games and reduced risk of Alzheimer's disease and dementia.
In formal game theory terms, Go is a non-chance, combinatorial game with perfect information. Informally that means there are no dice used and decisions or moves create discrete outcome vectors rather than probability distributions , the underlying math is combinatorial, and all moves via single vertex analysis are visible to both players unlike some card games where some information is hidden.
Perfect information also implies sequence—players can theoretically know about all past moves. Affine transformations can theoretically add non-zero and complex utility aspects even to two player games.
Go begins with an empty board. It is focused on building from the ground up nothing to something with multiple, simultaneous battles leading to a point-based win.
Chess is tactical rather than strategic, as the predetermined strategy is to trap one individual piece the king. A similar comparison has been drawn among Go, chess and backgammon , perhaps the three oldest games that enjoy worldwide popularity.
Chess, with rows of soldiers marching forward to capture each other, embodies the conflict of "man vs. Because the handicap system tells Go players where they stand relative to other players, an honestly ranked player can expect to lose about half of their games; therefore, Go can be seen as embodying the quest for self-improvement, "man vs.
From Wikipedia, the free encyclopedia. Abstract strategy board game for two players. This article is about the board game. For other things named "Go", see Go disambiguation.
Game pieces, called stones , are played on the lines' intersections. Main article: Rules of Go. Main article: Ko fight. An example of a situation in which the ko rule applies.
Main article: Komidashi. See also: Life and death. Main article: Go strategy and tactics. A net. The chain of three marked black stones cannot escape in any direction.
This section needs additional citations for verification. Please help improve this article by adding citations to reliable sources. Unsourced material may be challenged and removed.
February Learn how and when to remove this template message. Main article: Go terms. Main article: Go opening.
Main article: History of Go. Main article: Go ranks and ratings. See also: Go competitions. See also: Time control and Byoyomi. See also: Kifu.
Main article: Go equipment. Main article: Computer Go. See also: Go and mathematics. Main article: Go software. China portal Japan portal Korea portal.
Alternately, a measure of all the alternatives to be considered at each stage of the game game-tree complexity can be estimated with b d , where b is the game's breadth number of legal moves per position and d is its depth number of moves [ plies ] per game.
See the section on "Life and Death" for seki. See this article by Benjamin Teuber, amateur 6 dan, for some views on how important this is felt to be.
Time-wasting tactics are possible in Go, so that sudden death systems, in which time runs out at a predetermined point however many plays are in the game, are relatively unpopular in the West.
If twenty moves are made in time, the timer is reset to five minutes again. This is a good amateur level but no more than might be found in ordinary East Asian clubs.
Published current European ratings would suggest around players stronger than that, with very few European 7 dans. Ignoring illegal suicide moves, there are at least !
See Go and mathematics for more details, which includes much larger estimates. The complexity of the algorithm differs per engine.
American Go Association. Retrieved March 23, Retrieved 28 November The Tso Chuan. University of Massachusetts Amherst. Archived from the original on Retrieved Retrieved June 17, Houghton Mifflin Harcourt.
Taiwan Review. European Go Federation. Archived from the original on 28 October Retrieved 28 October Retrieved June 3, Retrieved 5 June Archived from the original PDF on 25 July Retrieved 20 August British Go Association.
Retrieved 15 May Retrieved 31 May New in Go. British Go Journal Nr. Retrieved 8 October Go World. Tokyo: Ishi Press.
Via "Go in the Classics". Kiseido Publishing Company. In Pinckard, William Akiko, Kitagawa ed. Japanese Prints and the World of Go.
In Bozulich, Richard ed. The Go Player's Almanac 2nd ed. Kiseido Publishing Company published The Unicode Standard. The Unicode Archives.
Mind Sports WorldWide. Archived from the original on 8 June Retrieved 7 January Retrieved 3 March Retrieved 11 January Bibcode : Natur.
IEEE Spectrum. Cornell University. Archived from the original PDF on 25 May The Electric Sage Battle. Retrieved December 8, Retrieved 18 March The Korea Times.
BBC News Online. Retrieved 12 March Retrieved 15 March Retrieved 13 March May World News. Retrieved May 5, Game Theory.
Cambridge University Press. Go: A Complete Introduction to the Game. Tokyo: Kiseido Publishers. Cobb, William The Book of Go.
Sterling Publishers. Dahl Elementary Go Series. Japan: Kiseido Publishing Company. Fairbairn, John Invitation to Go 2nd ed.
United States: Dover Publications. Fairbairn, John; Hall, T. In the Beginning: the Opening in the game of Go. Iwamoto, Kaoru Go for Beginners.
New York: Pantheon. Kageyama, Toshiro Lessons in the Fundamentals of Go 3rd ed. Kim, Janice ; Jeong, Soo-hyun Learn to Play Go.
Five volumes 2nd ed. Lasker, Edward New York: Dover Publications, Inc. Teach Yourself Go. Go: the World's most Fascinating Game 1st ed.
Tokyo, Japan: Nihon Kiin. Tokyo: Kiseido Publishing Company. A stone in the corner has only two liberties. The white stone in Diagram 13 is on the point.
If Black occupies one of these points, as in Diagram 15, the white stone would be in atari. The result is shown in Diagram It is also possible to capture two or more stones if you occupy all their liberties.
In Diagram 18, there are three positions in which two white stones are in atari. Black captures these stones with 1 in Diagram The results are shown in Diagram Any number of stones making up any kind of shape can be captured if all their liberties are occupied.
In Diagram 21, there are four different positions. Black 1 captures twelve stones in the upper left, four stones in the lower left, three stones in the upper right and three stones in the lower right.
When you capture stones in a game, you put them in your prisoner pile. Then, at the end of the game, these captured stones are placed inside your opponent's territory.
Let's look at a game to see how this actually works. After Black plays 3 in Figure 7, White makes an invasion inside Black's sphere of influence with 4.
White 10 ataris the black stone at 7. Therefore, black connects at 11 in Figure 8, but White ataris again at The marked stone cannot be rescued, so Black has to sacrifice it.
He plays his own atari with 13 in Figure 9. White then captures with 14 and Black ataris two white stones with With 16 in Figure 10, White maps out the territory on the left side, and Black expands his territory on the right side with 17 to The moves from White 22 to Black 24 are the same kind of endgame sequence we saw in Figure 4 of the first game.
White 26 forces Black to capture two white stones with Next, the moves at White 28 and 30 each reduce Black's territory by one point.
Black 31 ataris the two white stones at 26 and 30, so White must connect at 32 to save them. Finally, Black 33 reduces White's territory on the left by one point.
The game ends when White blocks at Figure 12 show what the board looks like at the end of this game. White has one black stone in his prisoner pile, while Black has two white stones in his.
In Figure 13, each side places his prisoners in his opponent's territory. White places his one black prisoner the marked black stone inside Black's territory and Black places his two white prisoners the two marked white stones inside White's territory.
It is customary to rearrange the stones a bit to make the counting of territory simple and rapid. In Figure 14, the three marked black stones and the two marked white stones were moved.
Calculation of the size of the territories can now be made at a glance. Black has 23 points; White has 24 points. White wins by one point.
Questions and Answers After White 12 in Figure 8, why didn't Black try to escape with his marked stone?
Black could try to escape by playing 1 in Diagram 22, but White would pursue him and the black stones would still be in atari.
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