ArpaGo

Concept

ArpaGo is a project that generalizes the grid structure of Go into a graph of vertices and edges.
On a normal Go board, the game is already defined by points and the connections between them:
most intersections have four edges, while outer edges and corners behave differently.
ArpaGo changes that underlying structure from stage to stage,
so players can experience Go on entirely different kinds of connections.

Highlights

  • Some stages use honeycomb-like structures where adjacency itself differs from standard Go.
  • The board is not limited to a flat 2D plane: there are stages on curved surfaces such as spheres and tori.
  • On a torus, every point has four neighbors and the whole board forms a periodic boundary.
  • The rules stay close to Go, but changing connectivity and boundary conditions creates unfamiliar strategy.

About The Project

ArpaGo does not use separate gameplay algorithms for each stage.
Instead, each board is defined in JSON with graph connectivity and coordinates for every point,
and the game logic operates on that shared representation internally.
The 3D models are then placed to match the same graph structure,
so new stages can be added without writing stage-specific rules from scratch.

That approach makes it possible to handle honeycomb boards, spheres, torus surfaces, and other structures in one system.
There is no user stage editor yet, but the design leaves room for that kind of extension in the future.
By preserving the core logic of Go while replacing the assumptions of the board itself,
ArpaGo becomes a way to explore new spatial intuition through a familiar game.