I made my comments in reverse order.
John Fairbairn wrote:
"Black 21 is good" is funny (in its own way) but what does it teach you? I am fully aware it tells you something about the state of the game - the pro commentator thought this was an important cru=x point in the game" - but AI can tell you that.
For me, something like "black 21 is good" has very high value compared to its translation complexity. When a statement is this simple it will be easy for computer translation and I might even be able to read it myself. Tsumego books often have simple statements like this that I can read or figure out with my limited vocabulary. As for AI, it's not usually helpful for me. I don't need to know about some complex sequence having several moves I'd never play to set up a complex ko for a half point win. I prefer pro commentary with moves I can understand and use.
Plus, the Pros have already selected the more interesting variations in the more interesting games. There is a lot of entertainment to be had from a pro Game Commentary with little effort. I do not enjoy digging though AI suggestions.
John Fairbairn wrote:
Another of the big surprises for me was the very type of comment you mention: settling groups. Not only do pros seem to pay more attention to this than we amateurs do, but it turns out to be part of a nexus of prophylactic moves, all of which pros love and we despise.
Well, this is a big assumption on my part, but I've noticed that there are usually diagrams when a move settles a group or not (unless it is obvious, even to me). If it is a tricky situation, then I'll see the move numbers and 図. If the variation is interesting then I'll translate that part. So translating the one or two sentences introducing the diagram is not very helpful.
John Fairbairn wrote:
Obviously it's everyone to his own taste, but I think you may be missing a lot with that approach. When I started doing the Go Wisdom indexes, I was rather shocked to find that the incidence of each term could surprise me. I was particularly asonished to see how often comments came up about probes, forcing moves and tsumes (blocking extensions). I already knew these were big priorities for pros, but their importance was much bigger than I expected. In contrast, invasions, moyos and attacking were generally very low. I think all of this is the reverse of the amateur mindset - at least in my experience.
I'm sure it would be nice but for now it's too much hassle. Just to see, I went and translated a paragraph of commentary that I skipped in the last game I reviewed:
黒7あたりから作戦の分れるところ。白9なら黒
いなので、自8、10と利かす。白12、黒13、黒17、白18はコスミが四つ現われたが、とりわけ白18はのがすことはできない。逆に黒18と掛けられるのとの差である。白20から22と、幻庵の序盤作戦はスケールが大きい。
Even using the Google Translate phone app to take a picture and OCR, it still took me a few minutes to correct all of the numbers (a common failure in OCR), force quotes on the "iroha" (or letters as those are messed up too), and review the text (this text is probably close). And for my efforts I get this:
[Google Translate] The place where the strategy can be understood from around Black 7. White 9 is black "" i "", so use your own 8 and 10. Four cosumi appeared in White 12, Black 13, Black 17, and White 18, but White 18 cannot be removed. On the contrary, it is the difference between being multiplied by Black 18. White 20 to 22, the early stage operation of Gen-an is large in scale.
[DeepL] Black 7 is where the strategy starts to diverge. White 9 is Black's "I", so Black 8 and 10 should be used. White 12, Black 13, Black 17, and White 18 have four kosumi, but White 18 in particular cannot be left out. White 12, Black 13, Black 17, and White 18 showed four kosmis (but I can read , but White 18 in particular could not be removed [[sometimes DeepL duplicates sentences, sometimes it drops them]], and the difference was that Black 18 could be multiplied . White 20-22, Genan's strategy in the beginning of the game is very large.
At least I didn't have to translate it by hand like in the old days. But when I just skim the Japanese with my limited vocabulary, I feel like I got 80% of the value from the translations. I noticed Black 7 when setting the board and then I saw it mentioned in the text. But the translation doesn't say much about 7. Then I see 白9 (instead of 黒9 on the board) and 黒い and can wonder about how that would play. Then I see 12, 13, 17, and 18, which I already played on the board, and yup, they are all kosumi (but I had read コスミ anyway). Now, I could not read about move 18, but then the book says 黒18 so I knew to consider that move. And I already thought that White 20 and 22 were interesting moves when playing the stones. So, I can't say that I got too much more value out of the translation compared to just fumbling through the Japanese text -- at least, not in the main description. I do find the diagram explanations to be helpful and worth translating.
For game commentaries, I've gotten more value from time spent learning Go vocabulary and grappling with grammar than trying to use machine translation. Though, I definitely use machine translation for the introduction and conclusion statements. These are written in normal language and the translations work well enough (without any need to fix text or review).
天保十年には幻鹿、秀和戦は三局あり、一勝一敗一打掛。ことでは、秀和が幻庵に押しまくられながらも、二枚腰を発揮してよく一目余した一局を取り上げる。丈和隠退の半歳まえ、幻庵、秀和決戦の予兆が感じられるころの前哨戦である。因碩八段、秀和六段であった。なお、秀和の跡目は翌天保十一年五月に聴き届けられたから、それまでは土屋姓を名乗っている。久貝因幡守は五千五百石の旗本、大番頭(江戸城警備の役頭)などを勤め、当時しばしば高手を自宅に招いて碁会を催した囲一碁数寄者であった。
NOTE: The translations think that Shuwa is "Hidekazu." But if you put "本因坊秀和" then it can guess Shuwa.
[Google Translate] In the 10th year of Tenpo, there were three games against Genka and Hidekazu, with one win, one loss and one hit. By the way, while Hidekazu is pushed by Gen-an, he shows his double waist and picks up one station that is often overlooked. Half a year before the retreat of Takewa, it was a prelude to the time when the signs of the decisive battle between Gen-an and Hidekazu were felt. It was Inoue 8th Dan and Hidekazu 6th Dan. In addition, since the trace of Hidekazu was heard in May of the following Tenpo 11th year, he has been calling himself Tsuchiya's surname until then. Inaba Mamoru Kugai worked as a hatamoto of Gohyakkoku and a large guard (head of the guard of Edo Castle), and at that time he was a Go player who often invited high-ranking players to his home to hold a Go party.
[DeepL]In 1835, Genan and Hidekazu played three times, winning one game, losing one game, and beating each other one time. By the way, Hidekazu, while being pushed by Genan, showed double-heartedness and picked up one game that was often overlooked. It was a preliminary game when the signs of a decisive battle between Genan and Hidekazu were felt six months before the defeat of Takezawa. It was between Inoue 8dan and Shuwa 6dan. Also, in May of the following year, Tempo 11, traces of Hidekazu were heard, and until then he took the surname Tsuchiya. Inaba Morikugai was a Go player who often invited high-ranking Go players to his home for Go meetings, even though he had been a 500-koku Hatamoto or a Daibancho (the head of Edo Castle).
By the way, didn't DeepL mess up the date? Isn't Tenpo 10 1839? This game is in GoGoD as file 1839-05-16a.

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Going back to MyNavi, the PDFs seem great because it takes away most of the headache of translation. No fiddling with a camera. And the text doesn't need to be fixed or reviewed. But I prefer physical books if given the choice.