The new standard of online play

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John Fairbairn
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Re: The new standard of online play

Post by John Fairbairn »

Going "overboard in investing in thickness" is a "risk-based strategy", because it means you are playing too slowly, thereby increasing the chances of losing the game. If it's an issue of komi, strategy should adapt to play well according to the rules of the game. On the flip side, if a particular strategy increases the overall win rate of a given pro, there is evidence that that strategy was less risk-based. Professionals are in the business of consistently winning games, and a strategy that is consistent with that is not a risky one.
I'm not entirely sure what you are saying here, Kirby. I suspect that may be because you omitted the important word "historically" from the quote, and so may be talking about something different from me.

We can easily surmise that ever since go became popular, it was populated mainly by people who saw it as a form of gambling. There is certainly enough evidence of this in recent centuries. The point is important because in gambling go it is not simply victory that matters, but the size of the victory. The prize is the number of silver taels you collected.

But when it came to prestige as the prize, a pro mindset developed in which simple victory, and then the total number of victories, was all that mattered. Life then resembled the two main styles of go - dour, long-term investment (thickness) with slow rewards over the thrill of spectacularly kills balanced by spectacular losses.

In Japan the dour style became favoured for various reasons. One was that face was important. A go master could make a living by securing patronage, but he had to be sure he didn't upset the patron. Small victories or even small, engineered losses against said patron became the safest mindset. This was reflected in modern times by the well known story of Go Seigen terrifying his fellow pros when he first played warlord Duan Qirui and demolished him. But this was not unique to China. Segoe Kensaku, in his autobiography, mentions the need for prudence in playing with Duan even before the Go Seigen incident, and remarks that this was just like playing the politicians and peers in Japan. He specifically says it was about face.

In the days of Sansa and the shoguns it may have been more about the whole head rather than just face, of course! Shoguns and daimyos avoided loss of face by not having their games recorded, or by avoiding playing the pros - just watching. But this crystallised into an effective prohibition of Japanese pros playing gambling go at all, or anything that looked like it. This wasn't restricted to go. the whole ethos of Edo life was about control, hence avoidance of risk. So the Shogun kept the daimyos clustered round the foot of Edo Castle for much of their lives, where he could keep an eye on them. Art forms such as No acting, linked poetry, flower arranging an the tea ceremony were all straitjacketed into rather rigid forms bounded by rules and made-up traditions. Even in the economy this applied. Merchants - the world's most notorious risk takers - saw fit in Japan to aim for modest wealth, to avoid sumptuary laws and expropriations. The wisest way to make money was to follow the candlestick theory of stock markets and to aim for small, consistent and relatively consistent gains. It is no accident that the favoured style of Japanese pro go uses the stock-market term souba as a description for good go.

This mindset permeated the professional ranks of all walks of life. At the lower, amateur levels, of course, chaos, speculation and just having a good time breaking the rules (e.g. kyogen, festivals, gambling go) all flourished. But what was esteemed, and ultimately led to greater fame and material profit, was professional mastery.

What distinguished professional mastery was not eliminating the risk of losing, as such. That is impossible anyway. Once you embark on a game of go, there is close to 100% risk of one side losing. Rather, the go and shogi professionals aimed to reduce the risk of uncertainty (or of disorder in other, similarly complex fields), and thereby reach a state where things became clear enough for a human to understand what is going on. At that point, they believed that with their superior training could kick in and they could "read" their way to victory, irrespective of the margin. In many cases, this amounted to a heavy reliance on boundary-play skills, a reliance which was reinforced in two major ways. One was the lack of komi, which increased the safety margin for those who relied just on winning irrespective of how much (even in the early Edo days there was an understanding that first move was worth around five points). The other was the effective absence of time limits, which allowed deep, deep reading.

Both these conditions (no komi, long time limits) persisted in Japan until modern times. The Oteai (and its equivalent in Korea) enforced no komi until close to the end of the 20th century. Hence we may assume that the traditional style of play was still in favour. Indeed, we can see this in small but insignificant sidelight ways. The self-written potted biographies that used to be included in Kido yearbooks usually included a description of go style. There were some brave souls who described themselves as fighters, but the majority would label their style as "orthodox" and no-one ever saw the need to explain that that meant solid, thickness-based play. Similarly, women's pro go was looked down on because it was mostly fighting go. This contempt was nothing like Nigel Short's contempt for the female chess brain. It was more that female go pros were relatively weak and so had not yet reached the most desirable level of "orthodox" go.

A similar state seems to have obtained in Chinese go, although with an entirely different background. There as no government patronage. Rather, patronage came from civil servants, often corrupt, for example Salt Commissioners diverting the gabelle to their own pockets rather than the Emperor's coffers, and rich merchants allowed to speculate and take risks (foreign trade included, unlike in Japan). In what might be considered the heyday of Chinese go, lavish go parties were held on the Yangzhou painted boats and masters were put up in rich men's villas. Yet even in this ambience, it seems that the best masters evolved a mindset that favoured simple victories over big victories, even though gambling go was rife. Given the absence of formal organisation of go in old China, hard data is lacking, but we can make inferences in various ways. For example, games records often would not give the size of victory (and they did, it was apparently to emphasise the closeness of a result). There are anecdotes about rich patrons trying to tempt masters into spectacular play by offering extra taels for capturing groups. And when masters passed their peaks, they would turn to writing books rather than hustling amateurs.

A safe style of achieving victory was thus favoured in old Chinese pro go as it was in old Japanese pro go, but it didn't have the same external reinforcing tendencies as in Japan, and so an argument can be made that old Chinese go began to fall behind Japan in the late Qing. This was less to do with relative skill and more to do with a deterioration in the economy, but it does seem that the masters who managed to survive (such as Zhou Xiaosong and, later, Wang Yunfeng did sill cleave to the "simple victory not size of victory" style of play.

Professional go did not exist in Korea until very modern times, so bangneki gambling go was almost always the dominant form. Indeed, it became a problem for the authorities more than once in South America when migrant Koreans took their "bad" go habits with them. But within Korea, fighting go was not looked down on. It might even be said to have been favoured. Japanese style go dominated the peaks of pro go in Korea for a long time, because the likes of Kim In, Cho Nam-ch'eol and Cho Hun-hyeon had studied in Japan. Yi Ch'ang-ho studied in Korea, but under Cho Hun-hyeon, and of course there as also the example of Korea's own Cho Chikun (and Ryu Shikun) in Japan. But fighting go, risking uncertainty, was always bubbling just below the surface, and was popular with fans. For these, Seo Pong-su, admired for having acquired his high level without studying in Japan, was the archetypal Korean pro. Yi Se-tol became another glowing example later.

Even without the presence of Yi Ch'ang-ho, it would be rash to say that it was simply the fighting skills of Yi Se-tol and his peers that brought Korean go to the top of the go mountain. It was probably more to do with the go environment they worked in. They had fewer sponsors, fewer games, and there was increasing pressure to lower time limits to make go more marketable for sponsors. We cannot discount the desire to knock Japan and its surrogates in Korean off their pedestals, either. We all know the result. More fighting games, which terrified the Bejasus out of Japanese pros, games ending in resignations more often than in endgames. Possibly for psychological reasons as much as skill factors, Koreans began to prove stronger. But skill factors cannot be discounted. Japanese pros had developed a bad habit of their own. Far too many spent the bulk of their time on the opening (an over-obsession with thick play), and while their reading skills in the middle game were clearly very good, they just as clearly weren't as sharp as those of the Koreans.

The Chinese, meanwhile, were watching form the sidelines, and analysed the Korean success. They concluded that the Japanese souba style had had its day and they copied the Koreans (and favourably re-evaluated the old Chinese masters along the way, looking at then through the prism of the modern Sino-Korean style rather than the Japanese style).

Again, we have all seen the results, but now AI is changing the environment. Indeed, we might argue that we have seen the long evolution of pro go encapsulated into the few years that AI go has been around. At one point, when Monte Carlo algorithms were all the rage, programs would sacrifice points just to get down to the ultimate simple victory of half a point. Programs like katago have moved on beyond that, and while they don't obsess with size of victory (as far as I know) they don't mind the odd big win.

I suppose it would be of some scientific interest to look at gambling go in AI terms, though. If size of victory is the criterion, would go change a lot? I mean how much would it change the style of play if the measure of success was to, say, lose 8 games by 1 point and win only 2 games by 5 points each.

There are quite a few arguable points in what I said above, but I think I have said enough to show that the word "historically" was important. I also think that the word "uncertainty" needs to be borne in mind constantly when we consider the relationship between strategy and tactics.
John Fairbairn
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Re: The new standard of online play

Post by John Fairbairn »

I'd like to see other exercises in this fashion, i.e. more data research on the impact of good or bad play in certain stages.
Something of this ilk has been available for some time, in my Go Wisdom books. The GW indexes do not point out mistakes specifically, but do point to move numbers for each occasion where a pro deemed a concept worthy of mention, good or bad.

To give one example (from just one book) of a concept you mention, reduction/erasure, comments occur for the following move numbers:

17, 20, 21, 24, 26, 27, 34, 36, 37, 37, 37, 45, 45, 46, 48, 49, 54, 56, 62, 66, 67, 68, 69, 72, 73, 78, 83, 87, 90, 91, 96, 116, 119, 150, 153, 166

I'll leave you to assess how this marries up with your own findings, though I'd be tempted to say it may argue for more emphasis on the opening than you seem to allow for (e.g. an invasion may occur on move 55 but the pro may tell us it was prepared by means of move 25).

Apart from sheer number of data points, the GW approach covers many games, many styles, many eras. While it doesn't have the bling of AI graphs, it does offer explanations of each data point in pro words we can all understand. Furthermore, it covers many more concepts than you mention (over 100, all fully explained in the index).
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Re: The new standard of online play

Post by kvasir »

Knotwilg wrote:I think my methodology has been fairly well documented so I won't repeat it here. If you don't like the results of my exercise, there's little I can do about it. I was not biased towards the middle game but the data pointed me there.
I looked through some of your 2021 problems and there is a number of them that could be directly out of opening problem books. That is my opinion, I have some opening problem books. The same thing for endgame, there are some yose problems and some cases of things going haywire during the endgame. We can of course disagree about what is opening and endgame (it is just too bad if we talk in cross).

I tried going through some of my games from last year in similar fashion as you at one point but it takes a lot of time and I was not happy with the problems I came up with. I only came up with two of them and showed to some friends.

One of the difficulty is that there often isn't a clear best move, it is just that the move played was bad. I don't know how to make that into a problem. Also what to do with cases when the move played is not objectively bad but invites trouble that is beyond what I can solve but there is an alternative that is solid and trouble free? My two problems were of this type.

One way would be to limit it to only very clear cut cases, I guess these are mostly going to occur in very hairy positions were you have to get the one-and-only move. Maybe you can explain your criteria sometime. Maybe you already did, it is hard to read absolutely everything on here.

Knotwilg wrote:I'd like to see other exercises in this fashion, i.e. more data research on the impact of good or bad play in certain stages. I don't remember who it was - you? - but someone pointed out that frequent analyses showed that the point gap is usually larger than the sum of individual point gaps, so there's an invisible compound effect going on. That's the best counterargument to my methodology up to date.
Yeah, that was me. This kind of research is difficult, one also ends up looking a lot at ones own games. I do agree it can be explored deeper.
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Re: The new standard of online play

Post by dust »

Kirby wrote:
Going "overboard in investing in thickness" is a "risk-based strategy", because it means you are playing too slowly, thereby increasing the chances of losing the game. If it's an issue of komi, strategy should adapt to play well according to the rules of the game. On the flip side, if a particular strategy increases the overall win rate of a given pro, there is evidence that that strategy was less risk-based. Professionals are in the business of consistently winning games, and a strategy that is consistent with that is not a risky one.
I'm not at all sure sure I'm reading this right - but professionals aren't completely rational economic operators in the 'business of winning games' go market. There are fashions and trends and diversity of styles. Especially before AI, new strategies were experimented with, popular for a certain time period and widely adopted and discarded as pros move onto the next trend or explore their own interests. Different strategies suit different players and capabilities. Over time the reputation of the effectiveness of a strategy can jump around like the value of stocks and shares, and risk isn't always neatly "priced in".
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Re: The new standard of online play

Post by grtna »

John Fairbairn wrote: For amateurs, who haven't got the time to build that level of intuition, words are close to essential, as is a tailored course of study. One I would suggest is that, before you embark on AI study, you study Chinese master games of the past. They were not burdened with the deceptive word sente, and instead paid very much to the initiative. The difference with old Japanese games is stark.

Then, to bring this closer to the modern age, this could be followed up by studying what I like to call ley lines. Just as Stone Age man was apparently able to see complex patterns at ground level that we need satellites to see, AI operates with ley lines that connect all the significant parts of the board together. One reason I see value in studying old Chinese games is that they were masters of reading ley lines - they had to be, because group tax meant they had to worry all the time about keeping connections intact, even over great distances. Necessity was the mother of invention. They invented their own relevant terms, too. One was zhaoying (call & response), but they also emphasised "crowding" or pressurising, as opposed to attacking, which kept the INITIATIVE (and so hindered opposing connections, while promoting one's own).

Knotwilg has usefully emphasised several times his realisation that slow connections are bad. As far as I can recall, the main lesson he has taken from that is simply to try to avoid them. A good start. But potentially passive? Maybe a better appreciation of the initiative (and not sente), as per AI play, would teach us not to be so passive. Perhaps we should be thinking more about FAST connections (e.g. via call & response), and connections that lead somewhere, even if we don't understand quite where - like ley lines!
What would be a good starting point for studying old Chinese master games with good commentaries? I'm looking at your book Evergreen Go Records (1682), but I wanted to know if there are other good choices.
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Re: The new standard of online play

Post by golem7 »

I admit I skipped over the thread but that's because I think the question doesn't make much sense. I mean how are you supposed to make a good decision without
RobertJasiek wrote: 1. verify life and death, or connection, statuses
2. positional judgement
3. do not miss moves of large value during opening and middle game
???
(Btw. isn't 3. a part of 2.?)

You'd have to elaborate what you mean by "playing according to strategy" anyway. I can only interpret it as having some kind of game plan.
And as I see it, yes it is kind of meaningless. We always will have to adapt to the opponents moves which will catch us by surprise at some point.
Any kind of planning or - if I may say so - calculation will only work for the short-term future anyway, so it actually belongs more to the realm of tactics.

The way I see it, for every given board position there is a best move (maybe multiple) that we aim to find. Nothing more.
Making plans is an illusion. We can just try to play the best move according to our judgement and wait for our opponent to make mistakes to take advantage of.

Live in the present, my friends.
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Re: The new standard of online play

Post by Kirby »

John Fairbairn wrote:
Going "overboard in investing in thickness" is a "risk-based strategy", because it means you are playing too slowly, thereby increasing the chances of losing the game. If it's an issue of komi, strategy should adapt to play well according to the rules of the game. On the flip side, if a particular strategy increases the overall win rate of a given pro, there is evidence that that strategy was less risk-based. Professionals are in the business of consistently winning games, and a strategy that is consistent with that is not a risky one.
I'm not entirely sure what you are saying here, Kirby. I suspect that may be because you omitted the important word "historically" from the quote, and so may be talking about something different from me.
Historically or not, I don't like the "risk-based strategy" dichotomy that was being drawn. As you stated, risk cannot be eliminated:
What distinguished professional mastery was not eliminating the risk of losing, as such. That is impossible anyway. Once you embark on a game of go, there is close to 100% risk of one side losing.
Here, you mentioned reducing the risk of uncertainty:
Rather, the go and shogi professionals aimed to reduce the risk of uncertainty (or of disorder in other, similarly complex fields), and thereby reach a state where things became clear enough for a human to understand what is going on.
But if that increases the chances of losing the game, that can be seen as "risky". Perhaps it's because the word "risk" can be interpreted in various ways that I find it potentially misleading to claim an entire nationality/organization of go players to have a risk-based strategy. It's less misleading to suggest that one's style aims to minimize complexity, for example.
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John Fairbairn
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Re: The new standard of online play

Post by John Fairbairn »

Yes, it seems we are poles apart in what we associate with risk and uncertainty, and I also cleave to risk of uncertainty as different from risking of dying. To muddy the waters more, what’s in the background are two things. One is the need to take risks when komi does not apply (or when giving handicaps). This is when the historical dimension matters most. The other concept is souba. I’m sure that you’ll appreciate its significance but I haven’t the patience to dilate on it for a wider audience. I have got the proof copy of Ogawa Doteki, Go Prodigy which demands my attention.
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Re: The new standard of online play

Post by Kirby »

Can't say I disagree with much of that.

Handicap games have always been interesting to me. Playing the board, strictly speaking, you've already lost and there is no pure winning strategy - similarly with the wrong komi. So in order to win, the opponent must make a mistake. To better increase your chances, making the game more complicated is one route to go - maybe the opponent is more likely to trip up in the midst of complexity. Another strategy is to just play normally, under the assumption that the game is complex enough and the difference in strength will lead to the stronger player winning.

But the result ultimately depends on the opponent. So it's hard to say what's best in this case. It may require some assessment of the opponent in order to best increase one's chances.
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Re: The new standard of online play

Post by gowan »

Before the rise of Korean-style and Chinese-style go, there was a feeling in Japan that complicated fighting was infrequent in long time limit games because both players would be able to assess, read out, accurately whether the fight was going to end with a profitable result. It was also felt that chaotic fighting occurred more frequently in fast games, such as TV-games. AI doesn't need much time to read out complicated situations compared to human players so the prevalence of fighting in AI games would seem to contradict the idea thatI mentioned previously regarding fighting in long games in Japan.
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Re: The new standard of online play

Post by Kirby »

gowan wrote:AI doesn't need much time to read out complicated situations compared to human players so the prevalence of fighting in AI games would seem to contradict the idea thatI mentioned previously regarding fighting in long games in Japan.
I'd agree with that :-)
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