I count the stones, I count the stones
(with no apologies to Barry Manilow

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A very recent post by John Fairbairn (
forum/viewtopic.php?f=15&t=14556&p=223379#p223379 ) in which he references Mizokami's ideas about counting the number of stones of each player in one half of the board or other and using that in making the decision of where to play. Sonoda also uses the relative stone count as a heuristic, also on a large scale. John is familiar with Sonoda, as well. It would be interesting if he compared the two stone count heuristics.

The explicit use of stone count as a heuristic is relatively new, I think. I have even noticed Michael Redmond mention stone count in passing a few times in his videos. I think that pros used it implicitly and unconsciously well before that. It is such a simple heuristic that it is almost embarrassing to talk about. Why, even beginners can count stones.

Obviously, it needs to be supplemented by other heuristics and by reading.
I stumbled across stone count as a heuristic in the 1990s, when I was trying to classify go moves and positions in a very general way, so that it would be easy to program a computer to use the classification scheme to generate statistics. Initially I used the number of Black stones and the number of White stones. It quickly became apparent, even without using a computer, that most top level plays were clustered near the line where the number of Black stones and White stones were equal. I concluded that a better classification scheme was the sum and difference of Black and White stones. (I did not look at positions as large as half the go board, however.

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I derived two quite general heuristics using stone counts. Both can be used by beginners. Greatly to their advantage, I think.

The first, and stronger heuristic is to play where each player has approximately the same number of stones. (Yes, this can be used to justify following the opponent around.

) The second heuristic is to play where there are fewer total stones. (Yes, this can be used to justify playing "where the stone makes the loudest sound."

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Now, neither heuristic mentions efficiency or urgency or vital points or the strength and weakness of groups, or anything else. If you make a play that kills a large group, it probably violates both.

These heuristics are very basic, and probably more susceptible to exceptions than other heuristics, but I do think that it is a good idea to keep both the total number of stones and the difference between the number of Black and White stones explicitly in mind.
In the note I linked to above, John Fairbairn makes an interesting observation.
John Fairbairn wrote:
Mizokami's method may sound too simplistic but, if you think about it, the number of stones present represents a measure of relative influence, especially if you make the assumption that the moves so far have been efficient This works very well for pro games. It can work well even for amateur dan players.
(Emphasis mine.)
It seems to me that, as long as the two players are evenly matched, the relative number of stones in a region will reflect their relative influence. With the caveats that the stones of weaker players generally have weaker influence, and that the weaker the players, the greater the variation in efficiency and the greater the variation in the strength of stones.
Keeping in mind the weaknesses of stone count heuristics, I do think that they provide some good lessons for amateurs, and not just beginners. I was able to subdivide the strongest heuristic, the one about the stone difference, into ones about specific differences.
The most frequent types of plays were those that either added one stone to an even count, to go one stone ahead, or added one stone to make an even count, to catch up. The next most frequent types were those that went two stones ahead or added a stone to get one stone behind.
Getting three stones ahead risks overconcentration. And playing where you are badly outnumbered is not always a good idea, either.
IMO, the larger the region being considered, the less valid these heuristics are. Does anybody really think that the Chinese opening is overconcentrated? (Although playing too much on one side in the opening is questionable.)
The second heuristic, about the total number of stones, is weaker, but is also one that many amateurs don't believe. As a rule, they think, the more stones in an area, the more urgent it becomes, unless the stones are secure. If you are pincered, you have to do something, right? Actually, things are just the opposite. In general, the more stones in an area, the less urgent it becomes, unless stones are weak or heavy. Amateurs do not tenuki often enough, and, to judge by the AlphaGo vs. AlphaGo games, maybe pros don't either.
These heuristics are weak, so it may sound like I am making stronger claims that I actually am. But I do think that there is food for thought in them.
