For some time sanrensei has been going out of favor, even before the advent of AI. And it seems like today's top bots don't like it, probably because they do not value the sides as much as humans have. In the Elf commentaries Elf may ding a side extension that used to be obvious by as much as 10-12%. Elf is extreme in its winrate estimates, but other bots agree that those moves are mistakes.
What about sanrensei? OC, the bots like nirensei, but that third stone on the side star point takes a hit. Elf usually rates it as a minor error (by my reckoning) losing in the range of 5-9%.
But I have just run across an exception, that I think is instructive. It is a game between Kosugi Tei, 4 dan, and Kitani Minoru, 5 dan, at the dawn of the New Fuseki in 1933, GoGoD 1933-10-17a. The first five moves maintain an almost constant winrate.
$$Bc Kosugi Tei (W) vs. Kitani Minoru
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- Click Here To Show Diagram Code
[go]$$Bc Kosugi Tei (W) vs. Kitani Minoru
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$$ ---------------------------------------[/go]
As far as Elf is concerned, all of these moves are worth almost exactly the same, including

, which makes sanrensei. What is different about this board?
It's kind of obvious. It's the fact that

and

are 3-3 plays. Bots like to invade on the 3-3 versus the 4-4, 5-4, and 5-3 points. And they usually like to approach the 3-4 or use it to make an enclosure. But against the 3-3 there is nothing to invade, and I suppose that the enclosure or approach is not so big, either.
So my hypothesis is that it is not that Elf and other bots think that

is a worse play, per se, than any of these other plays, it is that against other corners Elf thinks that there are better plays than making sanrensei. Yes, the sanrensei was hardly on Elf's radar;

got only 30 playouts. Elf's top choice was a one space approach to one of the 3-3 stones, with 10.7k playouts. But the winrate estimates were approximately the same.
Perhaps it is not that the bots value the sides less than humans, but that they value the corners more.
