Teaching beginners oldschool or new AI joseki?

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Re: Teaching beginners oldschool or new AI joseki?

Post by gennan »

Bill Spight wrote:
Click Here To Show Diagram Code
[go]$$ Variation
$$ ----------------------
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . 1 3 6 . . . . . .
$$ | . . . 2 4 . . . 8 , .
$$ | . 5 . . . . . . . . .
$$ | . . 7 . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .[/go]
:b7: looks inefficient and slow, but if Black plays there, White will be forced into a low position with not much territory. :w8: makes a nice group.

:b5: is usually not good. Better just to turn, as a rule.
I think AI usually recommend :b5: as the knight move, instead of the turn (the turn can be seen as a push that helps the opponent to create more influence).
With the :b5: knight move, black's group is already alive, so black can play elsewhere after :w6:.

I think :b7: is slow. If black plays elsewhere after :w6: and white then presses at :w7:, black can push once on the 2nd line and play elsewhere again. This means that white's press at :w7: would lose sente again.
Black could even push up and cut when white does not yet have a stone around :w8:. So I think :w8: is more urgent than :b7:.
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Re: Teaching beginners oldschool or new AI joseki?

Post by Bill Spight »

gennan wrote:
Bill Spight wrote:
Click Here To Show Diagram Code
[go]$$ Variation
$$ ----------------------
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . 1 3 6 . . . . . .
$$ | . . . 2 4 . . . 8 , .
$$ | . 5 . . . . . . . . .
$$ | . . 7 C . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .[/go]
:b7: looks inefficient and slow, but if Black plays there, White will be forced into a low position with not much territory. :w8: makes a nice group.

:b5: is usually not good. Better just to turn, as a rule.
I think AI usually recommend :b5: as the knight move,
Early in the game? Into the middle game, the keima looks better. I think that it is the human play, while the turn is the new AI joseki.
instead of the turn (the turn can be seen as a push that helps the opponent to create more influence).
With the :b5: knight move, black's group is already alive, so black can play elsewhere after :w6:.
Well, deprived of the other keima on the second line by :w6:, I think that the usual continuation is 4th line keima for :b7: (marked), not the kosumi that I suggested. I checked with Waltheri for plays early in the game in the AI era. The 4th line keima is joseki in response to the :w6: turn.

After the 4th line keima, I think that :w8: could be elsewhere, but I wouldn't teach that to a beginner.

Take a look at the Shusai vs. Go Seigen Game of the Century. Check if your AI prefers the turn to the keima. Shusai played elsewhere after the keima, but check if the turn is not preferred at that point, as well.
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Re: Teaching beginners oldschool or new AI joseki?

Post by gennan »

Bill Spight wrote: Early in the game? Into the middle game, the keima looks better. I think that it is the human play, while the turn is the new AI joseki.
instead of the turn (the turn can be seen as a push that helps the opponent to create more influence).
With the :b5: knight move, black's group is already alive, so black can play elsewhere after :w6:.
Well, deprived of the other keima on the second line by :w6:, I think that the usual continuation is 4th line keima for :b7: (marked), not the kosumi that I suggested. I checked with Waltheri for plays early in the game in the AI era. The 4th line keima is joseki in response to the :w6: turn.

After the 4th line keima, I think that :w8: could be elsewhere, but I wouldn't teach that to a beginner.

Take a look at the Shusai vs. Go Seigen Game of the Century. Check if your AI prefers the turn to the keima. Shusai played elsewhere after the keima, but check if the turn is not preferred at that point, as well.
You are right (a bit to my surprise). The slide is 0.1 points worse in this game than the turn (according to my KataGo).
slide or turn?
slide or turn?
century1.png (298.43 KiB) Viewed 48873 times
It expects the slide to be sente. Next, it prefers pincering to the 4th line keima, so in your original slide variation :w8: does seem more urgent that :b7:.
slide is sente, follow-up is pincer
slide is sente, follow-up is pincer
century2.png (295.09 KiB) Viewed 48873 times
But to my next surpise, it sometimes expects the turn to be not really sente in this game?! Black then takes :b9: later on, but subsequently ignores :w10:?!, transposing this into a variation from a 2-space high enclosure?
turn may be gote?
turn may be gote?
century3.png (292.11 KiB) Viewed 48873 times
I guess that the variations from the turn are are way over my head.
Last edited by gennan on Sat May 08, 2021 5:02 am, edited 1 time in total.
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Re: Teaching beginners oldschool or new AI joseki?

Post by gennan »

Bill Spight wrote:I checked with Waltheri for plays early in the game in the AI era. The 4th line keima is joseki in response to the :w6: turn.
This is what I get in Waltheri's (many of the games with this position are post-AI):
waltheri1.png
waltheri1.png (322.63 KiB) Viewed 48872 times
Indeed. Moving out of the corner (options 1 and 10) is played in 57.1% of cases, pincering (options 2 to 7 and 9) is played in 23.8% of cases and tenuki in 18.8% of cases.
So professionals differ with AI here, it seems.
Last edited by gennan on Sat May 08, 2021 5:20 am, edited 2 times in total.
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Re: Teaching beginners oldschool or new AI joseki?

Post by gennan »

I'd like to note this related transposed "trick" variation from a position where white already has a stone on the side star point:
Click Here To Show Diagram Code
[go]$$B black's "trick" move
$$ ----------------------
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . 1 . . . . . . .
$$ | . . . O . . . . . O .
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .[/go]
AI see this as a good result for black, although human players might argue that white choses the "correct" direction of play:
Click Here To Show Diagram Code
[go]$$B good for black
$$ ----------------------
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . 3 1 2 . . . . . .
$$ | . . . O 4 . . . . O .
$$ | . 5 . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .[/go]
AI see that as a better result for black than this, which is black's "rightful" result:
Click Here To Show Diagram Code
[go]$$B even
$$ ----------------------
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . 1 2 . . . . . . .
$$ | . . 3 O . . . . . O .
$$ | . . . 4 . . . . . . .
$$ | . 5 . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .[/go]
So AI usually resist by blocking on the other side with white, taking the corner territory and allowing black to make a base on the side:
Click Here To Show Diagram Code
[go]$$B good for white
$$ ----------------------
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . 2 1 3 . . 5 . . .
$$ | . . 4 O . . . . . O .
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .[/go]
So AI only care so much about the "correct" direction of play by human standards. AI are really greedy about secure territory.
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Re: Teaching beginners oldschool or new AI joseki?

Post by schrody »

Knotwilg wrote:
schrody wrote: If we only ever taught things we fully understand then nothing would ever get taught. After all, the AI revolution in go has also shown that even top professional players were clueless and even worse: wrong, about many aspects of the game.
It depends on how you define teaching and what your objective is.

If teaching is exposure to a subject by an experienced person, things can hardly go wrong, even if the expert doesn't full grasp the subject matter themselves.

If teaching is distinguishing right from wrong, or worse, not showing things because the student is incapable, while you are incapable yourself, I find more fault with it.

You are exaggerating my point. I'm talking about the opening and joseki, which I think are not only unsuitable to teach in that second manner because the student is unready, but moreover the master is unready on many occasions. You can show things, whether they are modern or traditional, giving some background, or some arguments, but please don't teach the traditional patterns because they are "easier to understand" for a beginner. At best they are giving the teacher some comfort because they have been believing these were "true" for decades.

This doesn't apply to all aspects of Go. I can confidently teach how a capturing race unfolds, differentiating between eye vs no eye etc. I can show the vital point of a bulky five. I can explain it's valuable to know the status of an L-group. Ain't no AI ever gonna prove me wrong there.
There's a lot to unpack here.

First of all, I'd rather not see teachers reduced to just quoting factual knowledge from books. I agree that there is go knowledge that is (almost) certainly correct, such as our knowledge of basic l&d shapes. If the teacher is in possession of such knowledge and the student is ready to receive it then all is well. The problem here is that only a very small subset of go knowledge is of the factual, provable variety.

Based on this, there's two types of knowledge:

- knowledge that has been proven and is therefore correct
- knowledge that hasn't been proven (yet) and therefore may not be correct

On second thought, perhaps this matter isn't so black and white and it would be better to think of degrees of provability and correctness. I think that endgame theory is developed enough and close enough to being correct that we could allow for it to be taught without feeling too guilty about it. What about the opening and the middle game? We've just rewritten most of what we know about the opening, so should we really teach it at all?

Let's make another distinction:
- our current collective knowledge of the game
- complete knowledge of the game (i.e. the game is solved or close to being solved)

Perhaps this is what you meant by me exaggerating things. If we take the complete knowledge of the game as a reference point, then even the professional players would be limited to teaching just a select few pieces of provable information. On the other hand, taking our collective knowledge of the game as a framework would provide us with more freedom. Professional players can usually keep up with AI in the opening, so while the two of us may not be fully qualified to teach it, they most likely are. Still, they completely fall apart in the middle game, with their reading skills and positional judgement being no match for AI's. So, who are we to learn the middle game from?

Perhaps you'll still say I'm exaggerating and I certainly am. I sense that the major difference in our views is that you're less willing to teach "wrong" things than I am. I'd be interested to know where you draw the line for yourself and where you'd draw it for professional players.

In the meantime, here's why I'm not that bothered by teaching potentially wrong things.

I think that a perfect teacher is someone who has good (factual) knowledge and is able to understand each individual student's needs. Understandably, such teachers are difficult to find. One of the reasons is because someone who's only a few stones stronger will usually better understand how the weaker player thinks than someone who's 30 stones stronger. (Of course, teaching experience makes a lot of difference here.) We've pretty much already touched upon this but players of different strengths see the same board differently, e.g.:
A: Is my stone in atari? Can I save it?
B: My stone is in atari. I'll extend to save it.
C: My stone is in atari, but it's just one stone. I'll save these three stones instead.
...
D: My opponent has this weak group. If I use this move to attack it and chase it in that direction I'll get a wall which I'll be able to use to attack his other weak group. If I enclose it and get another wall, I'll get a huge center moyo and when the opponent invades... (the atari'd stone was ignored until endgame)

If the student wants to expedite their learning process then they'll want to progress through or skip through several different stages of understanding the game as fast as possible but even then, player C would be able to teach player A a fair bit about ataris and the value of stones.

The downside here is, of course, that a weaker player is also more likely to teach some bad habits. I've never had a regular teacher so I've picked up a fair amount of those over the years and am still trying to unlearn them with the help of AI. Unless the student wants to become a professional or high dan player, I don't find that all that tragic. If they do, then they really shouldn't be getting free lessons from a mediocre amateur.

To sum up:
- Teachers should always take the student's level and understanding of the game into account.
- Even professional players will likely teach you some wrong things.
- Amateur teachers therefore shouldn't feel that guilty about teaching some wrong things. Learning is a process and students will inevitably go through several wrong understandings of the game.
- Teachers should always be open and honest about the limits of their knowledge. I prefer saying "I would play here instead because..." rather than "Your move was wrong. You should play here instead."
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Re: Teaching beginners oldschool or new AI joseki?

Post by John Fairbairn »

I think that a perfect teacher is someone who has good (factual) knowledge and is able to understand each individual student's needs.
Personally, I would label that level as "adequate" rather than "perfect". For me, the perfect teacher has mainly to be able to inspire the pupil to work hard. The right facts don't matter too much - if the student works hard he will discover the corrections for himself, and learn oven more from that very process.

But all this talk of go teachers baffles me anyway. I never had a go teacher and never even thought of having one. Most things I have learned have been without a teacher, or with a teacher just hazily in the background. Rather like a go pupil having a pro "teacher" who never played him and maybe rarely spoke to him. I think that was normal for my generation. And I'm not complaining, because I had teachers (and bosses) who inspired me to work hard. They were in control of HOW I worked rather than WHAT I learned. Far from complaining, I'm actually very grateful.

I find the modern obsession with having a teacher either snobbish lifestyle-ism (rather like having a personal trainer), or the offspring of a craze with cramming schools and higher education with teachers judged solely by exam results. When I compare my schooldays with the schooldays of my grandchildren, I think I had the better deal.

There are thankfully plenty of people who are using the old way successfully, of course. In go, I'm pretty sure Sumire wasn't specifically taught much - there hasn't even been the time for that. But what she has picked up is the ability to work hard on her own. Exactly the same for Go Seigen. And look where that got them.
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Re: Teaching beginners oldschool or new AI joseki?

Post by schrody »

John Fairbairn wrote:But all this talk of go teachers baffles me anyway. I never had a go teacher and never even thought of having one. Most things I have learned have been without a teacher, or with a teacher just hazily in the background. Rather like a go pupil having a pro "teacher" who never played him and maybe rarely spoke to him. I think that was normal for my generation. And I'm not complaining, because I had teachers (and bosses) who inspired me to work hard. They were in control of HOW I worked rather than WHAT I learned. Far from complaining, I'm actually very grateful.
There were subjects and skills where I had a teacher and those where I did not. Where I had a teacher, I was more likely to stick with it, I learned more, faster and enjoyed the overall learning process more. Where I didn't have a teacher, the opposite is true but those experiences taught me how to work harder, be more independent, how to persevere and how to motivate myself when the going got tough.
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Re: Teaching beginners oldschool or new AI joseki?

Post by CDavis7M »

This is all interesting discussion but why not teach both old and new joseki as both are viable and both won't be remembered anyway. The student will have to play, see what happens, and learn the proper sequence from experience. But it's nice to have some guidance as to the first move and possible responses even if the joseki isn't remembered.

Back to the hypothetical discussion, starting 3-3 avoids the need to learn the AI direct 3-3 invasion and joseki. It avoids a lot of complication and any disadvantages are vastly outweighed by other plays a beginner might make. I think it's the best opening for beginners. Maybe some bias as I've opened with 3-3 a lot.
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Re: Teaching beginners oldschool or new AI joseki?

Post by Bill Spight »

John Fairbairn wrote:
I think that a perfect teacher is someone who has good (factual) knowledge and is able to understand each individual student's needs.
Personally, I would label that level as "adequate" rather than "perfect". For me, the perfect teacher has mainly to be able to inspire the pupil to work hard.
I agree that a major task, if not the main task, of a teacher is inspiration. :) John Conway had a great knack for infecting children with the fun of mathematics.
John Fairbairn wrote:The right facts don't matter too much - if the student works hard he will discover the corrections for himself, and learn oven more from that very process.

But all this talk of go teachers baffles me anyway. I never had a go teacher and never even thought of having one. Most things I have learned have been without a teacher, or with a teacher just hazily in the background. Rather like a go pupil having a pro "teacher" who never played him and maybe rarely spoke to him. I think that was normal for my generation.
Not everybody has your talent, John. :)
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Re: Teaching beginners oldschool or new AI joseki?

Post by jlt »

What is a teacher good for? I'd say that the teacher is not there to teach fine details, but to tell the student ideas that the student will have to pay attention to when reading books or reviewing games, as in the quote below:
John Fairbairn wrote: It related an experiment in which two groups were asked to read a long passage. One group were told nothing about the passage and ended up unable to recall more than a handful of sentences. The other group was told that the passage concerned the washing of clothes. "The simple addition of a human goal transformed the gobbledegook into something clear. They remembered twice as much."
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Re: Teaching beginners oldschool or new AI joseki?

Post by gennan »

I think the role of a teacher varies greatly depending on the student. A random 6 year old, a random adult and a random academic are not the same.

I think there are more academics active on L19 than 6 year olds. And many of them have played and studied go for decades. Our memories of our own path in go are not really representative for an average group of beginners.
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Re: Teaching beginners oldschool or new AI joseki?

Post by MikeKyle »

If it's not too late to add to the discussion of the specific 3-3 pattern, I have some analysis of what katago thinks is the best move in a range of cases:

At this point:
Click Here To Show Diagram Code
[go]$$
$$ ----------------------
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . 1 3 . . . . . . .
$$ | . . . 2 a b . . . , .
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .[/go]
Across a sample of 100 mid-to-high-dan KGS games (post AI era), the bot chooses the extension at a 73% of the time and the jump to b 27% of the time (ignoring a couple of cases where katago wanted to tenuki.)
Personally I thought I'd seen the bot choose the jump more often, but this seems consistent with the thread.

At this point:
Click Here To Show Diagram Code
[go]$$
$$ ----------------------
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . 1 3 b d . . . . .
$$ | . . a 2 4 . . . . , .
$$ | . c . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .[/go]
Across a sample of 200 mid-to-high-dan KGS games (post AI era), the bot chooses the turn at a 48% of the time, pushing again at b 41% of the time(!), the knights move c 11% of the time and on 2 occasions jumped to d (5 positions where katago wanted to tenuki.)
I'm surprised to see that pushing again is more common than the knights move. This seems like a strategy to take sente to me. The sort of thing that humans still find difficult to accept maybe?

At this point:
Click Here To Show Diagram Code
[go]$$
$$ ----------------------
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . 1 3 a . . . . . .
$$ | . . . 2 4 . . . . , .
$$ | . 5 . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .[/go]
Across a sample of 50 mid-to-high-dan KGS games (post AI era), the bot actually played away for 20 of the board positions.
When the bot chose to play locally it played at a 87% of the time with the remaining few board positions each having unique jumps and centre moves as the bot choice.

At this point:
Click Here To Show Diagram Code
[go]$$
$$ ----------------------
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . 1 3 6 . . . . . .
$$ | . . . 2 4 . . . . , .
$$ | . 5 . . . . . . . . .
$$ | . . b a . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .[/go]
Across a sample of 50 mid-to-high-dan KGS games (post AI era), the bot chooses the knights move at a 57% of the time, kosumi at b 17% of the time, there were only a handful of board positions where katago chose a pincer on the top side.
From the Waltheri search mentioned below I think this seems pretty consistent with the human choices

Alternatively, at this point:
Click Here To Show Diagram Code
[go]$$
$$ ----------------------
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . 1 3 b . . . . . .
$$ | . . 5 2 4 . . . . , .
$$ | . . z . . . . . . . .
$$ | . . . a . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .[/go]
Across a sample of 100 mid-to-high-dan KGS games (post AI era), the bot chooses the old human-move jump at a 89% of the time, and bending round at b 9% of the time(ignoring a few tenuikis.) I really thought I'd seen the block at z come up when reviewing but it didn't come up as top choice in my sample of games at all.
I thought of b as a small mistake previously as black following up around d15 feels too good so I'm surprised to see it as top choice on some board positions.

If anyone is interested I can provide the whole board positions where katago makes each choice.

I'm fairly sure that any of these choices would loose only a fraction of a point in the case that it's not kg's top choice and if played by a beginner, should be described as an excelent choice on almost any board position. I wouldn't want a beginner anyone to think that there is one true way and all others are inferior, but I think looking at examples of good play can be a good platform for discussions.
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Re: Teaching beginners oldschool or new AI joseki?

Post by Knotwilg »

schrody wrote: First of all, I'd rather not see teachers reduced to just quoting factual knowledge from books.


I understand you can read into my opinion this way but that's not at all what I was saying.

Let me rephrase your differentiation of knowledge:

- things you know for sure
- things you know about

I'm not advocating limiting teaching to things you know for sure. Exposure to topics can be driven by many factors, the most important of which is what seems to tickle the pupil/novice.

In general I don't like "things you know about" to be presented as "things you know".

Yes, you explain/show a 3 point nakade before a 5 point nakade before the L-group. Yes, you show simple corner patterns before showing variations of 30 moves, traditional or old.

No, you don't show traditional 4-4 joseki while hiding modern joseki because of the idea that the old stuff is somehow more true. No you don't teach "cross cut, then extend" if the data doesn't support it.
I sense that the major difference in our views is that you're less willing to teach "wrong" things than I am. I'd be interested to know where you draw the line for yourself and where you'd draw it for professional players.
There's so much to talk about in Go that I don't see why I should narrow that to something I am comfortable with, even though today's insights tell me it's doubtful. Why would I do that?
- Teachers should always take the student's level and understanding of the game into account.
Most of all, the student's interest, desire and motivation.
- Even professional players will likely teach you some wrong things.
Of course, the things they still don't know. I don't blame any pro for teaching what they genuinely believe is the correct thing to show. I doubt if pros deliberately teach lines of play they know are inferior or not true.

- Amateur teachers therefore shouldn't feel that guilty about teaching some wrong things.
Well I don't want to obsess about it. Let anyone do as they please. I'm mostly advocating modesty when teaching.
- Teachers should always be open and honest about the limits of their knowledge. I prefer saying "I would play here instead because..." rather than "Your move was wrong. You should play here instead."
Agreed!
gennan
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Re: Teaching beginners oldschool or new AI joseki?

Post by gennan »

MikeKyle wrote:
Click Here To Show Diagram Code
[go]$$
$$ ----------------------
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . 1 3 b . . . . . .
$$ | . . 5 2 4 . . . . , .
$$ | . . z . . . . . . . .
$$ | . . . a . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .[/go]
... I really thought I'd seen the block at z come up when reviewing but it didn't come up as top choice in my sample of games at all.
I'm not sure if you know, but z can be a bad exchange / trick move / overplay that may be refuted by clamping:
Click Here To Show Diagram Code
[go]$$W
$$ ----------------------
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . X X . . . . . . .
$$ | . . X O O . . . . , .
$$ | . 4 1 3 . . . . . . .
$$ | . . 2 . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .[/go]
I think this explains why :w1: is not a joseki move here and why the bot doesn't recommend it.

But I have seen quite a few SDK games where both players seem to be unaware of this pattern and then they may get this result instead:
Click Here To Show Diagram Code
[go]$$W
$$ ----------------------
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . X X . . . . . . .
$$ | . . X O O . . . . , .
$$ | . 2 1 . . . . . . . .
$$ | . 4 3 . . . . . . . .
$$ | . . 5 . . . . . . . .
$$ | . . . . . . . . . . .[/go]
Edit: I just tested this with KataGo and to my surprise, it wouldn't "punish" with the clamp here. It prefers the safe variation:
Click Here To Show Diagram Code
[go]$$W
$$ ----------------------
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . X X . 6 . . . . .
$$ | . . X O O . . . . , .
$$ | . 2 1 . . . . . . . .
$$ | . 4 3 . . . . . . . .
$$ | . . 5 . . . . . . . .
$$ | . . . . . . . . . . .[/go]
It already sees that as a 0.5 gain for black, compared to:
Click Here To Show Diagram Code
[go]$$W
$$ ----------------------
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . X X . 2 . . . . .
$$ | . . X O O . . . . , .
$$ | . . . . . . . . . . .
$$ | . . . 1 . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .[/go]
It doesn't like the complications of the clamp very much for black and from what I can find in online joseki libararies there may be ladders involved.
So it seems I was a bit too quick in relying on my own supposed "knowledge". It is more incomplete than I thought.
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