JF mentioned why the question of why do windmills and L shapes occur during Go fighting a while back.
I would like to share some of my observations and explanations. Go is symmetric enough and general enough for its concepts to be used as a model for many more simple things. (even chess

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For example, why are the corners so important? Why is the 4-4 popular despite the 3-3 invasion. I think this comes down to the parable of the fox and the rabbit. A hunt for a fox is worth a meal but for a rabbit is worth its life. So the 4-4 can let go of the corner and still get good eyespace and territory (due to local thickness relative to any approaching opponent stone against the wall) but the 2nd player depends on 3-3 access for their own life.
Another example is that we say a 3-4 has 2 directions of development. I think you can find in AI go that it is not uncommon for the opponent to play on the wrong side of the 3-4 (but not to approach, approach is almost always the right side), but the owner of the 3-4 almost never plays on the "wrong side" before the "right side". This concept certainly had already appeared in human Go, but it somewhat different circumstances (Lee-Sedol alphago game 2). My explanation, is that approaching the "right side" is a fight, unlike the 3-3 invasion, where the normal low approach isn't alive yet, or at least can still be attacked or pressed down. A pre-emptive play on the "wrong side" can help since it might not be that easy to get eyespace there otherwise. At the same time, you don't expect the opponent to have an efficient double attack, as there is always a lot of aji on the "right side", but perhaps simply at a lower temperature.
Windmills I think are somewhat rarer in AI go than human Go because say in the centre crosscut shape, AI tends to say that you should tenuki (or lose 1-2 points if I remember correctly). Crosscuts are a good shape for sacrificing for local extra control and shape but not for making territory as they don't have much development when the opponent is also strong nearby.
The Ising model in physics still seems interesting today, though I think there is more interest in non-equilibrium thermodynamics. Without doubt concepts of phase transitions are relevant to Go. But first, what are the energies and forces involved?
In Go, if an intersection X is controlled by W, it is certainly more likely that surrounding intersections Y, Z, ... are controlled by W. Why? X needs two eyes to live, so it must find them with a chain connected, so at least one neighbour must be W control (or W eyespace, or seki neutral point etc.). Similarly if Y really were B, then it also needs B stones nearby. But X is W, so Y is less likely to be B again. This creates a repulsion force between strong groups. Basically, a group's "energy" lowers the closer it gets to settling (regardless of which colour it is), and likewise for every intersection on the board. Temperature gets higher, when a large area (intersections, stones) all depends on the same region of eyespace to live (i.e. a life and death problem), when it isn't yet clearly alive or dead. Then a move on such a hot area affects this large region, with appropriate multiplicity. We think of it as a whole group that is affected. This seems somewhat analogous to forming a complete electron shell in chemistry.
So we certainly have a sort of bonding between friendly stones that lowers the energy. Perhaps this is like metallic bonding, sharing eyespace options like electrons? Then when a group is under attack, it is like a magnet is calling it? Perhaps the analogy is starting to overstep its bounds. Perhaps it suggests that the reason we don't find magnetic monopoles is that they are rather low temperature or low entropy, or too long range, or equipment to detect them is too low entropy?
However, during fights, we also have bonding between neighbouring weak groups of opposite colours. This creates perhaps the strongest forces and temperature fluctuations. If a group's easiest way to live is by leaning on (or even killing) an opponent group, then it will certainly be attracted to it. There is probably some kind of analogy to covalent/ionic bonding here, where Pauling's electronegativity has the principle that the strongest bonds occur between the most opposite groups? I'm not sure how, but perhaps the weakest (large enough) groups of both sides tend to have the strongest attractions (perhaps semeai that attracts lots of moves)? Sometimes to the point that they cross over each other and merge in a tangle of cross-cuts, tesujis, threats to sacrifice, threats to make the opponent's sacrifice heavier, counter-sacrifice and so on. Seki also.
What can we conclude in Go?
The weaker your stones, the more attracted to faster eyespace you are (if it works to live, faster meaning fewer moves played), such as corners or sides, or weak groups of the opponent, especially if you have no stones there whatsoever. Forces are balanced by the cost of living. So if a variation doesn't work to connect to easy eyespace, then it can only be called leaning for profit. It may still be valuable, or another direction where you are more solid may be better. Of course, if you still can't live, consider sacrificing. If you are too heavy to sacrifice, then leaning may still be best, but opp will also get double attack as you get close to such valuable areas for life.
In conclusion, you may notice that in centre fights, as they spread all groups tend to swerve towards empty areas of sides of the board. Of course, such areas are just big moves anyway so there will be natural swerving there, but they become even more valuable in fights.
If a group B is close to death, then a few questions need to be asked.
Why was it created in the first place? Was it just to give another option for a more important group A to live and the opponent made it heavy? Then consider sacrificing, perhaps using the weaknesses in the opponent's surround of A.
When near death but not yet dead, we expect the opponent to play tightly squeezing every little local profit of space locally. Clamping motions squeeze dragons when both sides (think they) can extract high value locally.
Consider ladders. This is how dragons are made. Valuable semeai like moves by the opponent, perhaps to make themselves alive in a fight. Once the dragon is released, it tends to be because the opponent already has enough profit, making themselves strong enough locally and further attacks don't help, perhaps because they are too thin (normally you will be slower if chasing a dragon on 2 sides at once unless already prepared with a wall). At this point, the temperature drops, but as the dragon isn't alive, it is still very valuable to attack/defend. Hence, it is likely to start spreading out at the boundaries, forming flat clouds (stratus?) in the process, leaning on the opponent's weak and valuable points to live. Weakness is always attractive in Go unless it doesn't work or is counterbalanced by your own weakness. Another form of spreading to form L shapes from a stick is when the spreading on the 1st line. This is normally too cold for the opponent to prevent, so it is common for stones to spread sideways there during endgame or from reducing the opponent's eyespace.
Sometimes new groups will be created like hot oil jumping from a sizzling pan. This is because it oil can cool down much faster (increasing entropy) outside the pan and there is a route to do so (even at the cost of gravity) because kinetic energy is so high. A weak group can still cut the opponent if that is a more valuable way to live (or extract value by sacrifice) because living with a weak group is so valuable but it is even more valuable if it can be done by capturing the opponent. Then a fight progresses.
Once a group is alive, the probability it starts becoming clumpy and fatter as the temperature cools is much more likely, to only fight for smaller profit locally (that couldn't have been obtained by pre-existing walls). Heavy and bulky shapes at the end of the game are likely to arise from this. Either that, or their value is onesided. Namely they unlikely add much local value to the clumpy shape, unless they help it live by capturing a group on the other side of it.
One last point. Often said that Go is about territory not killing. Since the opponent stones are likely placed for a reason (to threaten to surround enough areas of big enough territory that at least one will become territory, with attacking potential on the others), the value of surrounding an opponent stone tends to be more to undermine its connection to its potential rather than capturing one stone. Killing is when that stone doesn't have any much potential territory and is actually mostly the last eyespace opportunity of a connected big group. (groups and empty intersections are related, but groups are well connected so that one move can take the entire group whereas empty areas take more time).
I think that there should be a way to describe aggressive/conservative play in terms of this sort of temperature/shape analysis, but I haven't figured it out yet.
As usual the most difficult and interesting question is how to evaluate walls and moyos. Just divide by half? How to take small shape weaknesses into account. Even working out first order approximations to ability to live would probably be progress.