Re: Takemiya's experiment
Posted: Tue Oct 22, 2019 5:54 am
There's been a further instalment in the series and this interested me particularly for a special reason.
It was White to play, and in 1985 Takemiya chose A. Nowadays he would prefer B. LZ (which puts Black a smidgeon ahead) says that loses about three percentage points. All the young players also chose A, but Fukuoka Kotaro actually vacillated between that and B, and he did mention come concern about the left side.
LZ, however, had a full percentage point preference for C, which was the move chosen by Hirata Tomoya 7-dan.
It seems that most of the human pros either had a fixation with the visually dominating wall, or underestimated the aji of the cut at D, or just felt too confused by the left side to be able to pick a move. LZ of course has no psychological hang-ups.
The reason this interested me specially is an emerging finding from my work on the Go Wisdom appendixes I am now adding to books of pro commentaries I do. I index every mention of a term that appears in a commentary and discuss the term, usually in great detail, to help readers of the book think about the games with all that extra information at their disposal. But there is fascinating information simply in the index alone. Sheer numbers of occurrences tell us something, and insights can also be gleaned from how early or how late terms occur (e.g. probes on move 4, boundary plays on move 14, fuseki play on move 83, etc).
Although I haven't yet done a proper analysis, one thing that that keeps striking me over and over again is that the three commonest types of mistakes made by pros are as follows:
Three types seem to stand out.
1. Probes. Strong pros commenting on weak pros often chastise them for not making probes.
2. Order of moves. This is usually of the type that can be analysed by tewari. Wrong timing of forcing moves or other intransitive changes is much less common, and less criticised.
3. Direction of play. And this is how I view the example above.
Analysing why pros so often get the DOP wrong (as adjudged by fellow humans) might be a monumental task, but I'm willing to hazard a guess that psychological factors of the kind mentioned above come into it. I think it is also fair to say that their mistakes are normally of a very small order of magnitude, and certainly way below the level in amateur play. But mistakes are mistakes and I'm sure the pros would also like to know why they make them. My early impression is that they haven't found AI much help yet in that regard.
It's going off at a bit of tangent, but here's an "easy" (10-kyu to dan level) direction of play problem by Rin Kanketsu.
)
This is interesting for various reasons. One is that the White invasion on the lower side is scorned by LZ which prefers either of the 3-3 invasions on the right side - less "direction of play" than "different planet!". But maybe Rin chose this position as something weak amateurs would encounter.
LZ initially agrees with Rin that A is the right. B is plain wrong and doesn't even appear on LZ's radar (although E does in that area).
C is rejected as inferior by Rin (and LZ seems to agree) because forcing contact plays are better to hinder sabaki by White.
But the biggest surprise may be that, after a deeper search, LZ's preference (by a full percentage point) switches to C. I find that hard to talk about in DOP terms. But maybe it's a probe, or even an order of moves issue! In the variation LZ shows, Black still gets a wall across the 4th/5th lines, but gets the left corner as well, whereas in the human commentary Black merely encroaches on the corner.
Another reason I gave this extra problem is that it features sanrensei by Black. I have seen comments here that seem to suggest it is now regarded as bad. I obviously can't say whether it is or it isn't, but FWIW pro comments I have read seem to judge as too difficult rather than wrong (like tengen), though LZ seems to think it loses a fraction over one percentage point (yet is that not within the margin of error Bill has talked about, especially so early in the game; and it may be stylistic?) But I am more intrigued by the fact that pros are still playing it.
It was White to play, and in 1985 Takemiya chose A. Nowadays he would prefer B. LZ (which puts Black a smidgeon ahead) says that loses about three percentage points. All the young players also chose A, but Fukuoka Kotaro actually vacillated between that and B, and he did mention come concern about the left side.
LZ, however, had a full percentage point preference for C, which was the move chosen by Hirata Tomoya 7-dan.
It seems that most of the human pros either had a fixation with the visually dominating wall, or underestimated the aji of the cut at D, or just felt too confused by the left side to be able to pick a move. LZ of course has no psychological hang-ups.
The reason this interested me specially is an emerging finding from my work on the Go Wisdom appendixes I am now adding to books of pro commentaries I do. I index every mention of a term that appears in a commentary and discuss the term, usually in great detail, to help readers of the book think about the games with all that extra information at their disposal. But there is fascinating information simply in the index alone. Sheer numbers of occurrences tell us something, and insights can also be gleaned from how early or how late terms occur (e.g. probes on move 4, boundary plays on move 14, fuseki play on move 83, etc).
Although I haven't yet done a proper analysis, one thing that that keeps striking me over and over again is that the three commonest types of mistakes made by pros are as follows:
Three types seem to stand out.
1. Probes. Strong pros commenting on weak pros often chastise them for not making probes.
2. Order of moves. This is usually of the type that can be analysed by tewari. Wrong timing of forcing moves or other intransitive changes is much less common, and less criticised.
3. Direction of play. And this is how I view the example above.
Analysing why pros so often get the DOP wrong (as adjudged by fellow humans) might be a monumental task, but I'm willing to hazard a guess that psychological factors of the kind mentioned above come into it. I think it is also fair to say that their mistakes are normally of a very small order of magnitude, and certainly way below the level in amateur play. But mistakes are mistakes and I'm sure the pros would also like to know why they make them. My early impression is that they haven't found AI much help yet in that regard.
It's going off at a bit of tangent, but here's an "easy" (10-kyu to dan level) direction of play problem by Rin Kanketsu.
)
This is interesting for various reasons. One is that the White invasion on the lower side is scorned by LZ which prefers either of the 3-3 invasions on the right side - less "direction of play" than "different planet!". But maybe Rin chose this position as something weak amateurs would encounter.
LZ initially agrees with Rin that A is the right. B is plain wrong and doesn't even appear on LZ's radar (although E does in that area).
C is rejected as inferior by Rin (and LZ seems to agree) because forcing contact plays are better to hinder sabaki by White.
But the biggest surprise may be that, after a deeper search, LZ's preference (by a full percentage point) switches to C. I find that hard to talk about in DOP terms. But maybe it's a probe, or even an order of moves issue! In the variation LZ shows, Black still gets a wall across the 4th/5th lines, but gets the left corner as well, whereas in the human commentary Black merely encroaches on the corner.
Another reason I gave this extra problem is that it features sanrensei by Black. I have seen comments here that seem to suggest it is now regarded as bad. I obviously can't say whether it is or it isn't, but FWIW pro comments I have read seem to judge as too difficult rather than wrong (like tengen), though LZ seems to think it loses a fraction over one percentage point (yet is that not within the margin of error Bill has talked about, especially so early in the game; and it may be stylistic?) But I am more intrigued by the fact that pros are still playing it.