John Fairbairn wrote:I introduced what I called Go Wisdom into my book Genjo-Chitoku. This was an appendix covering all aspects of go theory so designed as to enable the reader to think about the game commentaries in a more expansive and self-controlled way.
I confess that I have not read
Genjo-Chitoku, but I am sure that the book and the Go Wisdom appendix are very valuable resources.

Too many Western amateurs are almost totally unaware of go theory.
John Fairbairn wrote:To give two examples that relate specifically to your post: (1) The concept of bases (and, as part of the same nexus, settling) is much, much more common in Japanese. Tsume/checks (which are, after all, in part base-making or moyo-making moves are very, very common in Japanese, but rarely highlighted by westerners.
Ancient game records indicate that the concept of a base is one of the oldest ideas in go.

In the AI era, however, it appears that that is a concept we are going to have to reconsider. For instance, in the 3-4, high approach joseki with an underneath attachment, after the approacher makes a solid connection and the 3-4 player extends one space on the side, the bots typically omit making a base, i.e., an extension from the connected stones. Before AlphaGo, however, I have seen that omission, except perhaps after a sente exchange, only once in game records of top level play, by Shusaku, IIRC. Segoe pointed out in the 20th century that that joseki was already suspect. But the remedy of human players was either to delay making the high approach, to accept a small loss, perhaps, or to omit the connection. It did not include making the solid connection and then omitting an extension. (There are other possible examples, but this one is obvious and well known.) In the AI era humans can devalue the idea of a base or modify the concept.
It will, therefore, presumably come as no surprise that I also find that the way the new insights from AI are being talked about differs strongly according to whether you are a Japanese pro or a western amateur, although I'm sure both are useful. FWIW things like insights about e.g. attacking sideways don't seem to come up in what I've read in Japanese books/mags on AI. There the focus seems to be predominantly on overconcentration and efficiency. Obviously it helps if you already have a high standard of efficiency, as pros do, and so western amateurs probably do have to start somewhere else. But I feel sure deeper consideration of the languages of go should be part of the package.
The sideways attack, by which I mean approaching the group being attacked from the side, but not as a pincer and not from the side and slightly ahead, is something I picked up from
Okigo Jizai, which is about 200 years old. Hattori did not talk about a sideways attack in so many words, but such attacks appear often in his examples. In fact, I don't know of any go author who talks about sideways attacks.
As for how Western amateurs talk about AI play, I can only speak for myself. Western amateurs may have scientific and mathematical skills that can deepen our understanding of go. For instance, 25 years ago Howard Landman published "Eyespace values in go", which extended the concept of fractional eyes from the half eye, which was already well known among Eastern pros, to other values, such as the ¾ eye. Howard provided many examples from Maeda's tsumego problems. In particular, ¾ eye + ¾ eye + ½ eye = 2 eyes and life. Since then, has any pro talked about the ¾ eye? The same year saw the publication of Berlekamp and Wolfe's
Mathematical Go, which deepened our understanding of the last play (tedomari). The Japanese translation sold out in a day or two.

Since then, has any pro talked about Ups or Downs? I know when I submitted my article about getting the last play in a well known ancient game, showing a line of play that had apparently been overlooked by pro commentators for centuries, to the new magazine
Myosu a few years ago, I met opposition from one of their editors, a strong Western amateur, who thought I was committing heresy.

Also in 1994, Berlekamp introduced his idea of komaster. I talked about it on rec.games.go and Sensei's Library. I gather from your writings that pros do not use the idea of komaster to calculate the values of approach kos, 10,000 years kos, and the like, and consequently often get those values wrong. I spoke about it at ICOB 4, where we met. That was in 2006, right? Has any pro taken up the idea of komaster since then?
As for AI play, I believe that I was one of the first to point out that AlphaGo pincered about half as often as his human opponents. Having noticed that tendency in AlphaGo, it was easy for me to compile the statistics to show it more precisely. I also observed that, with one exception, AlphaGo's pincers were supported by a third stone on the other side. That limited the ability of the pincered stone to jump out and threaten to attack either side. Not a deep insight, but a start, I believe.

These days, several people have pointed out that the human concept of direction of play has little, if any, effect on AI play. I think that there is something there, but have not done enough research to demonstrate anything. Western amateurs have also noticed that AI devalues the sides. In his
21st Century Go series, Go Seigen had started to do that, at least in the case of the splitting play, but was ambivalent about the idea. There is a traditional go concept of the last play of the opening (fuseki no tedomari). I have not noticed that in AI play (but I haven't looked very hard). However, in the Elf commentaries on GoGoD games I believe I have discovered a different tedomari, occupying the last empty corner. OC, that is not a problem in many parallel openings, but in komi games top level human players often fail to occupy the last empty corner when they have the chance. Again, not a deep insight, but a start.
