Endgame with thousand year ko - KataGo-aided analysis
Posted: Thu Apr 30, 2020 6:57 am
This is my attempted analysis of a fascinating and complex endgame that came up in the Leela Zero discord chat when analyzing a game where SAI appeared to make some strange moves before resigning. Apparently hiding beneath was some incredible complexity. Thanks to Dorus and Vandertic from LZ discord bringing to attention such an interesting endgame to analyze.
In this game, there is a thousand year ko in the corner that is destined to become a ko and never a seki, and therefore which dramatically alters the way the endgame should play out into something really quite bizarre. Although neither player realized it, the entire endgame revolved around ko threat creation, magnification, and destruction, with some very unusual tactics that one doesn't normally see.
The long example variations branching from move 252 and 257 in particular are a kind of fight that I knew about theoretically, but hadn't really grokked before. The players aren't fighting over points, they're fighting over ko threats. You have them playing moves that sometimes aren't even threats (normally one would just tenuki the move as dead-in-gote), but the move creates a followup move that threatens something, and that's the point - to make more and bigger ko threats, or to threaten to have threats. So sometimes dead-in-gote moves are actually strong moves - it's one-step more meta than normal fighting.
One pleasant surprise I found is that KataGo's neural net seems to understand that this is the theme of the game. Although its understanding is far from perfect and it is far from able to solve many variations, both the policy and value heads were giving outputs that indicated general understanding of the goals. The policy often suggested some of these moves that would normally be dead-in-gote, or unnecessary defense in gote but that are good in this position. I suppose there are enough multi-step and thousand year kos in self-play to give data on how such fights work.
Enjoy!
(Edit: Updated parts of the text in the SGF slightly)
In this game, there is a thousand year ko in the corner that is destined to become a ko and never a seki, and therefore which dramatically alters the way the endgame should play out into something really quite bizarre. Although neither player realized it, the entire endgame revolved around ko threat creation, magnification, and destruction, with some very unusual tactics that one doesn't normally see.
The long example variations branching from move 252 and 257 in particular are a kind of fight that I knew about theoretically, but hadn't really grokked before. The players aren't fighting over points, they're fighting over ko threats. You have them playing moves that sometimes aren't even threats (normally one would just tenuki the move as dead-in-gote), but the move creates a followup move that threatens something, and that's the point - to make more and bigger ko threats, or to threaten to have threats. So sometimes dead-in-gote moves are actually strong moves - it's one-step more meta than normal fighting.
One pleasant surprise I found is that KataGo's neural net seems to understand that this is the theme of the game. Although its understanding is far from perfect and it is far from able to solve many variations, both the policy and value heads were giving outputs that indicated general understanding of the goals. The policy often suggested some of these moves that would normally be dead-in-gote, or unnecessary defense in gote but that are good in this position. I suppose there are enough multi-step and thousand year kos in self-play to give data on how such fights work.
Enjoy!
(Edit: Updated parts of the text in the SGF slightly)