Knotwilg wrote:
Learning from KataGo's half point improvements would require lifting my level of understanding to pro level. At my level, it is better to regard them as noise.
Certainly what works for different people is different. But for most people, my feeling is that this is a common misconception. I mean, consider this:
$$c Is this a mistake?
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- Click Here To Show Diagram Code
[go]$$c Is this a mistake?
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This move is judged to lose only about a point compared to connecting at "a" (which is more-or-less the best move on this board, in fact). But only a point! So are we wrong to spend the time to teach beginners to connect solidly on the second line as the default move except when there is a specific need for another move? I don't think so. This is a basic educational shape that is
common - it occurs multiple times per game, and is
easy to learn, and in combination with some other common edge patterns, helps build some foundational intuition for beginners about basic tactics near the edge.
In general, I think focusing only on the magnitude of a mistake in points misses these two critical elements:
1. Commonness of the shape - if a move in a particular shape is only a 1 point mistake but the shape occurs once every other game, then it could easily be many times more important than a tactical blunder that loses 20 points but where that particular tactic won't show up in that particular way in the next 100 games.
2. Ease of recognition and learning - if a move or concept is recognizable once you see it and fits well with your existing intuitions and knowledge so that you can learn it easily, it could easily be far more gain per time or effort expended than other scorewise-larger mistakes.
The ability to help with these two things is of course one of the reasons why having a stronger human player or teacher review your game can be far more effective than self-review with AI. But I can think of still a number of ways to partially get at these things with AI, if not so hasty to immediately filter by mistake size in points. I haven't played as much recently, but some things I've felt were useful personally in the past include:
* Scroll through the game-being-reviewed quickly and just see what the AI wanted to play and what its instincts were, and look for any moves the AI suggests that differ from yours, even if only better by a point, but where upon seeing the move and pondering it a little, it's like "oh duh, that shape is a lot better, I like that move a lot" or otherwise where it's clear upon seeing the move why it's better. You DON'T need high playouts for this, you're looking for major differences of instinct that you can absorb. Of course you might be wrong and not *really* understand, but if your brain is saying "I can intuit this move, I can learn it", that move probably *is* on average easier to intuit and learn.
* Also in that quick scan, looking for moves with recognizable shapes that are less "oh duh" and more like "wow I didn't know you could do that, but I see why it works" or even "I don't fully understand this move, but I understand enough to know that if I were the opponent facing this move, I'd find it extremely annoying and hard to find a good response to". Those could be good to try in future games.

Again, you don't need high playouts for this either.
* Before looking at "the answers", doing a quick self-review pass to note positions where you were genuinely uncertain about the right shape, or the right tactic, or the right direction. Those might be good points for learning. Of course, if the AI recommended variation is arcane and incomprehensible (and it's still arcane and incomprehensible even when you interactively take the opponent's side and play "what if" a little bit, which often clears it up), move on. But if it's clear, then that's a good place to start. For me, a lot of mistakes are fall into the category of "things you don't know you didn't know", but if you *do* know you don't know, why not take advantage of that? And if in fact you got it right, the fact you were uncertain maybe makes it still a good learning sample, even though it wasn't a mistake.
* Focusing mildly more on mistakes, even if smaller, in semi-common corner patterns or invasions or josekis or whatever. Patterns that are more common are more likely to be relevant in future games. Similarly for things in midgame fights where despite the fight itself being unique the shape or tesuji within that fight that was missed is recognizable and familiar in retrospect - being more common makes it more useful.