Turn an AI answer into a decision you can use next game.

Forty-three standalone articles: three tournament commentaries, three review guides, eight KataGo and service-engineering articles, seventeen research features on AI and joseki history, and twelve deeply read games from the Edo period to the AlphaGo era. Each answers one question with steps, sources, and a focused visual.

  1. Qualified by half a point: Yang Dingxin's seven-point lead nearly slipped to Tan Xiao

    In the deciding round of the Chinese qualifier for the 2nd Shinhan Bank World Kisen, Yang Dingxin beat Tan Xiao with Black by half a point and took the main-event place. A move-by-move KataGo rerun shows Black once led by seven points, lost most of it when Black 77 failed to capture the stone at J18, and was briefly overtaken in the endgame before Tan Xiao gave it back.

  2. Ichiriki pulls one back: the game had tilted before the left-side fight began

    In game 3 of the 74th Oza title match, Ichiriki Ryo won with White against Fukuoka Kotaro to make the series 1–2. Reports made the left-side group fight the deciding battle. A move-by-move KataGo rerun puts the turn earlier, at Black 75 to 79, while agreeing that Ichiriki handled the left-side fight precisely.

  3. Ke Jie's elimination game: two more chances after it was 'already decided'

    In the first round of the Chinese qualifier for the 2nd Shinhan Bank World Kisen, Ke Jie lost with Black to Jiang Weijie. Post-game reports said he lost on moves 87 and 101 and that nothing after move 141 mattered. A move-by-move KataGo rerun agrees with the first half. It also finds that between moves 164 and 167 Black twice came back to almost even.

  4. How one game error exposed a chain of service regressions

    On August 30, a game with unsupported komi first triggered a KataGo parameter error. The same investigation then uncovered an oversized stream completion, a registration runtime mismatch, repeated Token creation, and old-client sync failures. This is the timeline, measured impact, recovery evidence, and unfinished work.

  5. Why can superhuman Go AI lose to seemingly weak play?

    An ICML adversarial policy beat KataGo at superhuman settings in more than 97% of games—not by playing stronger Go, but by inducing systematic mistakes. Average strength and worst-case robustness are separate properties.

  6. Which AI joseki retired, and why preserve them?

    A vanished recommendation was not necessarily refuted. Timing may have changed, search may have been unstable, or training may have repaired a blind spot. A museum preserves why an answer once made sense and why it later failed.

  7. How far is AI-optimal from human-learnable?

    HumanSL predicts rank-conditioned human moves, but maximum probability, sampling, and target strength are not the same. Teaching should locate the next reachable judgment, not the person most similar to AI.

  8. Can komi or rules flip the AI's best move?

    Komi moves the winning threshold; area, territory, ko, suicide, and tax rules change the final ledger. The useful question is not how much win rate moved, but where candidate order actually crosses.

  9. How an AI joseki moves from experiment to human habit

    In a public professional-game sample, early bare-4-4 3-3 rose from 9.72% in 2017 to 40.06% in 2018-2020. Adoption rates show that more players used it; whether they also learned to exchange less, tenuki, and return has to be read from the games themselves.

  10. Does a KataGo answer have a shelf life?

    Change the network, engine, search budget, or symmetry and the first candidate can move. This article shows how to read the full analysis conditions before deciding whether an old result still holds, needs a note, or should be retired.

  11. How professionals review Go games with AI

    A six-stage professional review workflow, large-scale studies, and 60 Read19-analyzed games explain five elite styles and the real relationship among match rate, wins, and memorization.

  12. How to review a Go game with AI

    A deep review routine that avoids chasing every number: reconstruct your thinking, find turning points, compare why the played line and three KataGo routes differ, and keep lessons for your next game.

  13. From SGF source to a KataGo variation tree

    Start with FF[4] source text, learn nodes, properties, coordinates, and variations, export from OGS, KaTrain, Sabaki, or SmartGo, then analyze the record with Read19 and KataGo.

  14. AlphaGo turned joseki from answers into choices

    Ten years ago, professionals still asked whether a joseki had been completed. Today the sharper question is which exchange must happen now, and which can wait ten moves. A 96,058-SGF archive, two tournament records, and node-by-node KataGo analysis trace that change.

  15. Cho Hunhyun wins the first Ing Cup under eight-point komi

    Korea sent only Cho Hunhyun to the new world event. He recovered from 1-2 down and beat Nie Weiping as Black under Ing rules. The Korean Baduk Association identifies the early White 28 as slow: world titles can begin leaking in the opening.

  16. Rui Naiwei ties two dragons after defeating Cho Hunhyun

    Rui became the first woman and first foreign player to win Korea's Kuksu title. The harder board story begins when White 60 tenukis and Black attacks two groups not by chasing one to death, but by making each group's escape burden the other.

  17. AlphaGo's move 37 made everyone ask why

    P10 was not magic. It pressed White low on the right while preserving freedom toward the center. What felt alien was a priority humans rarely chose, expressed through perfectly legible Go logic.