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© 2018 Yuan Zhou

3
RETHINKING OPENING STRATEGY

AlphaGo’s Impact on Pro Play

Yuan Zhou

The AI program AlphaGo Zero has introduced several new ideas about
how to play in the opening of a game of go. Yuan Zhou, a popular go
teacher, discusses several of them and shows their use in several pro
games.

4
About the Author
Yuan Zhou (American Go Association 7 dan) was born in Tianjin, China.
Tianjin is a major city in the northern part of China, near Beijing. His
father taught him to play go at the age of six and a year later he won the
Tanggu District Junior Go Championship. After this auspicious beginning,
Zhou began professional go training while he was still seven years old. He
was twice invited to represent Tianjin in the All China Prodigy Cup.

In 1989, Zhou immigrated to the USA, becoming a US citizen and joining


the American Go Association (AGA). He earned a BS degree in electrical
engineering at the University of Maryland, where he was the president of
the University Go Club. He also became increasingly involved in AGA
events, winning many tournaments. Zhou was also elected to the AGA
board of directors in 2005 and is currently president of the XYZ Go Club,
an official AGA chapter.

Zhou is one of the top competitors on the American go scene, winning the
Eastern US Open, one of the biggest US tournaments, in 1992. He also
won the prestigious New Jersey Open, another of the biggest US
tournaments, four times. Twice he won the Maryland Open, another major
event that attracts strong players. These tournaments involve the strongest
North American go amateurs as well as pros. In Zhou’s go career, he has
defeated pros many times, including five times in even tournament games:
Hak Soo Kim 6p in the 1996 Fujitsu, Xuefen Lin 1p in the 2001 Eastern
Oza, Huiren Yang 1p in the 2009 and the 2014 North American Ing
Masters, and Feng Yun 9p in the 2011 SAMG World Team Go US Team
Qualifier. Zhou also won the US Pair Go Championship four times. Zhou
represented the USA in international tournaments many times (World
Amateur Go Championship, Korea Prime Minister Cup, World Pair Go
Championships, etc.).

In 2009, Zhou represented the USA in the 4th Korea Prime Minister Cup
World Go Championship in Jeonju, Korea, and finished in fifth place.

In addition to his competitive successes, Zhou has become a popular

5
teacher and lecturer, frequently giving lectures and teaching lessons at
various go clubs in the Eastern US regions well as on the internet. He has
also published many go books with Slate & Shell and SmartGo E-Books
(www.smartgo.com). Zhou resides in Germantown, Maryland. His website
is at www.zhouyuan.com .

6
Copyright Page
(c) 2018 Yuan Zhou

All rights reserved. Reproduction in whole or in part is prohibited.

Slate & Shell


1425 Westshire Lane
Richmond, VA 23238
www.slateandshell.com

Edited by William Cobb

Cover design by Laurie M. Crammond

Conversion to SmartGo Books by William Cobb

7
Table of Contents
Rethinking Opening Strategy: AlphaGo’s Impact on Pro Play

About the Author

Copyright Page

Introduction

Opening Ideas that AlphaGo Has Made Popular

1. The Corner Enclosure

2. Responding to a Low Approach Move

3. A Well-Known Joseki Following an Opening with Alternating 3–4


Point Stones

4. The 3–3 Point Invasion Under a 4–4 Point Stone

5. Responding to a Ladder Breaker

6. Another 3–3 Point Invasion Situation

7. Starting on a 3–3 Point

8. Continuing After an Approach to a Corner 4–4 Point Stone

Professional Games Incorporating AlphaGo’s New Moves

Game 1

Game 2

Game 3

Game 4

Game 5

8
Game 6

Game 7

Game 8

Game 9

Game 10

Game 11

About SmartGo Books

9
Introduction
An important factor to remember in analyzing AlphaGo’s moves is that
they are the result of an incredible amount of actual play. The program has
played millions of games against itself, thus gaining an amount of
experience that is not possible for a human player. So the AI program’s
latest version, AlphaGo Zero, has acquired its understanding of the game
in the same way that humans do—through playing. Thus, when it adopts
ways of playing that are similar to those humans believe to be best, this is
a striking endorsement of the correctness of the human understanding. A
simple example of this is starting the game by first playing in the corners
and then playing on the sides before playing in the center. Some might
have expected the AI program to adopt a novel approach, such as starting
with a play in the center. The fact that that has not happened is significant.
This also supports the ancient notion that the only effective way to learn
how to play go and to improve as a player is to actually play, as much as
possible. The possibility of playing frequently on the internet is one of the
reasons behind the recent phenomenon of professionals becoming so
strong at a young age.

The fact that the ultimate version of AlphaGo, AlphaGo Zero, started with
only the rules and no input of human game records, let alone human
guidelines about best ways to play, and, after playing a enormous number
of games, is able to consistently defeat earlier versions of the program,
strengthens confidence in the significance of the general patterns of play
that AlphaGo Zero has adopted. The AlphaGo team claims that there is no
reason to think that AlphaGo Zero reached the highest possible level of
play before the need to use its computers for other purposes forced them to
shut down the program. But what it has learned about playing the game is
consistent with a lot of the understanding humans have developed over
several thousand years and is also strikingly innovative in a number of
ways, which is very exciting for human players. So AlphaGo Zero has
shown that humans have been on the right track in their efforts to
understand go and has also provided us with new ideas for study for a long
time.

10
An important point to remember in studying AlphaGo’s moves is that the
program is very strong in terms of whole board awareness. As a result, in
studying local patterns we must take into account that it is not obvious just
what whole board possibilities AlphaGo is taking into account. This is why
a lot of study of AlphaGo’s moves is necessary. Nevertheless, it is clear
that some of AlphaGo’s moves in the opening definitely offer improved
possibilities. In trying them out, just don’t forget the importance of paying
attention to the whole board situation. Do not just randomly try these
moves.

Another positive consequence of AlphaGo has been to encourage more


humility in our approach to go. Some top players were beginning to think
they were very close to mastering the game in a complete way. We know
that is not the case now. In fact, there is now even more reason to believe
that the game is in principle incapable of being totally mastered. There
may not be a way of playing that can guarantee victory.

One other point I would like to note is that AlphaGo confirmed the
accuracy of many of Go Seigen’s ideas about the best way to play, and Go
Seigen’s play at his peak was strikingly similar to that of AlphaGo. Go
Seigen died a few years before AlphaGo was created. Perhaps his spirit
somehow managed to infiltrate the AI program.

Yuan Zhou

January 2018

11
Opening Ideas that AlphaGo Has Made Popular

12
1. The Corner Enclosure

Ever since the Japanese developed territorial style play, the corner
enclosure in the upper right of this diagram, made with a 3–4 point stone
and a small knight’s move slide, has been judged to be the best play in the
corner. Of course, back in the twentieth century, Go Seigen said that this
was an inefficient shape and should be abandoned in favor of the corner

13
enclosure with the large knight’s move slide in the lower left corner of this
diagram.

14
A
E B

F C
D

AlphaGo clearly agrees with Go Seigen about this. After starting in a


corner with a 3–4 point stone, AlphaGo consistently plays the large corner
enclosure or else a two space high extension as in the upper right corner of
this diagram—the latter is very popular nowadays. A problem with the
small enclosure is all the contact moves that the opponent can make
against it: For example, A through F in the lower left corner of this
diagram. When Black responds to these contact moves Black’s position

15
quickly becomes over-concentrated.

16
A

Go Seigen also saw the possibility of a shoulder hit at A in this diagram as


a weakness of the small corner enclosure. Actually, Go Seigen strongly
encouraged playing shoulder hits as the maximum way to compress an
opponent’s position without directly invading. As opposed to an invasion,
this play lowers risk and offers a trade of the corner for outside influence.
This also fits with the fundamental principle of go that you do not try to
destroy your opponent and get everything, but simply to play better than

17
the opponent so as to get a little more. AlphaGo also often plays shoulder
hits, again agreeing with Go Seigen, and this shoulder hit against the small
corner enclosure has become popular, appearing in serious games at the
top level.

18
1

This position is slightly different, but AlphaGo also often plays this
shoulder hit against the small knight’s move slide from a 4–4 point stone.
In the past, this was an unusual play, rarely seen, especially early in the
game, which is when AlphaGo often plays it. It doesn’t seem urgent and is
not sente, but AlphaGo plays it often. The idea is the same as in the above
case, and this move has also become popular in pro play. Admittedly,
AlphaGo had a good success with this move more consistently than

19
humans have, but many players are trying it.

20
Among human players, the two space high extension from the 3–4 point
stone in the upper right corner is now more popular than the large knight’s
move slide. This is because it is a way to avoid the shoulder hit. This was
considered bad in the past because it makes the corner more vulnerable,
but it fits a greater concern for the center, which is characteristic of
AlphaGo’s play.

21
A
1
B

Moreover, AlphaGo makes this contact play against the large knight’s
move slide at White 1. Although it certainly looks odd at first to traditional
players, this move has also become very popular, which encourages
interest in the straight extension. (At first you might think this White 1 is a
beginner’s move.) Black has to decide whether to defend the corner at A or
play outside at B.

22
2

If Black defends the corner with 2, White will hane at 3. Both players have
cutting points, but this was Black’s corner initially so he wants to avoid
trouble here. A confusing fight here would be good for White.

23
4 6
5

A good defense by Black would go this way, and at this point it may look
very good for Black. AlphaGo’s continuation as White may be difficult for
most players to find.

24
7

The cut with White 7 is AlphaGo’s move. It may be hard to find because it
looks like suicide, but this is actually advanced level play.

25
8

Of course, Black can capture White’s invasion with 8, but White’s aim is
to make 9 sente.

26
10

11

After Black captures with 10, White gets to make the very nice extension
to 11. So White gets a good position on the upper right side. Of course,
White’s position may not be entirely equal to Black’s corner, but
remember that Black had two moves in this corner before White played.
This is a very efficient way for White to play against the corner enclosure
with the large knight’s move slide. So, as Black, AlphaGo does not play
the atari at Black 8 in this sequence.

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7

After White cuts on the inside with 7 in this situation, AlphaGo turns at
Black 8, denying White the sente move here. This is fighting hard, but now
Black’s corner has a problem.

28
9
10 11

White can continue in the corner this way. After White 11, White can live
in the corner, but at this point, White doesn’t yet have enough liberties on
the outside in this fight.

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13

14 12

After Black 12, if White plays 13 to live in the corner, Black can damage
the outside severely. So White must first do something on the outside
before playing 13.

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10

11
9

So White will continue this way with 9 (this is AlphaGo’s move), and
Black is still missing a move in the corner. However, if Black fixes the
corner with 10, White gets a very nice shape on the outside with 11.

31
10
9

So, not wanting the result in the previous diagram, Black pushes out with
10, which is sente because it threatens a push and cut on the outside.

32
16

13 12
11 15
14

White protects with 11. Black can push with 12 and peep with 14 in sente.
However, after that, Black must come back and protect in the corner with
16. Black gets the corner, but all of White’s moves are on the outside,
which is usually better in the opening. So this sequence is a gain for White
—especially given that Black had two moves here to start with. This
would be especially significant if Black was building a moyo on the right
side or in the center. This sequence has become a sort of “AlphaGo

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joseki”. It is being tried often in pro games. The key, of course, is how it
works with the particular whole board situation.

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7 A
5 3
4 1
2 6

If Black doesn’t like this result, (not wanting to give White all these
outside moves that damage Black’s potential), Black can play 2 on the
outside. White will then go into the corner. Black can seal White in but
cannot cut White off at A after White 7.

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8
9
A

If Black tries to cut White off with 8, there is a double atari at A after
White 9.

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8 9
10

So Black must block on the outside. After White pulls back with 9, Black
must prevent White from cutting at Black 10. This means White is already
alive in the corner in sente! And Black already had two moves in this
corner.

This result is definitely very good for White. You can see why the
attachment with White 1 in this sequence is now very popular and why the
two space high extension from the 3–4 point stone instead of the large

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knight’s move slide is also very popular, even though it leaves the corner
open.

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2. Responding to a Low Approach Move

C B A 1
F E D

In this position, when Black has a 4–4 point stone facing the weak side of
a black 3–4 point stone and White makes a low approach at 1, in the past it
was virtually a foregone conclusion that Black would pincer White 1 at
one of the lettered points. In this situation it seems clearly advantageous
for Black to do that. Moreover, Black is disinclined to defend what would

39
become a small corner. So the human conclusion has been that the pincer
will yield a good result for Black. However, AlphaGo normally responds
to White 1 with this Black 2. In the past, this was seen a as slow move for
Black—Black should attack.

It’s interesting that the famous Honinbo Shusaku said that this diagonal
move at Black 2 is the best response to White 1 in this situation.
AlphaGo’s idea is similar, but perhaps AlphaGo thinks that Shusaku’s

40
move is a little slow from a territory point of view.

So AlphaGo’s small knight’s move jump in this situation has become very
popular.

41
3. A Well-Known Joseki Following an Opening with Alternating 3–
4 Point Stones

B
5
3
1 2
4
6

In this very well-known pattern, White normally extends to A after Black


6, even though that leaves a weakness at B. However, AlphaGo does not
play that way as White.

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7

In the AlphaGo vs. Lee Sedol match, everyone was startled by AlphaGo
making this attachment with White 7 instead of continuing the common
joseki pattern.

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10
12 8 7
11 9

13

This resulting position has become very popular now and is considered
better for White as more efficient.

This is also part of the reason that nowadays Black is more likely to play
the two space high extension in the upper right corner instead of the small
knight’s move slide.

44
4. The 3–3 Point Invasion Under a 4–4 Point Stone

7 5
8 6 4 3 1 11
2 9
10
12

This pattern is one of the best known results of a 3–3 invasion against a 4–
4 point stone. Although it is still very popular, especially among weaker
players, it is not really a joseki. This result, especially early in the game, is
much better for Black, who gets enormous outside influence, than for
White, who has only a few points. Even though White has sente, the value

45
of the corner is just too small to offset Black’s strong, outside thickness.
White’s playing this way makes no sense from the whole board point of
view.

AlphaGo has offered a significantly different way to handle this situation.

46
1

After Black 8, as White, instead of continuing with the hane and


connection in the corner, AlphaGo plays on the outside at White 9. So
White lives in the corner in sente and then prevents Black from making an
extension on the outside. This means that Black’s group is not a thickness
but a target that AlphaGo intends to attack. White is already alive in the
corner. This sequence has become very popular and is seen in pro games.

47
2
1
3

Of course, if Black gets to play this hane and connection later, it is big,
costing White a lot of points even though White is alive. White can
prevent this in sente, of course, as in the diagram at the top of the page,
which is why it is considered a joseki, but early in the game it is definitely
better for Black.

In effect, AlphaGo is following the principle here that humans know is


correct. Early in the game, what is important is not points but the strength

48
and weakness of groups.

49
5 4 2
1 3

As a result of AlphaGo’s influence here, humans nowadays often play this


way as Black in an effort to avoid the bad result for Black. AlphaGo plays
this way, but this idea had been used by human players for quite some
time. This is another case of AlphaGo confirming human opinions about
the best way to play.

50
11 8 10
6 9
7

The continuation is that White pushes and then hanes at 8. Then Black
hanes in the corner with 9 so that Black can double hane at 11.

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13 16
12 14
17 15

Then White can cut at 12 and capture a stone with 14 and 16. Black can
then ladder White 12 with Black 17. White gets sente and there is some aji
on the outside. This is now a popular “AlphaGo joseki”, although more
players think this is still better for Black because of the outside thickness.
So White would normally wait for outside developments before starting
the sequence in this diagram.

This sequence involves a ladder and hence the possibility of a ladder

52
breaker. AlphaGo has also introduced a different idea about how to deal
with ladder breakers.

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5. Responding to a Ladder Breaker

A 1
B E
C
D

In this situation is a ladder breaker so the standard view is that Black


should immediately capture with 1. This is because there are a number of
problems around the white stone that could run out: such as forcing moves
at A through D or even a cut at E. Capturing with Black 1 eliminates all
these potential problems for Black. So it has been universally held that

54
Black should capture the cutting stone directly.

AlphaGo always responds to a ladder breaker this way, rather than directly
capturing the cutting stone. AlphaGo seems to be saying that expanding
into the center is more important. A lot of study of this idea is still needed.
Of course, AlphaGo has played millions of games and has a lot more
experience than any human player can attain.

55
It is important to remember that AlphaGo’s ideas are based on actual
experience gained from playing millions of games.

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6. Another 3–3 Point Invasion Situation

In this popular opening pattern, as Black, AlphaGo will immediately play


a 3–3 point invasion. This move is now seen in important pro games, such
as the recent title match in the Chinese Mingren (J: Meijin) tournament—
Black won the game.

57
In the past this was definitely seen as a very bad move for Black—
something only a beginner would do. It initiates a joseki that can give
Black sente but at the cost of giving White early outside thickness in return
for a corner that is not very big. Making this a popular move now is a good
example of AlphaGo’s introducing more awareness of the freedom
inherent in go.

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5 7
1 3 4 6 8
2

As we saw in AlphaGo move #4, the key to making Black 1 a good move
is that after White 8, Black does not continue in the upper left corner, even
though it would end in sente. In the Mingren game, Black did not play in
the middle of the left side around A as AlphaGo does but approached the
lower left corner from the right. As I pointed out earlier, Black A, instead
of finishing the well-known joseki in the upper left, makes White’s
position in the upper left a potential target for attack instead of a thickness.

59
Black can play A after White 8 because the corner is already alive.

60
7. Starting on a 3–3 Point

Another move reflecting AlphaGo’s influence on human play is a return to


making the 3–3 point the initial play in a corner. This play became popular
about fifty years ago, but was abandoned as too low and slow in the
opening. Now the 3–3 point play is seen as a way to avoid all the problems
of starting on a 3–4 point and the possibility of losing the corner after

61
starting on a 4–4 point when the opponent invades on the 3–3 point. So
this move has become popular again.

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8. Continuing After an Approach to a Corner 4–4 Point Stone

3
B A 1

Go Seigen said that in this common position, White’s response at 3 is not a


good move. White 3 is too low in the opening and there are forcing moves,
such as at A and B, that Black can easily use to make White over-
concentrated here. Black can also just play elsewhere after White 3.
AlphaGo agrees that White 3 is not good.

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1 3

In this situation, AlphaGo plays White 3 this way, attaching instead of


sliding. As a result, Black cannot play elsewhere or play any of the forcing
moves that are possible after White 3 in the previous diagram. This move
starts a fight for the corner versus outside influence.

AlphaGo makes contact plays a lot—they require the opponent to respond,


avoiding giving the opponent sente. It’s an effective way of keeping the
pressure on the opponent—something Go Seigen was also very effective

64
at.

65
B 5
A 4

In the past, it was not considered good for White when Black defended the
corner with 4. White must continue, and in the past, White would only
play a move like 5 as a defensive move. It wasn’t seen as an attacking
move, but AlphaGo is attacking.

Black will now play at A or B. Black A aims for outside influence; Black
B aims to take the corner.

66
6 8
7

If Black attacks this way with 6 to get the corner, it seems good for White
because White can get the outside at this early point in the game.

67
10
9
11

This is the continuation. At this early stage in the game, Black would
probably play elsewhere now since the corner is alive and playing
elsewhere will be big. Black can also play a ladder breaker.

68
A 7
6
B

If Black doesn’t want White to get the outside influence, Black will cut
this way with 6. After White connects with 7, Black must play at A or B.
So White is forcing Black to continue playing here, controlling the game
and limiting Black’s freedom.

Neither continuation is very attractive to Black, who is now probably


unhappy about starting with a 4–4 point play.

69
10 8

If Black 8, White will cut at 9. Black needs to save the two stones with 10.

70
14
A 11 13
12

Continuing this way, White takes the corner in sente and there is still aji on
the outside. If White later connects at A, Black will have some difficulty
killing these stones. So White has the corner and Black’s outside is not a
thickness. This development was already known to humans as a result of
study. AlphaGo confirms that it is a correct idea.

71
8

To avoid that unattractive result, Black can try connecting on the outside
with 8 (B) in this sequence.

72
9
B
A

But of course, that means White can connect at 9. White can next cut at A,
which prevents Black from attacking at B. The cut at A would give White
a large corner as well as access to the top. It would be hard for Black to
tolerate an outcome that good for White in a corner where Black played
first.

73
10
11 A
B

So Black protects against White A with Black 10, and AlphaGo extends to
White 11. Human players with White find this a very attractive result.
White 11 is a typical move that improves your potential while limiting that
of the opponent. White is also looking at the aji at A, which means that
White B will be sente. So White can continue to expand the top potential.
White’s position is clearly better than that which develops from the
traditional slide on the second line.

74
Professional Games Incorporating AlphaGo’s New
Moves

75
Game 1
Now that AlphaGo has been established as the strongest go player ever,
top pros around the world are regularly incorporating some of the AI’s
distinctive opening moves into their games. Ke Jie 9P of China, who is
ranked number one in the world and played a three game match against
AlphaGo, uses AlphaGo’s new ideas more than any other pro. A good
example is his recent match against Iyama Yuta 9P of Japan (the top
Japanese pro) in the semi-finals of the international LG Cup on November
15, 2017. In this game, Ke Jie is White and Iyama Yuta is Black.

76
2
1

4 3

Moves 1–4
Iyama begins with the very common pattern of a 4–4 point stone and a 3–4
point stone with the weak side defended by the 4–4 point stone.

Ke Jie, on the other hand, starts with an opening that has not been seen in
many years in pro games: two 3–3 point stones. Playing on the 3–3 point
in an open corner was popular for a while about fifty years or so ago, but
had fallen out of favor as too slow. Before AlphaGo, pros would not play
even one, let alone two such moves. Even amateurs have generally stopped

77
playing this move.

As I noted earlier, one of the advantages of this move is that it avoids the
problems AlphaGo has revealed that can follow from starting on a 4–4 or
3–4 point in the corner. However, it is still startling to see such an opening
in a very serious game in a major international tournament. This game is
not a casual exercise. An enormous amount of prestige and money are at
stake in this game. These two players are number one in their respective
countries and the game is being played in Tokyo, Japan.

78
B
6
A

Moves 5–7
Iyama sets up the high Chinese opening with Black 5, and Ke Jie makes a
normal approach move with White 6.

Black 7 is a normal play in the high Chinese opening.

The normal response now by White in this situation would be an extension


at A or a slide to B, but Ke Jie now makes another AlphaGo opening
move.

79
A 10
B 8 9

Moves 8–10
Namely, the attachment with White 8, which has become very popular.
Playing Black 9 and White 10 is now the normal continuation. After this
Black has a choice of playing at A or B, taking the inside (the corner) or
the outside. This early in the game, it is normal to give higher priority to
the outside.

80
13 12
11
A

Moves 11–13
So Iyama plays Black 11 and 13, giving White the corner.

Black does not connect at A with 13 since that would allow White to take
the corner and come out on the top side. But this leaves Black with two
cutting points on the outside.

81
15

14

Moves 14–15
Naturally, White contends for the outside by cutting at 14, which forces
Black to save his two stones with 15.

Now White needs to make sure he can live in the corner.

82
A 16 18
17

Moves 16–18
White makes the corner safe with 16 and 18.

Now Black needs to help his three stones that are in danger of being sealed
in. Cutting at A would start too messy a fight at this early stage.

83
19
A

Move 19
Black plays atari at 19 to get out at the top.

So White has taken this corner in sente and there is significant aji for
White on the outside here now. If White connects at A later, it will not be
easy for Black to kill these stones.

84
20

Move 20
Ke Jie then plays a reducing move against the high Chinese opening with
20.

At this point in the opening, Ke Jie has the lead in the game. However, he
makes a mistake later that Iyama Yuta is able to capitalize on and Iyama
wins the game to reach the finals.

This move of AlphaGo’s against a 4–4 point stone is certainly an

85
interesting one and it is getting a lot of study. And of course starting with
3–3 point stones is a virtual revolution.

86
Game 2
This game was played in the Chinese City League A, which is the most
important tournament in China. All the top players participate in it and
popular interest is very high. So, again, these are important games. This
game was played on August 11, 2017. Ke Jie 9P is White and Jiang Weijie
9P, who is also a world champion, having won the LG Cup in 2012 by
defeating Lee Changho, is Black.

87
2 10
8 1
6 5
7 9

3
4

Moves 1–10
In the upper left corner, Black starts a very well-known joseki. After White
10, the normal move for Black is at A.

88
11
12

Moves 11–12
However, in this case, Black makes the low approach at 11 and Ke Jie as
White responds with AlphaGo’s high knight’s move at 12. This is the
second of AlphaGo’s opening moves discussed earlier.

89
13

15

14 16

Moves 13–16
When Ke Jie approaches Black’s 4–4 point stone with White 14, after
Black’s normal response at 15, he again makes AlphaGo’s attachment at
White 16 instead of making a knight’s move slide.

90
17

Move 17
Naturally, Black hanes with 17 to protect the corner.

White is attacking in this situation so he is not going to draw back.

91
B
A 18

Move 18
Instead, White attacks at 18, continuing AlphaGo’s idea.

Now, Black can keep a reduced corner by playing at A, though that will
give White the outside influence. The high move in the lower left makes
that option more attractive for White.

To prevent that, Black can take the outside by playing at B, giving the
corner to White.

92
21
19
20

Moves 19–21
Because Black thought the right side was important, he played 19 at B in
the previous diagram and connected on the outside with 21, giving White
the corner.

93
24
23
22

Moves 22–24
Then White saves the corner with 22, and both players extend. This is a so-
called “AlphaGo joseki”. This sequence with White was frequently played
by AlphaGo, including in one of the games in AlphaGo’s match with Ke
Jie. In this case, Ke Jie won the game, using two of AlphaGo’s opening
moves.

94
Game 3

2 1

6
5 3
4

Moves 1–6
This game was the final of the 19th Chinese Agon Cup, played on
September 11, 2017—another important match. Black is Ke Jie 9P and
White is Tuo Jiaxi 9P. Tuo is a top Chinese player, ranked as high as
number two and recently won the international LG Cup.

95
7

Move 7
With his next move, Ke Jie again uses an AlphaGo move by playing Black
7 on the 3–3 point under Tuo Jiaxi’s 4–4 point stone. This sort of invasion
would never happen this early in the recent past because of the importance
of the outside. This was seen as too early for such a play.

96
4 6
2 3 5 7
1

Variation
White wants to avoid this result that has been made popular by AlphaGo.

97
13
9 11
8 10 12

14

Moves 8–14
So White plays this way. He allows Black to get a bigger corner so that he
can get sente to play White 14. In effect, this is a new joseki.

Ke Jie again used two of AlphaGo’s opening moves, but White won this
game by a half point. So we can’t say that Black’s opening was bad, but
these mixed results from using AlphaGo’s moves are why a lot more study
of them is needed.

98
Game 4
This is the title game in the Chinese Mingren tournament I mentioned
earlier, played on November 4, 2017. Mi Yuting 9P is White and Lian
Xiao 9P is Black. These are two of the top young Chinese pros. Both have
won important titles. The three game title match in the Mingren is tied at
one game each so this is an extremely important game. This is not the sort
of game in which a player would experiment with a new move he was not
completely confident about.

99
2 1

4 3

Moves 1–4
The game begins with a very common pattern: four plays on 4–4 points,
two nirensei positions. On the next move, Lian Xiao opts for an AlphaGo
play.

100
5

Move 5
He makes the now familiar immediate 3–3 point invasion. Before
AlphaGo, this move would have been severely criticized.

101
7
6

Moves 6–7
Of course, White blocks on the left side with 6.

After Black 7, White uses a move that is known to humans but is also a
characteristic move of AlphaGo, which has made it much more popular.

102
8

Move 8
That is the slide to White 8.

103
9 13
11 10 14
12

Moves 9–14
In his continuation, Black does not follow AlphaGo’s pattern. After White
14, AlphaGo would play at A, taking sente to prevent White from getting
an extension from thickness here.

104
16

15

Moves 15–16
However, Lian Xiao simply made a normal approach move at Black 15,
allowing White to continue playing on the left side.

105
17

Move 17
Black then continued with a faster opening on the bottom side.

The game was a long, hard-fought one, but Black won in the end,
successfully defending his title 2–1.

106
Game 5
This game is also between two of the younger Chinese pros. It was played
on August 26, 2017 in the quarter finals of the MLILY Cup, an
international tournament. So this is another serious game. Li Xuanhao
plays in the Chinese City A League. Huang Xin had defeated Lee Sedol 9P
of Korea in the previous round. Huang Xin 4P is White and Li Xuanhao
6P is Black.

107
2
1

3
4

Moves 1–4
Here again we see a 3–3 point play at the beginning of the game in an
empty corner.

108
A 6
5

Moves 5–6
Then, after Black’s low approach to the 3–4 point stone in the upper left
corner, instead of a pincer or the diagonal move at A, both of which have
been very popular for a long time, White responds with AlphaGo’s high
knight’s move.

The younger generation of pros is eagerly picking up AlphaGo’s moves.

109
Game 6
This game is also from the current LG Cup tournament. It was played in
the quarter finals on November 13, 2017 in Tokyo, Japan. Ke Jie 9P is
White and Shin Jinseo 8P is Black. Shin Jinseo is currently ranked number
two in Korea and is expected to be the leading Korean player of the next
generation.

110
2
1

Moves 1–2
The first thing we see is that Ke Jie again plays on a 3–3 point in the early
opening. This move has become very popular.

111
3
4 5

Moves 3–5
Then Shin Jinseo plays AlphaGo’s large knight’s move extension in the
lower right corner. So two of the four corners start with AlphaGo’s moves
in an important international tournament. It is no longer common to see the
small knight’s move in this situation.

112
6

Move 6
Next Ke Jie invades on the 3–3 point under the 4–4 point stone in the
upper right corner. No one can deny that AlphaGo has had a profound
impact on professional opening play.

113
9 8
7

Moves 7–9
They continue with the version of this corner play that AlphaGo used in a
game against Ke Jie in their match.

114
12
10
11

Moves 10–12
The players continue to mimic the AlphaGo—Ke Jie game sequence.

115
15 14
13
16
17

Moves 13–17
Black continues to follow AlphaGo’s moves in this sequence—an
AlphaGo joseki.

116
19 20
18
21

Moves 18–21
The ladder of White 18 with Black 21 is good for Black.

117
22

Move 22
So White plays a ladder breaker with 22, which is also AlphaGo’s two
space high extension from the 3–4 stone.

118
23

Move 23
And Shin plays AlphaGo’s kind of ladder breaker at Black 23: not directly
capturing the cutting stone.

The degree of AlphaGo’s influence on the opening of this important game


between two top professionals is remarkable. Ke Jie won this game,
advancing to the semi-finals with Iyama Yuta (Game 1 above).

119
Game 7
This game was played December 6, 2017. It is game five of the best-of-
seven-games title match from a professional tournament in Taiwan
between two Taiwanese pros, the Qiwang (Go King), which is the top
tournament in Taiwan. The players are Wang Yuanjun 9P, the title holder,
and Lin Junyan 7P, the challenger. The score at that point was tied at 2–2.
So this was certainly an important game. AlphaGo’s opening moves are
being adopted by pros everywhere. Wang Yuanjun is the number one
player in Taiwan. He is Black in this game; Lin Junyan is White.

120
2 1

4 3
5

Moves 1–5
The first thing we see is Black making the large knight’s move extension
with 5.

121
6

Move 6
Then White invades on the 3–3 point behind a 4–4 point stone. It is now a
bit hard to believe how strongly this now popular move would have been
criticized a short time ago.

122
9 8
7

Moves 7–9
Wang makes the knight’s move block at Black 9 also used by AlphaGo.

123
12
10
11

13

Moves 10–13
Black quickly plays 13 to prevent White from making a play in the middle
of this side, showing more influence from AlphaGo’s play.

124
15

14

Moves 14–15
White uses sente to protect on the bottom left, and Black plays a 3–3 point
invasion. These openings being played by pros in important games could
not have been anticipated before AlphaGo.

Black plays 15 even though you could say that giving White the outside
here is inconsistent with having a black moyo on the right side.

125
16 A

Move 16
White blocks on this side with 16 because Black did not finish the joseki at
A.

126
17
19 20
21 18

Moves 17–21
The game continues after AlphaGo inspired moves in three corners.

Wang ended up winning this game, though Lin ended up winning the title
4–3.

127
Game 8
This game was the final in the Chinese CCTV Cup, played on August 16,
2017. This is another pair of young players: Li Xuanhao 6P and Zhang Tao
5P. Li Xuanhao is White and Zhang Tao, who had defeated Ke Jie in the
previous round, is Black.

128
5
4 1

2
3

Moves 1–5
After initial plays in the four corners, Zhang Tao immediately plays a 3–3
point invasion. This has become a common move among top players.

129
7 8
6

Moves 6–8
This common pattern used by AlphaGo develops.

130
11
12 9
10

13

Moves 9–13
Black takes sente with 13 to prevent White from getting to make the
important play in the middle of the left side. Of course, this leaves Black
with a problem in the upper left corner.

131
17
16 18
15

19

14

Moves 14–19
Black deals with this problem by peeping with 15 and then extending at
19. This is a new idea.

132
24
20 22 23

21

25

Moves 20–25
Black is giving up the corner in order to get a faster opening. Black 21 is a
ladder breaker so White captures the corner with 22 and 24. Black gets the
nice extension at the bottom with 25.

In the end, Zhang Tao won the game as Black.

133
Game 9
This game was played in the semifinals of the Chinese Agon Cup, played
on August 17, 2017, between Ke Jie 9P and Zhou Ruiyang 9P. Both of
these players use AlphaGo plays a lot in their games. Ke Jie is White and
Zhou Ruiyang is Black.

134
2
1

4 3

Moves 1–4
The first thing to notice is that a lot of players are avoiding 4–4 point plays
in their games now. Instead, they start on a 3–4 point or, as Ke Jie again
does here, the 3–3 point.

135
5

6
7

Moves 5–7
Ruiyang then makes the large knight’s move corner enclosure with Black
5 and AlphaGo’s high knight’s move at Black 7 in response to Ke Jie’s
low approach to the 3–4 stone, instead of the previously popular pincer in
this sort of situation where Black has a strong presence in the upper right
corner.

136
Game 10
This game is between Tang Weixing 9P, who won the Samsung Cup in
2013 and the Ing Cup in 2016, two very prestigious tournaments, and Peng
Liyao 5P, another of the strong young Chinese pros. Tang is White, and
Peng is Black.

137
2
1

3
4 5

Moves 1–6
We see two AlphaGo inspired moves immediately in the upper left and
lower right.

138
13

11
9
8 7
10
12

Moves 7–13
We then see a normal joseki in the lower left.

139
15 18
16
19 20
25 21 14 24
22 23
17

Moves 14–25
The ladder is good for White 22 so Black stands up at 25.

140
27 28
29
26

Moves 26–29
Black 29 prevents White from getting too ideal a position at the top.The
next move is the one to note.

141
30

Move 30
This attachment with White 30 is AlphaGo’s move, which is a good move
to play against Black’s moyo.

I discussed it in the first of AlphaGo’s moves in the first part of this book.

142
4 2
3
1

Variation-1
The “AlphaGo joseki” I discussed earlier goes like this. If Black defends
in the corner with 1, White hanes on the outside with 2. Black plays atari
at 3 and White connects on the outside with 4.

143
8

7
5
6

Variation-2
White creates aji in the corner with 6 and Black protects the corner with 7,
also threatening to develop on the right side. Naturally, White comes out at
8 on the right side.

144
13
10 14
12 11 9

Variation-3
Black can then make several sente plays affecting the right side.

145
16

15

Variation-4
Finally, Black must come back and protect in the corner with 15, which
allows White to easily settle down on the right side with 16, breaking up
Black’s moyo. This AlphaGo sequence would obviously not be good for
Black in this case so Black will prevent it.

146
31
30
A

Moves 30–31
After White attaches with 30, instead of a hane at A, Black extends on the
right side with 31 in order to avoid White’s easy destruction of Black’s
moyo potential.

147
1 5
3
4 2

Variation
If Black plays 31 at Black 1, White will continue this way to take the
corner in sente.

148
34 31
33 32
35

Moves 31–35
Hence, after extending with Black 31, Black continues this way, which is
the result of study of how to avoid AlphaGo’s variations. However, Black
is not happy with the way this works out either.

149
37 36 38
39

Moves 36–39
White is able to break up Black’s potential at the bottom, starting this way.

150
43

44 41
42 40

Moves 40–44
White starts a ko fight by capturing with 44.

151
47 46
51 50
45
48 49

Moves 45–51
White continues to improve his own prospects, and Black retakes the ko
with 49.

152
A

62 61
58
59 57 56 52
55
54
53
60

Moves 52–62
White ends up with an excellent result, undermining Black’s group at the
bottom and building a strong group in the center. Moreover, there is still
aji at A. This is clearly a great opening for White.

153
Game 11
This game is between Tong Mengcheng 6P and Tuo Jiaxi 9P in the
Chinese City A League, which is the most important tournament in China
and involves fourteen teams of six players each. These are two of the
strong young players on the Chinese national team. Tuo Jiaxi is Black;
Tong Mengcheng is White. The opening of this game shows a lot of
AlphaGo’s influence.

154
A
3 5 1

4 2

Moves 1–5
Starting with a 3–4 point stone instead of a 4–4 point stone has become
much more popular these days as a result of the influence of AlphaGo’s
practice of invading on the 3–3 point below a 4–4 point stone. When
playing Black, AlphaGo also starts with a 3–4 stone.

Black 5 again reflects AlphaGo’s influence, avoiding the inefficient small


knight’s move slide to A that used to be very popular. The two space high
extension I discussed earlier in this book is also becoming less popular

155
because of its weakness. So this one space high extension is being tried
now.

156
B 8 7 9
10 6

Moves 6–10
White denies Black another corner enclosure with 6, and Black decides to
take the corner in sente with 7 and 9.

After White 10, a normal continuation would be Black A and then White
B. However, this is generally seen as better for White since White would
be settled inside the area Black initially played in. White would be
satisfied with that result, but Black seeks a better outcome and we again
see the influence of AlphaGo.

157
A

11

Move 11
At this point A is an attractive point for Black, denying White’s group a
base. However, White could then attach at B and seal in Black’s corner
group. So this still would not feel that good to Black. AlphaGo offers
Black a different idea: invade at Black 11. This would have been almost
unthinkable in the recent past. With the invasion, Black checks out
White’s response while leaving open the choice of A or an extension down
the right side from the top.

158
A

12
13

Moves 12–13
So White blocks at 12, focusing on the value of an attachment at A and
hoping to get sente in the corner.

Black extends with 13 since he does not want his corner stone to die.

159
14

Move 14
White continues with the move at 14, which, as I noted earlier in the book,
AlphaGo also prefers in this situation, trying to prevent Black from getting
sente.

160
6

5 3 1
4 2

Variation
Because of AlphaGo, we know that if White follows this formerly popular
joseki, Black is likely to take sente after White 5 in order to play at 6, since
Black is already alive in the corner.

161
15

Move 15
However, since Black’s two stones in the lower right corner cannot be
killed unconditionally (Black can force a ko), Black takes sente and
extends at 15.

162
A

3
2 5
1 6
4

Variation
If White now attacks in the lower right corner with White 1, Black can get
a ko this way. However, Black would probably respond to White 1 with
Black A, attacking the white stones here. Even though White could then
kill the lower right corner with another move, this would not be good for
White in terms of the whole board situation.

163
16

17

Moves 16–17
So White defends at the top with 16, and Black gets to save and expand his
corner with 17. Black’s strategy in playing has worked well. White has
blocked in the wrong direction at the bottom right and Black has three
corners.

164
18
C A
B 19

Moves 18–19
This leads to another AlphaGo joseki. In the past after Black 19, White
would extend to A, and Black would extend to B. After which, White
would extend to C and Black would take sente. This would be another bad
result for White, especially in this case. AlphaGo has a better idea.

165
25
24 23
A 20
22 21

Moves 20–25
White hanes in the corner with 20. Black blocks with 21, but this allows
White to hane with 22. To save the corner, Black has to continue with 23,
and, after White 24, with Black 25. This allows White to take sente. Black
could get out by attacking at A with 23, but White could then kill the
corner. This is a new joseki, though some players think it is better for
White.

Black ends up winning this game.

166
We can see that AlphaGo has created a revolution in opening theory. A lot
of study is still needed, of course, but all these moves being played at the
highest levels have created a lot of new excitement in the go world.

167
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168
Table of Contents
Rethinking Opening Strategy 2
About the Author 5
Copyright Page 7
Table of Contents 8
About Go Books 168

169

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