Go Commentary: Gu Li vs Lee Sedol – Jubango – Game 4

This is game 4 of the MLily Gu vs Lee Jubango, between Lee Sedol 9p and Gu Li 9p.

A turning point in the match

Gu Li jubango game 4 300x199 picture

Gu Li 9 dan (pictured) is on a roll against Lee Sedol 9 dan in the MLily Gu vs Lee Jubango.

The mood of the series changed when Gu Li defeated Lee Sedol in three consecutive games, including in game 3 of this match, but the overall score for the Jubango was still 2-1 in Lee’s favor.

However, since Gu was in an upswing, it was important for Lee to win this game and put an early stop to Gu’s run.

This game was held on Jeung Island, in Shinan County – near Lee Sedol’s hometown – and it was the first and only game scheduled in Korea.

Reviewing the game with other pros

At the time when this game was played, I was in Korea for my sister’s wedding. I really wanted to go to the venue, to watch and review the game live with other pros.

However, it was quite far away from Seoul (which was unexpected) and I didn’t have enough time to go there. That was unfortunate, but I was still able to review the game on the day, with other pros in a dojo in Seoul.

It was nice to be able to discuss this game, and the Jubango, with other pros. I rarely have such opportunities since leaving Korea. The commentary which follows is a combination of my own and that of other pros who reviewed the game with me.

We’re writing a book about this match

This commentary, and others, will form the basis for our Go book about Lee Sedol and Gu Li’s jubango.

The actual book will contain a more extensive commentary of this game, but you can regard what you see below as a draft (learn more).

Please help us to make our first Go book as good as possible. There are several ways you can help us to improve the commentary below:

  1. Ask questions about the game – if anything is unclear, please let us know so we can explain it better!
  2. Point out any mistakes, even minor typos – our first draft is below, because this is going to be a book, even small mistakes need to be fixed.
  3. Tell your friends and ask them to help too.

The rules of the game

The time limit for these games is 3 hours and 55 minutes, with 1 minute x 5 times byo-yomi. It’s traditional to subtract 5 minutes from the 4 hour total, because of the 5 x 1 minute periods.

There’s no lunch break scheduled for these games, but food is provided and the players are free to get up and eat whenever they want, throughout the game.

Commented game record

Gu Li vs Lee Sedol – Game 4

[Embedded SGF File]

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EuroGoTV Update: Ukraine, Norway, Serbia

Ukraine: The Victory’s Day Tournament finished May 11 in Odesa with Yevhen Kolodin 5k in first, Valerii Liverinov 1k in second, and Oleh Folomiiev 12k in third. Norway: Also on May 11, Jakob Bing 3d took the Oslo Open while Paal Sannes 3d placed second and Micael Svensson 2d came in third. Serbia: Nikola Mitic 5d (left) bested Dusan Mitic 6d at the 17th Serbia International Cup on May 11 in Nis. Mijodrag Stankovic 5d was third.
– Annalia Linnan, based on reports from EuroGoTV, which include complete result tables and all the latest European go news; photo courtesy of EuroGoTV

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Upcoming European Tournaments: Wien 2014, European Women’s Go Championship

European Women's Go Championship 2014Wien 2014, Vienna’s annual international go tournament, will be held June 20-22 at the Vienna Waldorf school. The top ten players will receive cash prizes with additional cash prizes for the best female player and the best player under 18. Book prizes will be awarded to players with 4 or 5 wins. Discounted fees are available for group rooms at the Jugendgästehaus Hütteldorf youth hostel (500 meters from the playing site) for players who register before May 21. In addition to the main tournament, Wien 2014 will be the final stage of the European Professional Qualification and a bonus point tournament, in which top players can accumulate bonus points used as qualification for future higher-level tournaments. There will also be a free tour of the city on Friday evening. To register or for more information, please visit the official Wien 2014 website.

The Russian Go Federation will host this year’s European Women’s Go Championship in Kazan on June 27 through June 29. European Go Federation players are welcome regardless of title or rank and there is no limit to the number of participants per country. However, one representative from each country (EGF rank 5k or stronger) will have compensation for travel expenses and free accommodation at Hotel Regatta. In addition to the main tournament, this year’s EWGC is a qualification event for the SporAccord World Mind Games in Beijing. To register or for more information, please visit the official EWGC 2014 website.

—Annalia Linnan; for complete listings, check out the European Tournament Calendar; photo courtesy of the European Women’s Go Championship

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YKNOT 4 Registration Opens

The fourth annual Young Kwon National Online Tournament – or YKNOT 4 — will take place on KGS on June 21st, 22nd, and 28th. The YKNOT is a national online tournament sponsored by Young Kwon, a former US Open Champion. With a total prize purse of nearly $3,000, the YKNOT is one of the largest western online go tournaments and is open to all levels. Any AGA member resident in the US for 6 out of the last 12 months or any AGA life member regardless of residency, can compete for free. Registration is FREE; click here to register for the tournament. Registration will close at midnight on Friday, June 20th. Once a week beginning Friday, May 23, the “See Who’s Playing” document will be updated with current tournament registrants. 
If you would prefer not to be listed in this document prior to the tournament, please indicate this by email to the Tournament Director. Stay tuned for more tournament details.

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Fabulous NAMT Online Qualifier Set for June 7-8

The first online North American Masters Tournament (NAMT) qualifier of the 2014 season will be held on June 7-8. The tournament has been dubbed “Age of the Fabulist” by organizer Karoline Burrall, “to celebrate the birth of Jean de la Fontaine (right), a French author of fables, or a fabulist, on June 8, 1621.” Click here for details and schedule, as well as the link to registration, or click here to register directly. Players must be eligible for NAMT and register by Wednesday June 4th 2014. All participants will earn points towards NAMT qualification, which this year means eligibility for the 9-round US Invitational event at the US Go Congress. NAMT qualified players are eligible for an extra $2,000 in prizes at this tournament. Click here to see current NAMT points standings. “Players may wish to keep in mind the proverb from one of de la Fontaine’s fables, Burrall suggests. “’En toute chose il faut considérer la fin,’ or “In all things, one must consider the end.” It is not known whether Mr. de la Fontaine was a go player.

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AGA City League Round 5 Finals Set for Saturday

Play in the fifth round of the AGA City League is set for this Saturday, May 17, to determine which two teams will meet at the Pandanet City League Finals in New York City at the US Go Congress. As previously reported (Canwa Vancouver 1, Chicago & Katy TX 1 Lead AGA City League After 4th Round 5/7 EJ), Canwa Vancouver 1 is leading the A League, with Seattle 1 and Greater Washington hot on their heels. Chicago is leading the B League with NY City their only contender and Katy TX 1 leads the C League.

Catch the action live on game day at 3p EST on Pandanet using the new GoPanda2 software. Games will be played in the AGA City League room. See below for current standings. 

Round 5
A League – FINALS
B League – FINALS
C League

 

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The Mystery of Go, the Ancient Game That Computers Still Can’t Win

Invented over 2500 years ago in China, Go is a pastime beloved by emperors and generals, intellectuals and child prodigies. Like chess, it’s a deterministic perfect information game — a game where no information is hidden from either player, and there are no built-in elements of chance, such as dice.1 And like chess, it’s a two-person war game. Play begins with an empty board, where players alternate the placement of black and white stones, attempting to surround territory while avoiding capture by the enemy. That may seem simpler than chess, but it’s not. When Deep Blue was busy beating Kasparov, the best Go programs couldn’t even challenge a decent amateur. And despite huge computing advances in the years since — Kasparov would probably lose to your home computer — the automation of expert-level Go remains one of AI’s greatest unsolved riddles.

 

Rémi Coulum shows off Crazy Horse. Photo: Takashi Osato/WIRED

The Mystery of Go

Even in the West, Go has long been a favorite game of mathematicians, physicists, and computer scientists. Einstein played Go during his time at Princeton, as did mathematician John Nash. Seminal computer scientist Alan Turing was a Go aficionado, and while working as a World War II code-breaker, he introduced the game to fellow cryptologist I.J. Good. Now known for contributing the idea of an “intelligence exposition” to singularity theories — predictions of how machines will become smarter than people — Good gave the game a huge boost in Europe with a 1965 article for New Scientist entitled “The Mystery of Go.”

Good opens the article by suggesting that Go is inherently superior to all other strategy games, an opinion shared by pretty much every Go player I’ve met. “There is chess in the western world, but Go is incomparably more subtle and intellectual,” says South Korean Lee Sedol, perhaps the greatest living Go player and one of a handful who make over seven figures a year in prize money. Subtlety, of course, is subjective. But the fact is that of all the world’s deterministic perfect information games — tic-tac-toe, chess, checkers, Othello, xiangqi, shogi — Go is the only one in which computers don’t stand a chance against humans.

This is not for lack of trying on the part of programmers, who have worked on Go alongside chess for the last fifty years, with substantially less success. The first chess programs were written in the early fifties, one by Turing himself. By the 1970s, they were quite good. But as late as 1962, despite the game’s popularity among programmers, only two people had succeeded at publishing Go programs, neither of which was implemented or tested against humans.

Finally, in 1968, computer game theory genius Alfred Zobrist authored the first Go program capable of beating an absolute beginner. It was a promising first step, but notwithstanding enormous amounts of time, effort, brilliance, and quantum leaps in processing power, programs remained incapable of beating accomplished amateurs for the next four decades.

To understand this, think about Go in relation to chess. At the beginning of a chess game, White has twenty possible moves. After that, Black also has twenty possible moves. Once both sides have played, there are 400 possible board positions. Go, by contrast, begins with an empty board, where Black has 361 possible opening moves, one at every intersection of the 19 by 19 grid. White can follow with 360 moves. That makes for 129,960 possible board positions after just the first round of moves.

The rate at which possible positions increase is directly related to a game’s “branching factor,” or the average number of moves available on any given turn. Chess’s branching factor is 35. Go’s is 250. Games with high branching factors make classic search algorithms like minimax extremely costly. Minimax creates a search tree that evaluates possible moves by simulating all possible games that might follow, and then it chooses the move that minimizes the opponent’s best-case scenario. Improvements on the algorithm — such as alpha-beta search and null-move — can prune the chess game tree, identifying which moves deserve more attention and facilitating faster and deeper searches. But what works for chess — and checkers and Othello — does not work for Go.

Similarly inscrutable is the process of evaluating a particular board configuration. In chess, there are some obvious rules. If, ten moves down the line, one side is missing a knight and the other isn’t, generally it’s clear who’s ahead. Not so in Go, where there’s no easy way to prove why Black’s moyo is large but vulnerable, and White has bad aji. Such things may be obvious to an expert player, but without a good way to quantify them, they will be invisible to computers. And if there’s no good way to evaluate intermediate game positions, an alpha-beta algorithm that engages in global board searches has no way of deciding which move leads to the best outcome.

Not that it matters: Go’s impossibly high branching factor and state space (the number of possible board configurations) render full-board alpha-beta searches all but useless, even after implementing clever refinements. Factor in the average length of a game — chess is around 40 turns, Go is 200 — and computer Go starts to look like a fool’s errand.

 

A traditional Go gameboard. Photo: Takashi Osato/WIRED

 

Many Go players see the game as the final bastion of human dominance over computers. This view, which tacitly accepts the existence of a battle of intellects between humans and machines, is deeply misguided. In fact, computers can’t “win” at anything, not until they can experience real joy in victory and sadness in defeat, a programming challenge that makes Go look like tic-tac-toe. Computer Go matches aren’t the brain’s last stand. Rather, they help show just how far machines have to go before achieving something akin to true human intelligence. Until that day comes, perhaps it’s best to view the Densei-sen as programmers do.

 

Abstracted from http://www.wired.com/2014/05/the-world-of-computer-go/

Go Quiz Clarification

The answer to this week’s quiz is not in the title of the four cartoons listed in this week’s quiz; actually, the title of our piece of New York Go history, is referenced in one of these shows: “Hong Kong Phooey”, “Underdog”, “Tennessee Tuxedo and His Tales” or “Teenage Mutant Ninja Turtles”. Still a tough one, but I hope this helps. Click here to submit your answer.
– Keith Arnold, HKA 

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Wired Magazine on “The Mystery of Go, the Ancient Game That Computers Still Can’t Win”

“Rémi Coulom is sitting in a rolling desk chair, hunched over a battered Macbook laptop, hoping it will do something no machine has ever done.” So begins Alan Levinovitz’s thorough report on the current state of computer go in Wired Magazine – The Mystery of Go, the Ancient Game That Computers Still Can’t Win – published May 12. Levinovitz covered this year’s UEC Cup, the computer Go tournament held each March that rewards two finalists with matches against a “Go sage” in the Densei-sen, or machine-versus-man matches. The Wired report covers the history of computer go, name-checking Einstein, Turing and Nash, includes an excellent explanation of the game’s branching problem and explains how the development of Monte Carlo Tree Search enabled the latest breakthroughs in computer go, in which Coulom’s Crazy Stone program won the first Densei-sen last year against Japanese professional Yoshio “The Computer” Ishida. American-born pro Michael Redmond — a regular EJ contributor — makes an appearance in the report as the commentator at the UEC Cup. Levinovitz does a good job demystifying computer go, as well, writing that the view that go is “the final bastion of human dominance over computers” is “deeply misguided.” Levinovitz points out that “computers can’t ‘win’ at anything, not until they can experience real joy in victory and sadness in defeat, a programming challenge that makes Go look like tic-tac-toe. Computer Go matches aren’t the brain’s last stand. Rather, they help show just how far machines have to go before achieving something akin to true human intelligence.”
photo: Remi Coulom (left) and his computer program, Crazy Stone, take on grandmaster Norimoto Yoda. Photo: Takashi Osato/WIRED. Thanks to the many EJ readers who quickly spotted this report and passed it along. 

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Problem Of The Week: Classic for a Reason

This study comes from Xuan Xuan QiJing, a 14th century work, which may be the most copied problem set in go.  Black plays.  The odd nature of the correct move sequence may throw off some stronger players, so that weaker players may actually find the solution faster! Click here to see the solution.
A new problem appears every Monday morning. And for archived problems click here.
– Myron Souris, POTW Editor

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