KataGo 7 komi self-play games

Game 124 (NZ rules, 7 komi) is a game with four 3-3 invasions. Black connects up two of his 3-3 invasions to make a 38-point territory on the left side, whereas white uses her top right 3-3 invasion to capture black’s invaded corner. The game ends as a draw.

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What I enjoy most about game 125 (7 komi, NZ rules) is black and white breezily floating around the bottom side. After move 184, black realizes he’s firmly behind by at least 2 points, so he starts wasting ko threats.

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@Maharani, I notice you are not getting much feedback on this thread, so let me tell you I adore this project, even though I haven’t looked at a single game in detail yet.

I’m not much into replaying games, but if I ever start doing that (not that unlikely in the long run), I’ll know these games are here.

BTW, for people who want to review, it might be great to have a list of the several videos about these games somewhere.

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Now I feel guilty for not looking at more of them :slight_smile:

Game 126 (7 komi, NZ rules) sees black having to make sabaki in white’s top side moyo.

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In game 127 (7 komi, NZ rules), white ends up in a single group, whereas black gets four corners and a two-point center dragon. (Not as clickbaity as my description of game 116!) Oh, and it’s a draw this time.

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Here are two (NZ rules, 7 komi) games (in the same .sgf) that Kata continued from “random”-feeling positions constructed by lightvector (KataGo’s creator):

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In game 128 (7 komi, NZ rules), black gets four corners again, plus a 20-point center territory… and wins by 2 points.

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Next up, some small-board high-playout fun!

A 15 x 15 game:

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A second and third 9 x 9 game (added to the same .sgf as the first one):

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A fourth 13 x 13 game (added to the same .sgf as the first three):

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A 10 x 10 game (6 komi):

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And lastly (for now), two 17 x 17 games (in the same .sgf):

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Figuring that since black got to play a “slight mistake” on move 1 (white winrate 52 % for black opening with either 4-4 or 3-4), in fairness white should also get to play slight mistakes on move 2 (any move between white 52 % and black 52 % winrate). Games 42, 43, and 129 through 141 (7 komi, NZ rules) continue after black opening 4-4; starting from game 142, they will continue from black opening 3-4. Our overall tally prior to these “slight white mistake on move 2” games was 26 black wins, 52 draws, and 48 white wins, for an effective white winrate of 58.7 %. — Game 129 is one horrifically, breathtakingly complicated fight that erupts from a 3-3 invasion in the top right. An unbelievable draw.

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In game 130 (7 komi, NZ rules), black builds a large top side moyo that white begins to reduce with a casual 7th-line shoulder hit at move 22. Black wins by at least 56 points.

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In game 131 (7 komi, NZ rules), white builds a 20-point center territory from her previously pincered group. Black explores some fascinating aji in the bottom right starting at move 83.

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