Oct 9, 2026 · Match notesThe heuristic and Gemma 4 were tested apart
Five games against R5, a match where the scorer chose the moves, and three games Gemma 4 lost after studying the heuristic. The on-screen AI choice applies only to that browser.
Sep 28, 2026 · Development logPassing, ko detection, ranks and the heuristic, improved together
We reduced premature passes and double-atari risks, and told ko apart from capturing after filling, based on the current board shape. Per-client ranks and records and improvements to the evaluation heuristic are also covered.
Sep 28, 2026 · Go AI updateFewer futile ladder escapes and passes
The AI now reads ladders where escaping only leads back into atari and avoids those moves, and in ladder positions it looks for another legal move instead of passing.
Sep 28, 2026 · Go AI updateFewer moves into the opponent's tiger mouth, and less filling of its own
The AI no longer steps into an opponent's tiger mouth where it would be captured at once, nor fills its own without reason. Moves that capture stones or save nearby groups remain allowed as exceptions.
Go AI · Training notesGetting the AI to read 19×19 coordinates correctly
When the grid was written differently, the model kept playing only in the lower right corner. Here is why we aligned the coordinate format between training and play and checked accuracy per quadrant.
Rules · ScoringThe real reason automatic scoring is hard
Counting empty points is not the same as deciding which stones are dead. We explain what the current scoring calculates and what to keep in mind when reading its result.