26th Japanese Gosei · round 3
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Game breakdown beta
Kobayashi Koichi vs Cho Chikun
Kobayashi Koichi
Cho Chikun
86
Accuracy
86
0.4
Avg points lost
0.3
38%
Best-move match
43%
73%
Top-3 match
71%
Move quality
Kobayashi Koichi
Cho Chikun
86
Accuracy
86
42
Best move
47
30
Excellent
32
26
Good
19
10
Inaccuracy
9
3
Mistake
3
0
Blunder
0
84
Accuracy
84
8
Best move
5
9
Excellent
6
5
Good
12
3
Inaccuracy
1
1
Mistake
1
0
Blunder
0
84
Accuracy
85
11
Best move
27
9
Excellent
8
19
Good
4
6
Inaccuracy
6
2
Mistake
2
0
Blunder
0
95
Accuracy
93
23
Best move
15
12
Excellent
18
2
Good
3
1
Inaccuracy
2
0
Mistake
0
0
Blunder
0
Game character
Calm
Fighting
Accuracy flow
Who was playing more accurately, 5-move rolling window.
Highlights
Key moments
Mistakes
How many to review
Mistakes
Reading the board
What every overlay on the board means
AI suggestions
Blue dot — best move
KataGo's top pick. No number on it.
Toggle: AI button (A)
Other candidates
Blue is the best move in this position. Green is good, gold is OK. Numbers inside show points difference compared to the blue (best) move.
Toggle: AI button (A)
Cyan halo
A standout move — the engine's top choice in a spot where it wasn't obvious.
Most precise on Study and Deep analysis; on a quick (free) analysis it's a lighter estimate.
Toggle: Move animations (in view settings)
Territory & dead groups
Territory tint
Faint black or white wash over intersections the engine expects that color to own.
Toggle: Territory button under the board
Toggle: Territory (in view settings)
Red overlay — groups in danger
Stones the engine thinks are at risk of being captured.
Toggle: Groups button under the board
Toggle: Groups (in view settings)
Dead stones (×)
Stones the engine considers dead.
Toggle: Groups button under the board
Toggle: Groups (in view settings)
Move animations
−7 pts
Score-loss pill
Drops in next to a move that lost 5+ points. Orange for mistake, red for blunder.
Toggle: Move animations (in view settings)
✦
✦
✦
✦
✦
Sparkles — set-up move
The opponent's next move was a 5+ point mistake. This move probably set it up.
Toggle: Move animations (in view settings)
Continuations
Try a line out, move by move
Each tile is a move you could play next. Tap one to play it: it lands on the board as a numbered stone, and this panel refills with the options that follow. Keep tapping to build a line.
- The Variation panel above lists the moves you've played. Tap any of them to rewind there; tap ← Main line to return to the game.
- Tap Preview on the current move to lay the whole continuation on the board at once — the AI's best line, or the recorded one if the game has it. Tap again to clear.
- Tiles tagged sgf are variations saved in the game record.
- Each tile's corner shows how good the move is — from blue (best) through green and yellow to red — the same color it has on the board. The blue-highlighted tile is the AI's top choice.
- The move actually played in the game isn't shown here — only the alternatives.
New lines you play here are read to 100 visits — quick, but shallow. A deeper read finds longer, stronger continuations.
See deeper analysis plans →Print game record
Generates a printable kifu PDF
26th Japanese Gosei · round 3 · 2001-03-15
Game details
- Date
- 2001-03-15
- Moves
- 221
- Komi
- 5.5
- Rules
- Japanese (assumed)
- Result
- B+0.5
Ranks at the time of the game