This paper analyzes the behavior of solving Life-and-Death (L&D) problems in the game of Go using current state-of-the-art computer Go solvers with two techniques: the Relevance-Zone Based Search (RZS) and the relevance-zone pattern table. We examined the solutions derived by relevance-zone based solvers on seven L&D problems from the renowned book Life and Death Dictionary written by Cho Chikun, a Go grandmaster, and found several interesting results. First, for each problem, the solvers identify a relevance-zone that highlights the critical areas for solving. Second, the solvers discover a series of patterns, including some that are rare. Finally, the solvers even find different answers compared to the given solutions for two problems. We also identified two issues with the solver: (a) it misjudges values of rare patterns, and (b) it tends to prioritize living directly rather than maximizing territory, which differs from the behavior of human Go players. We suggest possible approaches to address these issues in future work.
Relevance-Zone Based Search (RZS) is a goal-oriented solving framework designed for exact analysis of life-and-death problems in Go. Instead of searching the entire board, the solver dynamically identifies a relevance zone (RZ), which contains all board intersections that are essential for proving the final outcome.
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pdFor the example above, if Black plays at 1 as in \(p_{b'}\), \(p_{c'}\), and \(p_{d'}\), White can reply at 2 to achieve unconditional life (UCA), resulting in \(p_b\), \(p_c\), and \(p_d\), respectively. Since these positions are UCA for White stones, the corresponding relevance zones are denoted as \(z_b\), \(z_c\), and \(z_d\), shown as shaded intersections. The same relevance zones apply to the preceding positions \(p_{b'}\), \(p_{c'}\), and \(p_{d'}\). Stone configurations within these zones form relevance-zone (RZ) patterns. Because Black’s move at 1 lies outside \(z_b\), it is irrelevant to the outcome and can be treated as a null move. Consequently, White can always win by replying at E2 against any Black move outside \(z_b\). The relevance zone \(z_a\) is the union of \(z_b\), \(z_c\), and \(z_d\). During search, moves played outside the relevance zone are guaranteed not to affect the winning strategy and can therefore be safely ignored. This allows the solver to dramatically reduce the search space while preserving correctness. Unlike traditional approaches, relevance zones are discovered automatically during search, without any human-designed restriction of the board area.
We analyze the solving behavior of relevance-zone based Go solvers on seven classic 19×19 life-and-death problems. Instead of reporting benchmark performance on multiple games, this website highlights three representative problems selected from the seven analyzed in the paper, illustrating how the solver identifies critical regions (relevance zones), diverges from book solutions, and exhibits neural network misjudgment.
We highlight three representative problems from the solved set, each illustrating a distinct phenomenon. (Refer to the paper for the remaining problems.)
In this problem, the solver generates an unexpectedly large relevance zone compared to human intuition. Although the final life is local, intermediate tactical exchanges force the solver to include additional board areas to maintain correctness. This illustrates why automatic relevance-zone discovery can replace manual restriction of the search region.
Initial position
Black appears to need only a small area to form two eyes
However, the solution requires much more space to ensure life
Relevance Zone (RZ) of the problem
In this problem, the solver discovers an alternative correct solution B that differs from the book’s answer A. Although the book presents a unique solution, the solver identifies another valid line that also guarantees unconditional life, revealing additional tactical possibilities beyond those documented in the literature.
Initial position
The solution following A
The solution following B
The RZ of the problem
The neural value estimation can be highly inaccurate on rare patterns. Despite severe early misjudgment, the solver still proves the correct outcome through search, and pattern reuse accelerates the correction of Q-values across related positions.
Initial position
A move sequence involving a rare pattern called ishinoshita
The network outputs a value of 0.99 from White’s perspective, whereas the position is actually Black's winning move
The RZ of the problem
All solution trees for the seven problems can be downloaded
here.
They can be viewed with our specialized
SGF viewer (Windows only),
which supports board coloring for enhanced visualization:
green indicates the Relevance-Zone, and
red indicates the winning move for the player attempting to live.