loadsgf games/nngs/whitemouse-gnugo-3.5.2-200312052122.sgf 4
loadsgf games/nngs/whitemouse-gnugo-3.5.2-200312052122.sgf 6
loadsgf games/nngs/whitemouse-gnugo-3.5.2-200312052122.sgf 10
loadsgf games/nngs/whitemouse-gnugo-3.5.2-200312052122.sgf 26
# H3 might also be acceptable. /ab
loadsgf games/nngs/evand-gnugo-3.5.2-200312060932.sgf 4
loadsgf games/nngs/evand-gnugo-3.5.2-200312060932.sgf 8
loadsgf games/nngs/evand-gnugo-3.5.2-200312060932.sgf 22
loadsgf games/nngs/evand-gnugo-3.5.2-200312060932.sgf 32
#something better than H6
loadsgf games/nngs/whitemouse-gnugo-3.5.2-200312041808.sgf 6
loadsgf games/nngs/whitemouse-gnugo-3.5.2-200312041808.sgf 10
#much, much safer than J2
# yes, safe way to win the game with 77 points. :) /ab
loadsgf games/nngs/whitemouse-gnugo-3.5.2-200312041808.sgf 40
#game move is B1, maybe a caching issue?
loadsgf games/nngs/whitemouse-gnugo-3.5.2-200312041808.sgf 58
#large endgame, white will have to pick up.
loadsgf games/nngs/whitemouse-gnugo-3.5.2-200312041808.sgf 64
loadsgf games/nngs/speciman-gnugo-3.5.2-200312091734.sgf 7
# Removed E7. Would be huge ko that black loses. /ab
loadsgf games/nngs/speciman-gnugo-3.5.2-200312091734.sgf 9
loadsgf games/nngs/speciman-gnugo-3.5.2-200312091734.sgf 13
#something better than C3
loadsgf games/nngs/speciman-gnugo-3.5.2-200312091734.sgf 15
loadsgf games/nngs/sjfried-gnugo-3.5.2gf1-200312130838.sgf 8
loadsgf games/nngs/sjfried-gnugo-3.5.2gf1-200312130838.sgf 10
loadsgf games/nngs/sjfried-gnugo-3.5.2gf1-200312130838.sgf 14
loadsgf games/nngs/sjfried-gnugo-3.5.2gf1-200312130838.sgf 16
#D4 only move to connect all black stones. /ab
loadsgf games/nngs/evand-gnugo-3.5.2gf1-200312130817.sgf 14
loadsgf games/nngs/evand-gnugo-3.5.2gf1-200312130817.sgf 26
#G6 is very hard for gnugo, even if playable
loadsgf games/nngs/gnugo-3.5.2gf1-kisome-200312131322.sgf 4
#I think D2 lives because of a threat to connect under
#the important thing is to find a way to live, either
#here or earlier in the game.
loadsgf games/nngs/gnugo-3.5.2gf1-kisome-200312131322.sgf 22
# Moved to filllib:45 /ab.
##passing gets the wrong score on go servers, etc.
##F9 and G9 are dame that need to be filled.
#loadsgf games/nngs/evand-gnugo-3.5.2gf1-200312150903.sgf
# See also reading:207-216.
loadsgf games/nngs/evand-gnugo-3.5.2gf1-200312161910.sgf 52
loadsgf games/nngs/whitemouse-gnugo-3.5.2gf1-200312161704.sgf 10
loadsgf games/nngs/whitemouse-gnugo-3.5.2gf1-200312161704.sgf 14
loadsgf games/nngs/whitemouse-gnugo-3.5.2gf1-200312161704.sgf 24
#playing B5 now lets white connect at C6, causing problems for the top.
loadsgf games/nngs/whitemouse-gnugo-3.5.2gf1-200312161704.sgf 26
loadsgf games/nngs/sjfried-gnugo-3.5.2gf1-200312210441.sgf 22
loadsgf games/nngs/sjfried-gnugo-3.5.2gf1-200312210441.sgf 24
loadsgf games/nngs/sjfried-gnugo-3.5.2gf1-200312210441.sgf 32
# E5 is best, all other acceptable. /ab
loadsgf games/nngs/ruud2d-gnugo-3.5.2gf1-200312241905.sgf 8
# D3 is objectively best but dangerous. /ab
loadsgf games/nngs/ruud2d-gnugo-3.5.2gf1-200312241905.sgf 20
loadsgf games/nngs/ruud2d-gnugo-3.5.2gf1-200312241905.sgf 28
# Maybe C2 works, too, I am not sure. /ab
loadsgf games/nngs/ruud2d-gnugo-3.5.2gf1-200312241905.sgf 30
loadsgf games/nngs/ruud2d-gnugo-3.5.2gf1-200312241905.sgf 32
loadsgf games/nngs/ruud2d-gnugo-3.5.2gf1-200312292348.sgf 8
#E7 appears to be a losing move
loadsgf games/nngs/gnugo-3.5.2gf1-Kiskol-200401021557.sgf 10
loadsgf games/boardspace/GNUGo-GoFigure0.1-200503171816.sgf 9
loadsgf games/boardspace/GNUGo-GoFigure0.1-200503171816.sgf 17
loadsgf games/boardspace/GNUGo-GoFigure0.1-200503171816.sgf 35
loadsgf games/boardspace/GNUGo-GoFigure0.1-200503181316.sgf 11
loadsgf games/boardspace/GNUGo-GoFigure0.1-200503181614.sgf 41
#solve the endgame problem with one move, not 3 like in the game
loadsgf games/boardspace/GNUGo-GoFigure0.1-200503302359.sgf 41
loadsgf games/bitti-gnug36.sgf 24
440 restricted_genmove black D6 C6 B7
loadsgf games/bitti-gnug36.sgf 30
# This is not very obvious, but B9 still wins the whole board.
loadsgf games/bitti-gnug36.sgf 44
# Need to protect lower right corner
loadsgf games/nodan-guno.sgf 8
loadsgf games/nodan-guno.sgf 24
480 restricted_genmove black E2 F2
loadsgf games/nodan-guno.sgf 38
loadsgf games/nodan-guno.sgf 54
# Mandatory to stay connected.
loadsgf games/kgs/tournament8/GNU-AyaBot.sgf 6
# Tenuki from the lower left stones is out of the question. E5 may be
# best but is complicated. For now we accept any reasonable move that
# stays on focus. In particular the game move at E7 is not acceptable.
loadsgf games/kgs/tournament8/GNU-AyaBot.sgf 10
# F2 needlessly complicated and/or backfires. F3 solid and effective.
loadsgf games/kgs/tournament8/indigoBot-GNU.sgf 13
530 restricted_genmove black F2 F3
loadsgf games/kgs/tournament8/CrazyStone-GNU.sgf 5
540 restricted_genmove black D8 D7
# B8 is nonsensical. There might be better moves but C6 is easy to see
loadsgf games/kgs/tournament8/CrazyStone-GNU.sgf 9
550 restricted_genmove black B8 C6
# C5 leaves too much aji for white to work with in the corner.
loadsgf games/kgs/tournament8/CrazyStone-GNU.sgf 33
# E4 is better than E7 since it splits the opponent while saving the
loadsgf games/kgs/tournament8/tlsBot-GNU.sgf 13
# More important to close off the center than the edge.
loadsgf games/kgs/tournament8/firstgo-GNU.sgf 7
580 restricted_genmove black E2 E6
# Important to keep white separated in the center.
loadsgf games/kgs/tournament8/firstgo-GNU.sgf 19
# B7 is too low and in the wrong direction. Many moves are better.
loadsgf games/kgs/tournament10/GNU-AyaBot.sgf 4
600 restricted_genmove white B7 F4 F3 G3
# H9 just doesn't work. The only useful ko threat is E4.
loadsgf games/kgs/tournament10/GNU-AyaBot.sgf 30
# A7 is a wonderful move, setting up an under the stones tesuji to
# capture three stones. The move *was* played in the game and this
# test case is here to make sure that it won't be forgotten.
loadsgf games/kgs/tournament10/GNU-NeuroGo.sgf 68
loadsgf games/9x9-4.sgf 13
# A8 secures seki, winning the game. On the other hand black can't
# start the ko anyway, so the ordinary endgame moves are also good.
# The game move at D9 is not good at all, however.
# See also reading:229,230, owl1:395,396, and semeai:145,146.
loadsgf games/cgos/25811.sgf 52
# Necessary to start capturing from the left. The game move at J1 is
loadsgf games/cgos/14198.sgf 53
# D3 is the only possible move. Trying to kill all white stones with
# F2 is an unreasonable overplay.
loadsgf games/cgos/42896.sgf 33
# E7 is the only way to live on the upper side.
loadsgf games/cgos/390115.sgf 28
# There's actually nothing difficult with this position, it's only
# necessary to avoid a few obvious blunders. The real reason for this
# test is that a fix for an atari-atari problem introduced a crash in
# this position. Fixing the crash instead reintroduced an atari-atari
# mistake in ninestones:220. Let's make sure we won't get a crash here
# once more. See also tickets #77 and #161.
loadsgf games/atari-crash.sgf