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A lonely stone can't move

bocch Strategy Guide

The points the “Strongest” AI weighs most, and the “winning shapes” counted from 30,000 AI-vs-AI games, summarized with board diagrams. The number on a stone is how far it can move.

YouTube “bocch Joseki Lab”
Strategies and openings explained in videos (Japanese)

First, try the mechanics by hand

The distance a stone can move is “the number of stones in the 8 surrounding squares (either color).” Placing a stone also changes the numbers of the stones next to it. This is the single most important idea in the game.

“Place stones”: each tap on a square cycles Black → White → empty.
“Show moves”: tap a stone to see the squares it can reach in green. The top row is Black's goal, the bottom row is White's goal.

Strong shapes

In AI-vs-AI games, the share of games won by “the side that had more of that shape than the opponent.” The center line is 50%; the further right the bar, the better the shape.

Black's 1st move (openings)

Evaluations from the improved “Strongest” (v1.7), which read each of the 14 possible first moves for 15 seconds (15–18 moves deep); mirror-image moves are averaged together. Only the two edge-stone moves, Snuggle and Corner Guard, are even; every move that pushes an inner stone two squares loses a little. For White's 2nd move, “Shoulder to Shoulder” (sliding an edge stone diagonally inward) is best no matter what Black plays. These readings are built into “Strongest” as its opening book.

Openings up to move 3

For all 196 combinations of the first two moves, the latest “Strongest” read Black's 3rd move 15–18 moves deep. On top of that, it read every possible 3rd move (3,006 in total) for 4 seconds each (11–14 moves deep) and sorted them into strong and weak. Scores are from Black's point of view: 0 is even, + favors Black (100 points ≈ a 78% win rate).

Explore on the board (with variations)

Tap a candidate move to advance the board to it. The number to the right of each move is Black's estimated win rate after that move (latest AI evaluation). The mark on the left shows the gap from the best move: best, good, normal, dubious, mistake. For move 3, every legal move is listed.

The top row is White's home (Black's goal) and the bottom row is Black's home. Hover or focus a candidate to see its move on the board. From move 4 on there is no book; “Strongest” reads and plays on the spot.

Strategies (opening plans)

We had the latest “Strongest” play itself 26,000 times and grouped both sides' positions at move 8 by similarity: they fell into 5 types. Each diagram shows the typical shape of that type, drawn with 6 stones from the most common arrangement of your own stones at move 8 (opponent stones omitted; your home is at the bottom and the attacking side is on the left).

Matchups

The share of games the row strategy won against the column strategy.

How the stronger AI plays

Every time we made the AI stronger, the fashion in how it plays changed. These are the changes in the latest 26,000 games.

About 6,000–12,000 players per type (both sides of each game are counted). The shape at move 8 also depends on how the opponent plays, so this does not mean “pick this type and you'll always get this win rate.”

Games as seen in 26,000 games between the latest AIs

Results counted from 26,000 games between copies of the improved latest “Strongest” (v1.7); the first 2–6 moves were random to vary the positions. The latest AI beats the AI from before the upgrade about 60% of the time.

Game length

Number of games by total moves of both sides (60 or more are grouped).

Win rate of the side that arrives first (by when it arrived)

Arriving first wins over 60% whenever it happens, but it's worth more the later it is: the side that arrives first at move 24 or later wins nearly 80% (77.6%). In the endgame, with fewer defenders left, that one stone is almost decisive.

Key squares

Win rate of the side that had its own stone on that square at move 12 (your home at the bottom; left and right averaged). Greener squares win more, redder squares lose more.

  • Arriving in the middle of the opponent's home is strong: a side on 3a or 4a wins 63%. Even the corners (1a, 6a) give 55%.
  • The central files are key: 3d/4d give 55%, 3c/4c give 53%. Stones running through the middle lead to wins.
  • The edge files are losing files: a side on 1c, 1d, 6c or 6d wins 40–41%. Stones pushed to the edge don't do any work.
  • Stones left in the home corners are weak too: 1f/6f give 40%. They tend to sit there until the game ends.
  • One row short of the goal (row b) is a losing spot: a side on 2b–5b wins 34–42%, the worst row on the board (a new finding from the 26,000 games). A stone on row b is one row from the goal, so it can only arrive when its number is exactly 1. When neighbors pile up, it jumps past the goal, and it's easy for the opponent to block — a stone that “looks close but can't get in.” Only step onto row b when you can surely arrive on the next move.

How to stop the opponent's reach

Black's stone (number 2) reaches the goal two rows up. It reaches in three directions — up, up-right and up-left — so there are up to 3 landing squares.

Advanced: the system of tactics

What strong players watch is not the numbers on their own stones but the “gap” of both sides' stones. Every tactic is built from this idea.

Gap = rows to the goal − current number
A stone with gap 0 reaches the goal (a reach), because straight up or diagonally up, it climbs exactly as many rows as its number. If the number is too big it jumps off the board, so it doesn't reach either.
When you move a stone, the stones next to the square you land on lose 1 gap, and the stones next to the square you left gain 1 gap.
Reach (gap 0)One more neighbor makes a reach (gap +1)One fewer neighbor makes a reach (gap −1) Goal Black can reachGoal White can reachSquare just landed on

Diagrams show the whole board (top row is Black's goal, bottom row is White's goal). Stone numbers, reaches and reachable squares are all computed automatically by the rules.

Moves you must not play

In 26,000 games between the latest AIs (about 890,000 moves), we counted how often the side that played a given move went on to win. The overall average is about 50%. Even for the strong AI, these moves clearly drop the win rate.

Mindset: once you're only defending, you're starting to lose

The opponent's reach: block it or let it go?

When the opponent can arrive next move, we counted in 26,000 games how the Strongest AI decides.

There's an order to blocking, too

Moving an arrived stone back out

Check these in order, every move

  1. Does the opponent have a gap-0 stone (a reach)?If so, block it. Use a push-up or pull-away to move its gap off 0.
  2. Will this move backfire?Check that there's no opponent gap +1 stone next to your landing square, and no opponent gap −1 stone next to your starting square.
  3. Can you block and create your own reach at the same time?Look for your own gap +1 stone next to the landing square (attack and defense in one).
  4. Can you make reaches in two separate places?A double reach clustered in one spot can be broken with a single move. The real thing is two separate places.
  5. Will any of your stones become a loner?Sides with many stones that have only 0–1 neighbors drop to around a 45% win rate.

Data sources: shape win rates come from 2,000 AI-vs-AI games, comparing both sides across about 48,000 positions. Opening evaluations are the latest “Strongest” reading 15–18 moves deep, not a full solve. Differences of about 5% can flip with more thinking time.

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