|   | Chess | Go |
| 1 board size | 8 x 8 squares | 19 x 19 grid |
| 2 # moves per game | ~80 | ~300 |
| 3 branching factor small | (~35) | large (~200) |
| 4 end of game and scoring |
checkmate (simple definition quick to identify) |
counting territory (consensus by players (hard to identify) |
| 5 long range effects |
pieces can move long distances (e.g., queens, rooks, bishops) |
stones do not move, patterns of stones have long range effects
(e.g., ladders; life & death) |
| 6 state of board |
changes rapidly as pieces move |
mostly changes incrementally (except for captures) |
| 7 evaluation of board positions |
good correlation with number and quality of pieces on board |
poor correlation with number of stones on board or territory surrounded |
| 8 programming approaches used |
amenable to tree searches with good evaluation criteria |
too many branches for brute force search, pruning is difficult due to lack of good evaluation measures |
| 9 human lookahead |
typically up to 10 moves |
even beginners read up to 60 moves (deep but narrow searches e.g.,
ladders) |
| 10 horizon effect |
grandmaster level |
beginner level (e.g., ladders) |
| 11 human grouping processes |
hierarchical grouping [5] |
stones belong to many groups simultaneously [6] |
| 12 handicap system |
none |
good handicap system |