Guide

Opening traps in 9x9 gomoku: why AI always plays center first

By LeoFeb 12, 2025~1320 words · 5 min
Center move 1, AI locks half the board // First-mover advantage in 9x9 is huge
9x9's center is (4,4) — the AI's first move never deviates

While building Tic-Five I played roughly 500 matches against my own AI across all three difficulties. 9x9 and standard 15x15 share rules but are different games in practice. Here's what I learned about openings on 9x9.

Why the AI opens center every time

9x9 has 81 points. The center, (4,4), is exactly 4 steps from each edge in every one of 8 directions (2 horizontal, 2 vertical, 4 diagonal). That means:

From center you can launch a "four-in-a-row threat" in 8 different directions. Each direction can run a full 9-point line across the board.

From a corner (e.g., (1,1)), only 3 directions launch threats (down, right, down-right). Each maxes out at an 8-point line. That's a 37.5% reduction in attack vectors — devastating on a board this small.

So if any AI knows anything about first-mover advantage, its opening move is forced to be the center. Not because BverGame's AI is unusually smart — because the math demands it.

How to respond as second player, first four moves

The hardest problem for second player on 9x9: don't let the AI build a "double open-three" near the center. Once that's set, you can only block one side; the other becomes a five.

In practice, my best opening responses look like this:

Move 1 (your first stone): hug the center diagonally

Most reliable: drop on (3,3) or (5,5). A direct adjacent stone (up/down/left/right) doesn't disrupt the AI's diagonal threats. A diagonal hug interferes with two diagonal lines at once.

Move 2: read the AI's second move, then commit

The AI's second move is most likely (3,5) or (5,3) — forming an L with its center stone to set up an open-two. Don't rush to block. Place your stone on (5,5) or its symmetric counterpart to align with your first move and build your own attack.

Move 3: start the counter

By move 3, six stones are on the board. Watch: has the AI formed an open-two yet? If yes, blocking is top priority. If no, keep building — usually a third stone on the extension line of your first two.

Move 4: form your own open-three

This is the critical move. If you can build an open-three within four moves, the AI must spend a move blocking, breaking its attack tempo. If you can't, the AI sets up a "four + open-three" double threat on moves 5–6 and you lose.

9x9 gomoku is decided 80% within the first 6 moves. The remaining 20% is cleanup.

The AI's vulnerabilities by difficulty

Tic-Five has three AI levels. I built each with distinct weaknesses for different players:

Beginner: Evaluates only its own connections; ignores your threats entirely. As long as you start building open-twos and open-threes, it won't actively block — it just keeps doing its own thing. Push fast threes; you'll usually win within 6 moves.

Medium: 70% optimal play, 30% suboptimal. The randomness is deliberate to keep matches interesting. It also means roughly one in three games you can catch its 30% deviation and convert it into a fast-attack win.

Challenge: 2-ply search + threat evaluation. I won't lie — this one forces mistakes out of you. But I left it one deliberate weakness: it's under-tuned for "mid-term layouts where neither side has an open-three." Translation: if you can patiently build a "potential double open-three" over moves 6–10 (looks like an open-two with two upgrade paths), it gets caught off-guard. That's the only repeatable strategy that beats Challenge on our site.

Common ways to die

The three most common deaths on 9x9 for beginners:

  1. Corner retreat death. Some players think corners are "safe ground." On 9x9, corners are the weakest squares. The AI ignores them and builds dominance at center.
  2. Follower death. AI plays, you follow. AI plays, you follow again. The board is too small for this to work — letting the AI lead tempo means it punches out an open-three in 4–5 moves and kills you.
  3. Double-block death. The AI threatens two points simultaneously. You can only block one. The other becomes a four-then-five. Avoid this by building your own counter-line on moves 3–4 rather than always reacting.

Closing: 9x9 isn't "mini 15x15"

The assumption that being good at 15x15 transfers to 9x9 is wrong. They're separate games. 15x15 favors long-game positional players. 9x9 is decided in the opening — full fast-attack.

So if Challenge AI is destroying you, don't doubt your gomoku skill. 9x9 is brutal for second player by design. Beating Beginner and Medium already makes you a competent player.

If you can beat Challenge reliably — please don't tell us. We'll get out of your way.

Leo is BverGame's co-engineer; all 24 games on the site are his code. Strategies here come from his own 500+ matches and his reflection on the AI's evaluation function. They don't apply to competitive gomoku formats like Japanese Renju.