For a long time, it was a widely held opinion that computer Go posed a problem fundamentally different from computer chess. It was believed that methods relying on fast global search with relatively little domain knowledge would not be effective against human experts. Therefore, a large part of the computer Go development effort was during these times focused on ways of representing human-like expert knowledge and combining this with local search to answer questions of a tactical nature. The result of this were programs that handled many situations well but which had very pronounced weaknesses compared to their overall handling of the game. Also, these classical programs gained almost nothing from increases in available computing power "per se" and progress in the field was generally slow.