*From this point forward.
*From this point forward.
Sometimes there are also qualitative differences, no human can fly or dive very deep or go to the moon without the assistance of a machine. I don't know if there are qualitative differences in go and chess, like no human can win 60-0 against fellow pros or get to 3400 ELO despite a very large time allowance.
In a fast game, a human doesn't have time to figure out an extremely complicated sequence of sacrifices and combinations, but a computer can look at every possible continuation of 10+ moves in the future in under a second. So not only does it not make stupid short-term blunders, but it will immediately spot any mistake the human made that is exploitable in the short term.
Up until the late 90s, and to a certain extent the early 00s, humans could use "anti-computer" strategies to win in long/slow games. A typical anti-computer strategy would be to play very conservatively and set up the board in a position that an experienced player knows has a favorable endgame, but that endgame is too deep for the computer to see, so the computer doesn't know it's being set up.
These days computers can just look 20+ moves deep every turn and have better heuristics to mostly prevent this from happening.
But perhaps the same reason applies to human-vs-AI Go. AlphaGo's architecture bears a striking resemblance to how the human mind operates when playing Go.
I think the main reason analogies with chess engines don't work very well is that in chess any piece can attack/capture any other piece, leading to some very intense tactics. In go, a weak group can't really attack a strong group at all.