This is a comfortably vague and malleable Go history division paradigm which I've been using for one or two years (as of late 2021) as a conversational shorthand in various places.
There are four core periods: Archaic, Classical, Modern and Hypermodern.
In some versions the Classical period is split into an Early and Late, and even a Middle stage as well; and sometimes an intermediate period is placed between the Classical and Modern, and the Modern period can also be split.
The Archaic period begins with the invention or evolution of Go. According to Chinese legend this occurred some time in the 23rd or 24th c. BCE. The earliest historical reference is of an event of the 6th c. BCE, and the earliest known boards are from the 3rd c. BCE.
Archaic Go is characterised by a paucity of organisation, literature and surviving game records. The Archaic Period ends in the 16th or 17th century.
The Early Classical period begins with any of:
It includes Fan Xiping (1709-69) and Shi Ding'an (1710-71). It also includes all Honinbos from Dosaku (as mentioned) to at least Satsugen (1754-88).
It lasts about 100 to 240 years.
The Middle or Late Classical Period begins with any of:
The Middle Classical Period is characterised by increasingly influential play and a return to a higher standard of top level Go in Japan, along with the disappearance of famed Chinese Go players.
The Middle Classical period lasts about 30 to 110 years.
In implementations with a separate Middle and Late Classical Period, the Late Classical Period begins with any of:
This period is characterised by emerging modernity in communication media and professional structure.
It lasts for about 20 to 70 years.
The Classical Period ends with any of:
The Classical Period is succeeded by the Modern or Early Modern Period.
In versions with an Early Modern Period, this period is characterised by common matches, often jubango, and by a widespread absence of komi. It also contains all or part the shin fuseki era.
In such setups, the true Modern period begins with any of:
It's characterised by the gradual rise of komi and the evolution of tournaments, including international ones, as well as the growth of Go outside the Orient.
It lasts for about 40 to 60 years.
A Late Modern Period can also be specified, beginning in the 1980s, '90s or even 2000s, marked by the rise of Korea, Hikaru no Go and the rise of online Go.
The Modern Period suddenly becomes the Hypermodern with the emergence of AlphaGo. The exact date can be placed at any of:
The Hypermodern Period is characterised by the widespread availability and pervasiveness of AI in research and training, as well as concern over its negative effects.