I think Terry's suggestion is the best way to test these ideas:
1) Take 2 severely mismatched engines (perhaps 2 versions of the same engine but with different numbers of playouts.) 2) Find the fair handicap by playing a sequence of games and adjusting the number of handicap stones whenever one side loses N out of M games. 3) Plot the handicap over time-it should converge, more or less. 4) Keeping one engine fixed, adjust the other engine, using dynamic Komi, or whatever you think is the best way, and see how much you can improve on the handicap. - Dave Hillis -----Original Message----- From: terry mcintyre <terrymcint...@yahoo.com> To: computer-go <computer-go@computer-go.org> Sent: Wed, Aug 12, 2009 3:42 pm Subject: Re: [computer-go] Dynamic komi at high handicaps Ingo suggested something interesting - instead of changing the komi according to the move number, or some other fixed schedule, it varies according to the estimated winrate. It also, implicitly, depends on one's guess of the ability of the opponent. An interesting test would be to take an opponent known to be weaker, offer it a handicap, and tweak the dynamic komi per Ingo's suggestion. At what handicap does the ratio balance at 50:50? Can the number of handicap stones be increased with such an adaptive algorithm? Even better, play against a stronger opponent; can one increase the win rate versus strong opponents? The usual range of computer opponents is fairly narrow. None approach high-dan levels on2019x19 boards - yet. Terry McIntyre <terrymcint...@yahoo.com> “We hang the petty thieves and appoint the great ones to public office.” -- Aesop From: Brian Sheppard <sheppar...@aol.com> To: computer-go@computer-go.org Sent: Wednesday, August 12, 2009 12:33:13 PM Subject: [computer-go] Dynamic komi at high handicaps >The small samples is probably the least of the problems with this. Do you >actually believe that you can play games against it and not be subjective in >your observations or how you play against it? These are computer-vs-computer games. Ingo is manually transferring moves between two computer opponents. The result does support Ingo's belief that dynamic Komi will help programs play high handicap games. Due to small sample size it isn't very strong evidence. But maybe it is enough to induce a programmer who actually plays in such games to create a more exhaustive test. _______________________________________________ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ _______________________________________________ omputer-go mailing list omputer...@computer-go.org ttp://www.computer-go.org/mailman/listinfo/computer-go/
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