Re: [computer-go] Dynamic Komi's basics

2010-02-11 Thread Erik van der Werf
try: (handicap - 0.5) x 14 Erik 2010/2/11 Le Hir Matthieu mate...@hotmail.fr Hi, I have a few questions concerning dynamic komi, I am not a programmer though and will try my best to be understandable. First, I'm wondering how komi is determined when a dynamic system is used : *

Re: [computer-go] Dynamic Komi's basics

2010-02-11 Thread Robert Jasiek
Le Hir Matthieu wrote: First, I'm wondering how komi is determined when a dynamic system is used Either use komi bidding or determine a new (or the same) komi value for every next game. For the latter, the basic idea is to observe for which komi the winning rates were above / below 50%. You

Re: [computer-go] Dynamic Komi's basics

2010-02-11 Thread Alain Baeckeroot
Hi Le 11/02/2010 à 10:32, Le Hir Matthieu a écrit : Hi, From what I think I understood, dynamic komi is supposed to try to keep the game more even. The dynamic komi is a bias in the evaluation in order to inform the bot that the game is balanced, and prevent it beeing blinded by the

Re: [computer-go] Dynamic Komi's basics

2010-02-11 Thread Petr Baudis
Hi! On Thu, Feb 11, 2010 at 10:32:49AM +0100, Le Hir Matthieu wrote: First, I'm wondering how komi is determined when a dynamic system is used : * According to this page : http://senseis.xmp.net/?Komi%2FvalueOfFirstMove the value of komi at first move is half the points the black move is

Re: [computer-go] Dynamic Komi's basics

2010-02-11 Thread Willemien
The basic i think of Dynamic komi in my opinion is the following. The bot must be able to distinguish good from bad moves (this doesn't need much explanation i guess) and a bot '' by implementation thinks that the opponent is as good as he is. (in most algorithms he is playing against himself)

Re: [computer-go] Dynamic Komi's basics

2010-02-11 Thread Petr Baudis
Hi! I forgot two important points: On Thu, Feb 11, 2010 at 01:06:34PM +0100, Petr Baudis wrote: On the other hand, 9 handicaps are supposedly giving an advantage of 90 to 120 points, so my natural thought would be that the bot would give itself at least a negative komi of that many

Re: [computer-go] Dynamic Komi's basics

2010-02-11 Thread Heikki Levanto
On Thu, Feb 11, 2010 at 01:06:34PM +0100, Petr Baudis wrote: extra_komi = 7.5 * handicap_stones_count Then it is linearly decreased until it hits 0 at move 200. All this discussion made me think - has anyone tried to adjust the komi between the simulations. Run (say) 10% of the simulations you

Re: [computer-go] Dynamic Komi's basics

2010-02-11 Thread Jean-loup Gailly
Pachi uses 7.5 points per handicap stone Pachi is wrong. See the first paragraph of There is a relationship in http://senseis.xmp.net/?Komi/valueOfFirstMove The rest of the page is quite confusing but but the value of one move at the beginning of a game is definitely twice the komi. A move early

Re: Réf. : Re: [computer-go] Dynamic Komi's basics

2010-02-11 Thread Jean-loup Gailly
In other words, pachi's dynamic komi should be twice as high as it is ? I should have been more careful in my choice of words. There can be a big difference between the theoretical value of the first move (which is twice the komi), and the parameter value which should be used to make the bot

Re: [computer-go] Dynamic Komi's basics

2010-02-11 Thread Erik van der Werf
2010/2/11 Jean-loup Gailly jl...@gailly.net A move early in the game is worth about 14 points, not 7.5. While this may be true for professional-level play, the value of the first move for balancing Monte-Carlo playouts towards a 50% win rate should be expected to be lower. Erik

Re: [computer-go] Dynamic Komi's basics

2010-02-11 Thread Robert Jasiek
Jean-loup Gailly wrote: I would write the proof as follows. Assume x is the value of one move Yours is not a proof because what follows is not just a single move of value x but a game tree of moves of various sizes, which need not even decrease constantly. Many years ago, Barry Phease was a

RE: [computer-go] Dynamic Komi's basics

2010-02-11 Thread David Fotland
Many Faces does almost the same thing (handicap games with black only, 7 points per handicap stone, decreasing linearly with move number to move 90). It looks like this change gained about half a rank on KGS. David -Original Message- From: computer-go-boun...@computer-go.org

Re: [computer-go] Dynamic Komi's basics

2010-02-11 Thread Jean-loup Gailly
Yours is not a proof because what follows is not just a single move of value x but a game tree of moves of various sizes, So let me try to be more precise. Assume a 19x19 no-handicap game played by perfect players with New Zealand rules with komi k. k is chosen as the largest value N+0.5 (with

Re: [computer-go] Dynamic Komi's basics

2010-02-11 Thread Robert Jasiek
Jean-loup Gailly wrote: m is my definition of the value of the first move. Willemien wrote: in 7x7 go under perfect play and without komi black wins by 9 points. if Black passes on the first move then under the same perfect play white wins with 9 points (again without komi) Does that mean

[computer-go] Rank on servers at 9x9

2010-02-11 Thread Darren Cook
Do any of the strongest MCTS programs have a rank at 9x9 on any major server? I found the fuego9 account on KGS but it appears to be unranked and only playing free games (*). The ManyFaces account appears to play only 19x19. I know the programs are stronger at 9x9 than 19x19, but I'm trying to