I think the most promising field for using dynamic komi is in low handicap play.
Because the main strategic principle for w in low handicap play is patience, 
which is
easily and naturally modeled by a declining komi.
For high handicaps the main strategic principle is light play, which is an 
elusive concept even for humans,
and very difficult to even begin to implement. Light play is not the same as 
bean scattering.
Maybe it will be possible to give greater weight to sparse shape patterns in 
high handicap go, but who knows?

Stefan


  ----- Original Message ----- 
  From: terry mcintyre 
  To: computer-go 
  Sent: Wednesday, July 15, 2009 12:29 AM
  Subject: Re: [computer-go] Re: Dynamic komi in commercial programs


  Maybe we should go back to the question which dynamic komi is an attempt to 
solve: how to obtain better discrimination when every move seems to be 
clustered near "I am so freaking dead" or "I am so far ahead", as the case may 
be.


   Terry McIntyre <[email protected]>



  “We hang the petty thieves and appoint the great ones to public office.” -- 
Aesop



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