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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