In the last few weeks I have experimented a lot with dynamic komi in games with high handicap. Especially, I used the really nice commercial program Many Faces of Go (version 12.013) with its Monte Carlo level (about 2 kyu on 19x19 board) and its traditional 18-kyu level as the opponent.
At handicap 21 I played (manulally!) 8 games with these opponents: 4 games with static komi (0.5) - here MFoG (2-kyu) won 1 of the 4 games. 4 games with dynamic komi - here MFoG (2-kyu) won 3 of the 4 games. I used "dynamic komi" in the following "Rule 42" way. Starting point for this internal artificial komi was a very high value (to compensate for the handicap stones), typically 300.5 or 320.5 . Then, always when the evaluation had climbed up to 42 % or higher, dynamic komi was reduced by 50 or 30 or 20 (or 10 near the end), until finally the true value of 0.5 was reached. After this little sample I also tried a few games with dynamic komi at handicap 25. After some unsuccessful games (the Monte Carlo side died of starvation at komi=40.5 or 30.5) today one win came out: In best Monte Carlo fashion, the MC-level won by half a point. I have included sgf of this game. I am aware that small samples are not enough to prove something. Therefore, I hope that programmers may realize automatic versions of something like "Rule 42" to find out how their programs behave with dynamic komi. Ingo. -- GRATIS für alle GMX-Mitglieder: Die maxdome Movie-FLAT! Jetzt freischalten unter http://portal.gmx.net/de/go/maxdome01
handicap25-dynamicKomi.sgf
Description: application/go-sgf
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