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.
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Attachment: handicap25-dynamicKomi.sgf
Description: application/go-sgf

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