Modeling the opponents mistakes is indeed an alternative to introducing komi.
But it would have to be a lot more exact than simply rolling the dice or 
skipping a move here and there.
Successful opponent modeling would implement the overplay school of thought - 
playing tactically refutable
combinations that are beyond the opponents skill to punish them.
Introducing komi at the 50% win rate level would implement the honte school of 
thought - play as if against yourself.
At a win rate of less than 50% it implements the "almost honte" school of 
thought. :-)
I'm not trying to moralize. In love and go anything is fair.
I'm just saying that while both approaches are legitimate, adjusting the komi 
is much easier to do.

Different subject, suggestion for a komi adjustment scheme:

1. Make a regular evaluation(no extra komi)
2. If the win rate of the best move is within certain bounds you're done
(Say between 30 and 70 percent.Just a guess ofcourse.Also, this might shift as 
the game progresses)
3. If not, make a komi adjustment dependant on how far out of bounds the win 
rate is.
(No numerical suggestion here. Please experiment.)
4. Make a new search with this komi.
5. If the new result is "in bounds" calculate winrate_nokomi * factor + 
winrate_komi for each candidate and choose the highest one.
(factor around 10 maybe)
6. If not, go back to 3


The idea is to choose a move that doesnt contradict the long term goal(no komi 
search) while trying for a short term goal(komi search)
if no long term goal is available.( Or if every move satisfies the long term 
goal in case of taking handicap)


Stefan



  ----- Original Message ----- 
  From: Don Dailey 
  To: [email protected] ; computer-go 
  Sent: Thursday, August 13, 2009 4:02 PM
  Subject: Re: [computer-go] Dynamic komi at high handicaps


  This idea makes much more sense to me than adjusting komi does.    At least 
it's an attempt at opponent modeling, which is the actual problem that should 
be addressed.     Whether it will actually work is something that could be 
tested.

  Another similar idea is not to pass but to play some percentage of random 
moves - which probably would work in programs with strong playout strategies.   
Of course this would be meaningless for bots that have weak (and already 
random) playout strategies.

  - Don





  On Thu, Aug 13, 2009 at 6:17 AM, Tapani Raiko <[email protected]> wrote:

    I don't think the komi should be adjusted.

    Instead:

    Wouldn't random passing by black during the playouts model black making
    mistakes much more accurately? The number of random passes should be
    adjusted such that the playouts are close to 50/50. Adjusting the komi
    would make black play greedily, while random passing during playouts
    would make black play safe (rich men don't pick fights).

    Tapani Raiko


    Christoph Birk wrote:
    >
    > I think you got it the wrong way round.
    > Without dynamic komi (in high ha
    > ndicap games) even trillions of simulations
    > with _not_ find a move that creates a winning line, because the is none,
    > if the opponet has the same strength as you.
    > WHITE has to assume that BLACK will make mistakes, otherwise there
    > would be no handicap.
    >
    > Christoph
    > _______________________________________________
    > computer-go mailing list
    > [email protected]
    > http://www.computer-go.org/mailman/listinfo/computer-go/
    >
    >

    --
     Tapani Raiko, <[email protected]>, +358 50 5225750
     http://www.iki.fi/raiko/


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