I'd like to introduce a paper presented a few days ago in CIG2015, 
Taiwan.  

The main idea is to enlarge the KL-divergence between optimal move and 
others by biasing the threshold of win/loss in MCTS algorithms.  Not 
exactly the same as dynamic komi but similar and I believe it has some 
(strong) relation.

"Enhancements in Monte Carlo Tree Search Algorithms for Biased Game 
Trees" by Takahisa Imagawa and Tomoyuki Kaneko.
http://game.c.u-tokyo.ac.jp/ja/wp-content/uploads/2015/08/ieeecig2015.pdf

Hideki

Goncalo Mendes Ferreira: <[email protected]>:
>I've been wrapping my head about dynamic komi adjustments for MCTS, 

>namely on the thesis by the Pachi creator, Petr Baudic.

>

>On value-based situational compensation the author uses the average on 

>win rates from the previous simulations to decide whether or not to 

>change the komi. But I don't see how this criteria makes sense, if we're 

>interested in finding the best play, shouldn't we be trying to have good 

>sensibility around the best plays? Trying to average the game only 

>worsens the ability of the search to differentiate the best contenders.

>

>Am I seeing this wrong? Has this been addressed before? What do other 

>engines do?

>

>- Gonçalo F.

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Hideki Kato <mailto:[email protected]>
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