I never used dynamic komi for 9x9 so I do not how stable my code is.
But perhaps simply using increments of 0.5 rather than 1.0 when the
dynamic komi changes will be good enough it would also even make
dynamic komi in games with non integer komi more smooth.
Quoting Darren Cook <[email protected]>:
I did not want to spend a lot of time changing Valkyria completely for
integer komi ... The hack is that every time a jigo occurs in a playout I
randomize which player should win
Given that you use dynamic komi, how about this alternative hack: treat
jigo as a win for one player, and rely on dynamic komi to shift it
around such that if there is a win (rather than a draw) for the player
to move it will be discovered.
Darren
--
Darren Cook, Software Researcher/Developer
http://dcook.org/work/ (About me and my work)
http://dcook.org/blogs.html (My blogs and articles)
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