With high komi games you are starting the game from a dead lost position so
you almost HAVE to assume your opponent is stupid and take some "unsound"
risk.    Of course risk is not "unsound" if you are losing anyway.     I see
no problem with your idea but the devil is in the details.

On Fri, Jun 17, 2011 at 4:23 PM, Stefan Kaitschick <
[email protected]> wrote:

> Zen19S is an account on KGS with long time controls(20 + 30/5)*, running on
>  acluster of 6 pcs. It holds a solid 4dan rating.
> I think it's handicap openings have really improved with both black and
> white, and I think dyn. komi is a big part of this.
> But I have seen some 6 stone games as white(the highest number for rated
> games), that are quite insipid.
> Zen just lets black take 2 60 point corridors on each side, and cannot
> compensate in the center.
> I think this happens, because early in the game, when dyn. komi is high,
> Zen forsakes the option of future side invasions,
> and later, when dyn. komi is sinking, it has no recourse, because the game
> has already been decided.
> So here's my bright idea: how about modeling opponent incompetence
> directly?
> This would only work as white ofcourse. It would be hard to model a
> superior opponent. :-)
> The winrate has to be somehow brought into a meaningful range, same idea as
> with dynamic komi.
> But instead of taking dynamic komi, the move generator could deteriorate
> the opponents answers, until the winrate can make
> good and bad moves distinguishable.
>
> Stefan
>
> * 20 minutes plus five 30 second byoyomi periods
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