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 > ______________________________**_________________ > Computer-go mailing list > [email protected] > http://dvandva.org/cgi-bin/**mailman/listinfo/computer-go<http://dvandva.org/cgi-bin/mailman/listinfo/computer-go> >
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