Don, I assume you mean "with high handicap games...". The problem is
that dynamic komi assumes there will be points to be gained later in
the game, and the program might be happy to get into a situation where
the opponent has a lot of safe territory, and then there are no
opportunities to recover from that.

We could do something different for handicap games: When it's the
weaker player's turn, instead of using the heavy playout policy all
the time, revert to the light playout policy (random except for not
playing in eyeish points) with some probability p. This way the
program will be happy to leave areas of the board undecided, with the
hope that the weaker player won't know exactly how to defend them. The
probability p of picking from the light playout policy can be adjusted
dynamically as well. I am pretty sure I didn't come up with this, so
perhaps someone has tried it and can tell me why it doesn't work. :)

Álvaro.


On Fri, Jun 17, 2011 at 4:37 PM, Don Dailey <[email protected]> wrote:
> 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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