Woops,  yes,   I meant high handicap games.

Your scheme definitely sounds plausible to me.


On Fri, Jun 17, 2011 at 5:22 PM, Álvaro Begué <[email protected]>wrote:

> 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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