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