Re: [computer-go] Dynamic Komi's basics

2010-02-12 Thread Hiroshi Yamashita
You mean adjusting komi after each simulation or after each move? (I think the former?) Yes, each simulation, like this, play w e5 genmove b AdjustingKomi(latest_komi); move = getBestMoveUCT(); latest_komi = CalculateAdjustingKomi(); =c3 play w d4 genmove b AdjustingKomi(latest_komi); mov

Re: [computer-go] Dynamic Komi's basics

2010-02-12 Thread Petr Baudis
On Thu, Feb 11, 2010 at 11:24:25PM +0900, Hiroshi Yamashita wrote: > I also get a bit good result to change komi inside. > My code is like this. Interesting, thank you! I already started experimenting with something quite similar this week too (no commit pushed out in pachi codebase yet), I call t

Re: [computer-go] Dynamic Komi's basics

2010-02-11 Thread Robert Jasiek
Jean-loup Gailly wrote: m is my definition of the value of the first move. Willemien wrote: in 7x7 go under perfect play and without komi black wins by 9 points. if Black passes on the first move then under the same perfect play white wins with 9 points (again without komi) Does that mean th

Re: [computer-go] Dynamic Komi's basics

2010-02-11 Thread Darren Cook
> All this discussion made me think - has anyone tried to adjust the komi > between the simulations. Run (say) 10% of the simulations you expect to run > for a move, and see how many of the moves ended in a win. If there are many > moves, adjust the komi to make winning harder. If there no moves at

Re: [computer-go] Dynamic Komi's basics

2010-02-11 Thread Willemien
Lets make it al a bit more practical in 7x7 go under perfect play and without komi black wins by 9 points. if Black passes on the first move then under the same perfect play white wins with 9 points (again without komi) Does that mean that the value of the first move is 18 points? 2010/2/11 J

Re: [computer-go] Dynamic Komi's basics

2010-02-11 Thread Jean-loup Gailly
> Yours is not a proof because what follows is not just a single move > of value x but a game tree of moves of various sizes, So let me try to be more precise. Assume a 19x19 no-handicap game played by perfect players with New Zealand rules with komi k. k is chosen as the largest value N+0.5 (wit

RE: [computer-go] Dynamic Komi's basics

2010-02-11 Thread David Fotland
go.org [mailto:computer-go- > boun...@computer-go.org] On Behalf Of Petr Baudis > Sent: Thursday, February 11, 2010 4:52 AM > To: computer-go > Subject: Re: [computer-go] Dynamic Komi's basics > > Hi! > > I forgot two important points: > > On Thu, Feb 11, 20

Re: [computer-go] Dynamic Komi's basics

2010-02-11 Thread Robert Jasiek
Jean-loup Gailly wrote: I would write the proof as follows. Assume x is the value of one move Yours is not a proof because what follows is not just a single move of value x but a game tree of moves of various sizes, which need not even decrease constantly. Many years ago, Barry Phease was a

Re: [computer-go] Dynamic Komi's basics

2010-02-11 Thread Erik van der Werf
2010/2/11 Jean-loup Gailly > A move early in the game is worth about 14 points, not 7.5. > While this may be true for professional-level play, the value of the first move for balancing Monte-Carlo playouts towards a 50% win rate should be expected to be lower. Erik _

Re: Réf. : Re: [computer-go] Dynamic Komi's basics

2010-02-11 Thread Alain Baeckeroot
Le 11/02/2010 à 16:27, Le Hir Matthieu a écrit : > In other words, pachi's dynamic komi should be twice as high as it is ? > Currently, on first move - at 9 handi - pachi has an advantage of about 66 > points thanks to his komi. It should be about 130? How would that affect his > play ? More second

Re: Réf. : Re: [computer-go] Dynamic Komi's basics

2010-02-11 Thread Jean-loup Gailly
u > > > > *---Message original---* > > *De :* Jean-loup Gailly > *Date :* 11/02/2010 16:00:33 > *A :* computer-go > *Sujet :* Re: [computer-go] Dynamic Komi's basics > > > Pachi uses 7.5 points per handicap stone > > Pachi is wrong. See

Re: [computer-go] Dynamic Komi's basics

2010-02-11 Thread Jean-loup Gailly
> Pachi uses 7.5 points per handicap stone Pachi is wrong. See the first paragraph of "There is a relationship" in http://senseis.xmp.net/?Komi/valueOfFirstMove The rest of the page is quite confusing but but the value of one move at the beginning of a game is definitely twice the komi. A move ear

Re: [computer-go] Dynamic Komi's basics

2010-02-11 Thread Hiroshi Yamashita
of handicap games. Hiroshi Yamashita - Original Message - From: "Petr Baudis" To: "computer-go" Sent: Thursday, February 11, 2010 9:51 PM Subject: Re: [computer-go] Dynamic Komi's basics Hi! I forgot two important points: On Thu, Feb 11, 2010 at 01:06:

Re: [computer-go] Dynamic Komi's basics

2010-02-11 Thread Heikki Levanto
On Thu, Feb 11, 2010 at 01:06:34PM +0100, Petr Baudis wrote: > extra_komi = 7.5 * handicap_stones_count > Then it is linearly decreased until it hits 0 at move 200. All this discussion made me think - has anyone tried to adjust the komi between the simulations. Run (say) 10% of the simulations you

Re: [computer-go] Dynamic Komi's basics

2010-02-11 Thread Petr Baudis
Hi! I forgot two important points: On Thu, Feb 11, 2010 at 01:06:34PM +0100, Petr Baudis wrote: > > On the other hand, 9 handicaps are supposedly giving an advantage of 90 to > > 120 points, so my natural thought would be that the bot would give itself at > > least a negative komi of that man

Re: [computer-go] Dynamic Komi's basics

2010-02-11 Thread Willemien
The basic i think of Dynamic komi in my opinion is the following. The bot must be able to distinguish good from bad moves (this doesn't need much explanation i guess) and a bot '' by implementation" thinks that the opponent is as good as he is. (in most algorithms he is playing against himself) T

Re: [computer-go] Dynamic Komi's basics

2010-02-11 Thread Petr Baudis
Hi! On Thu, Feb 11, 2010 at 10:32:49AM +0100, Le Hir Matthieu wrote: > First, I'm wondering how komi is determined when a dynamic system is used : > > * According to this page : http://senseis.xmp.net/?Komi%2FvalueOfFirstMove > the value of komi at first move is half the points the black move is

Re: [computer-go] Dynamic Komi's basics

2010-02-11 Thread Alain Baeckeroot
Hi Le 11/02/2010 à 10:32, Le Hir Matthieu a écrit : > Hi, > > > From what I think I understood, dynamic komi is supposed to try to keep the > game more even. The dynamic komi is a bias in the evaluation in order to "inform" the bot that the game is balanced, and prevent it beeing "blinded" by

Re: [computer-go] Dynamic Komi's basics

2010-02-11 Thread Robert Jasiek
Le Hir Matthieu wrote: First, I'm wondering how komi is determined when a dynamic system is > used Either use komi bidding or determine a new (or the same) komi value for every next game. For the latter, the basic idea is to observe for which komi the winning rates were above / below 50%. You

Re: [computer-go] Dynamic Komi's basics

2010-02-11 Thread Erik van der Werf
try: (handicap - 0.5) x 14 Erik 2010/2/11 Le Hir Matthieu >Hi, > > > I have a few questions concerning dynamic komi, I am not a programmer > though and will try my best to be understandable. > > First, I'm wondering how komi is determined when a dynamic system is used : > > * According to