On Sun, Jul 12, 2009 at 1:22 PM, Christian Nentwich <
christian.nentw...@gmail.com> wrote:

> Don, others,
>
> are there publications about this? If people have tried it out, are
> there any threads on this list that somebody remembers where results
> are posted? I have not been able to find  any. It would be interesting
> to see.


I think I just mentioned that there is probably not much on this except in
the archive.    And even then it's probably not very well documented.

I did try this myself but I don't have any data to show what I did.    What
I remember is that it's incredibly tricky - how do you actually know when
and how much to adjust?     If the score starts getting really low or really
high, do you restart the search with a new komi?    If you restart then you
have wasted effort.

I tried 2 different thing.  One of them involved using the total points won
in some kind of hybrid approach and the other involved changing the komi
during the game.

Using JUST the total points won is a drastic weakening of the program and
it's surprising how much.   I tried factoring in a percentage of total
points won and other things.    After some time I gave up - it seemed like I
was taking something that worked well and trying to make it better by
factoring in something that sucked.     It was like trying to make it play
better by putting something in on purpose that I knew makes it play worse.


The dynamic komi adjustment, from my recollection was more promising, but
still played worse.   The only way to make this work is if you know in
advance what kind of position you really have.    If you KNOW that you can
pick off a small group without risk, then it probably would work just
fine.    But just increasing komi for no reason except that you are winning
is not good enough.   For instance if you KNOW there is a seki issue, then
you should probably do it.    But just doing it because there MIGHT be a
seki issue every 50 games that actually matters is not good enough.

You could call this a chicken and egg problem.    You can of course easily
construct positions that will illustrate how wonderful the idea is, and it
will probably work great in those positions.    Seki positions are always
given as to why this will help - but not every game has a game critical
seki.   But I'm pretty convinced you cannot generalize the idea.   You would
have to do some kind of pre-analsysis to figure out what needs to be done,
and by then you may already know what to do anyway and you have a more
convential program.

- Don



>
> Christian
>
>
>
> 2009/7/12 Don Dailey <dailey....@gmail.com>:
> >
> >
> > On Sun, Jul 12, 2009 at 8:59 AM, Benjamin Teuber <benjamin.teu...@web.de
> >
> > wrote:
> >>
> >> > You just hit the nail on the head.   Dynamic komi does not encourage a
> >> > program to overplay the position.   Since you are starting from a
> losing
> >> > position you HAVE to overplay a bit.   You have to attack when it is
> >> > futile.
> >>
> >> That depends on the komi - if you're behind by fourty points and set
> >> the virtual komi to 30, you play as if you'd be 10 behind, which would
> >> be agressive, but not kamikaze.
> >>
> >> This is exactly what people do, so I don't see your point.
> >
> > It's not up to me to prove anything.   It's up to you.
> >
> > Several of us have tried variations of this idea of dynamic komi
> adjustment,
> > which seems like a very good premise.  This SHOULD help the play.    But
> the
> > fact of the matter is that none of us (so far) has made it work.   If the
> > observations do not fit the premise, at some point we should actually
> > scrutinize the premise - even if the premise seems logical to us.
> >
> > I think the ones who still cling to this idea have not actually tried
> > implementing it.    Have you tried?    If you have, why are still talking
> > about it and not showing us something?
> >
> >
> > - Don
> >
> >
> >
> >
> >>
> >>
> >> Benjamin
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> >
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