Ingo suggested something interesting - instead of changing the komi according to the move number, or some other fixed schedule, it varies according to the estimated winrate.
It also, implicitly, depends on one's guess of the ability of the opponent. An interesting test would be to take an opponent known to be weaker, offer it a handicap, and tweak the dynamic komi per Ingo's suggestion. At what handicap does the ratio balance at 50:50? Can the number of handicap stones be increased with such an adaptive algorithm? Even better, play against a stronger opponent; can one increase the win rate versus strong opponents? The usual range of computer opponents is fairly narrow. None approach high-dan levels on 19x19 boards - yet. Terry McIntyre <terrymcint...@yahoo.com> “We hang the petty thieves and appoint the great ones to public office.” -- Aesop ________________________________ From: Brian Sheppard <sheppar...@aol.com> To: computer-go@computer-go.org Sent: Wednesday, August 12, 2009 12:33:13 PM Subject: [computer-go] Dynamic komi at high handicaps >The small samples is probably the least of the problems with this. Do you >actually believe that you can play games against it and not be subjective in >your observations or how you play against it? These are computer-vs-computer games. Ingo is manually transferring moves between two computer opponents. The result does support Ingo's belief that dynamic Komi will help programs play high handicap games. Due to small sample size it isn't very strong evidence. But maybe it is enough to induce a programmer who actually plays in such games to create a more exhaustive test. _______________________________________________ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/
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