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.

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