With crazystone-like playouts, you can just put "noise" over the
possibilites. the more noise, the more random the playout is, which is
weaker. The best move in the tree is then the one that requires the
least amount of noise for the other player to reach 50% win chance if
behind, or the one that requires the most amount of noise for me if
ahead. Would that work?
Am 13.08.2009 um 16:02 schrieb Don Dailey:
This idea makes much more sense to me than adjusting komi does.
At least it's an attempt at opponent modeling, which is the actual
problem that should be addressed. Whether it will actually work
is something that could be tested.
Another similar idea is not to pass but to play some percentage of
random moves - which probably would work in programs with strong
playout strategies. Of course this would be meaningless for bots
that have weak (and already random) playout strategies.
- Don
On Thu, Aug 13, 2009 at 6:17 AM, Tapani Raiko <pra...@cis.hut.fi>
wrote:
I don't think the komi should be adjusted.
Instead:
Wouldn't random passing by black during the playouts model black
making
mistakes much more accurately? The number of random passes should be
adjusted such that the playouts are close to 50/50. Adjusting the komi
would make black play greedily, while random passing during playouts
would make black play safe (rich men don't pick fights).
Tapani Raiko
Christoph Birk wrote:
>
> I think you got it the wrong way round.
> Without dynamic komi (in high ha
> ndicap games) even trillions of simulations
> with _not_ find a move that creates a winning line, because the is
none,
> if the opponet has the same strength as you.
> WHITE has to assume that BLACK will make mistakes, otherwise there
> would be no handicap.
>
> Christoph
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--
Tapani Raiko, <tapani.ra...@tkk.fi>, +358 50 5225750
http://www.iki.fi/raiko/
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