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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