Hi!

On Fri, Jun 29, 2012 at 05:00:19PM -0700, Nick Sylvester wrote:
> Hi, I am a student working with Peter Drake on the Orego project this
> summer. We have recently been trying to implement dynamic komi into
> our program. We have been trying to follow the paper by Petr Baudis
> (sorry if this is misspelled) located here
> http://pasky.or.cz/go/dynkomi.pdf. In the paper he says "We have found
> that 30 is the top useful value for favorable komi; moreover, we stop
> allowing negative komi altogether when we reach 95% of the game in
> order to resign in cases when we cannot catch up anymore" (page 6).
> The footnote says "Estimation based on board fill ratio". Does this
> mean that they stop allowing negative komi once 95% of the board is
> filled up? It seems like this is very unlikely to happen, and even if
> it did you are not saving much time resigning at this point in the
> game. Can anyone give some insight as to what this "95%" means/refers
> to. I hope this has not been posted already!

  We use a heuristic that usually, about 20% of intersections are empty
at the end of the game, and estimate the length of the game we are in
based on that. When we reach 95% of this estimated length, we stop using
negative komi. Obviously, this is very far from perfect.

  Overally, I think this is a fairly fine point and any similar feature
will work. This is also just to be human friendly, in automated matches
it probably doesn't matter at all.

-- 
                                Petr "Pasky" Baudis
        Smart data structures and dumb code works a lot better
        than the other way around.  -- Eric S. Raymond
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