[Computer-go] Could a 'doubling dice'** encourage early resignation by programs?

Don Dailey dailey.don at gmail.com
Fri Jan 28 05:49:10 PST 2011


Is the issue adding this extra element of gambling or just try to find a way
to encourage earlier resignation?

I have no problem with playing the game out,  but surely there are better
ways to encourage early resignation if that is the goal.

One way it do use resignation as a tie break rule.   If you resign,  the
move number is noted and you get tie break points based on how early you
resign!    Of course that is not part of the real score.      I don't really
like that though,  because you get a bonus for losing early!

Don



On Fri, Jan 28, 2011 at 1:12 AM, Petri Pitkanen
<petri.t.pitkanen at gmail.com>wrote:

>
>
> 2011/1/28 Álvaro Begué <alvaro.begue at gmail.com>
>
>> On Thu, Jan 27, 2011 at 4:12 PM, Don Dailey <dailey.don at gmail.com> wrote:
>>
>> I don't understand your objection, Don. The side that is winning will
>> at some point determine that the probability of winning the game is
>> large enough (say, more than 80%) and it will propose doubling. At
>> that point the losing side can resign and lose 1 point; resigning
>> later (after accepting the doubling) costs 2 points.
>>
>> Álvaro.
>> _______________________________________________
>>
>
> Well I have an objection. Example you gave person offering the double
> already made a mistake. If one starts working with the cube, then it is
> needs to be done well. Optimal doubling point is when chance of winning is
> exactly 75%, then for the opponent it is indifferent whether he accept of
> rejects. And erring in direction doubling too late is far more serious than
> doubling too eraly. Also erring to direction of resigning instead of playing
> is usually far bigger mistake. So if a winds of war will make situation
> clear after next encounter, then the correct moment to double just before
> it. 55% chance of winning maybe enough in some cases,depends of how likely
> is the re-double. Term used used for this is volatility. Bigger the
> volatility smaller is the edge ususally required to double.
>
> And if there is no re-double 50%+epsilon is good enough to double and
> optimal is still as close to 75% you can get.
>
> So why we would introduce new set of skills to bve programmed into a game
> where it makes no sense? And when done optimally it will not shorten the
> games too often as correctly offered double should be accepted.
>
> Petri
>
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