[Computer-go] replacing dynamic komi with a scoring function

Stefan Kaitschick stefan.kaitschick at hamburg.de
Mon Jan 9 05:46:55 PST 2012


On Mon, Jan 9, 2012 at 2:01 PM, terry mcintyre <terrymcintyre at yahoo.com>wrote:

> Just kicking out an idea: when you offer a handicap to a player, the
> presumption is that he or she or it is significantly weaker than yourself.
>
> Can that weakness be modeled in the playouts? A 5d player tends to know
> subtle things about shape and joseki which a 1d player does not; tends to
> read a little more deeply and accurately. Can a playout engine be tuned to
> represent a generic 1d player?
>
> Can such tuning be dynamically changed as the game progresses and more
> information is obtained about both the player and the game itself?
>

Modeling a weaker player is not so easy, because you only have the move
generator to meddle with.
It might be possible to do something along the lines of simulation
balancing.
Take a specific handicap opening position and meddle with blacks move
generator until the winrate is 50% - voila.
So in the end there would be different move generator rules for every
handicap level.
It would also be possible to switch between them, if the  bot is catching
up faster or slower than needed.
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