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

Aja Huang ajahuang at gmail.com
Mon Jan 9 09:54:01 PST 2012


It’s easy to detect “secure” territory by collecting the information of 
ownership from the playouts. If Black owns a region of points in 95% of the 
playouts, for example, we can “safely” say this region is Black’s 
territory (unless the playouts are seriously biased, which is independent to 
this problem). Go is a game of territory and the objective of every move is 
to gain more territory. To cure this problem, besides winning rate we might 
have to use the information of not only “average score” but also “average 
score of certain points”.

Aja


From: Stefan Kaitschick
Sent: Monday, January 09, 2012 4:38 AM
To: computer-go at dvandva.org
Subject: Re: [Computer-go] replacing dynamic komi with a scoring function

By the way, are we sure it is underestimation of the edges and corners ? 
Rather than overestimation of the centre ?


  I know those are equivalent for play itself, but the answer suggests
  different tries for solution. In the first case, we want to make the bot
  more aware that he will keep its edge territory. In the second, we want
  to make it understand that inways made be made in its beautiful centre.

  Jonas


I think they overestimate both the corners and the center, but they 
overestimate the corners less. :-)
They will often force from the outside, even when an invasion is relatively 
simple and the outside forcing stones aren't worth much. I can only call 
that overestimating corner safety.
But at the same time, the center is given even greater priority, because the 
playouts so often come back with a kill of would be invaders.
Crazy Stone seems to be ahead of the other bots in this.
My guess is that it's using simulation balancing in the playouts to 
purposely degrade attacking moves.
Ajas' idea of biasing towards secure territory is a typical strong players 
idea. But what does "secure" mean?
Maybe the idea Ingo brought up, to naively give corner and edge territory a 
higher weight in the early stages of the game, is more promising. It feels 
like a crutch, but when you have broken leg, a crutch is great.

Stefan





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