[computer-go] Fw: Compensation for handicap plays?
Aloril
aloril at iki.fi
Wed Dec 27 22:42:49 PST 2006
On Wed, 2006-12-27 at 19:16 -0500, Don Dailey wrote:
> This is a mess. I'll need to make a decision soon as I'm already
> testing the 19x19 server - getting some baseline data so that I
> can then estimate the proper handicap assignments.
>
> I don't know if this will be an issue for many programs, but the
> Monte Carlo programs will have to figure it correctly or they will
> suffer.
>
> Personally, I like the simple SST/New Zealand approach - no special
> compensation. It's more of a WYSIWYG approach.
>
> Magnus suggests using compensation to make it more KGS compatible.
>
> But we are not trying to keep the handicap traditional, we are actually
> going to let the games and the results determine handicap and use
> ELO. So there is no argument for keeping it Japanese compatible.
>
> I'll take a final poll - speak now or forever hold your peace!
>
> Should we:
>
> 1. Give white N-1 stones at end of game. (where N = handicap)
> 2. Give white N stones at end of game. (N = handicap)
> 3. Give white N stones except handicap 1 case.
> 4. Not worry about giving white anything but the appropriate
> handicap stones.
>
> Option 4 seems a lot cleaner and is WYSIWYG at end of game along
> witPlacing 2 handicap stones for playerW and playerB:
Options 1 and 2 using standard handicap gtp commands would subtly break
KGS compatibility which I think is bad idea. I vote against that.
I see 3 different options from "coding bot viewpoint".
(named as 4a, 4b and 3)
Option 4a
---------
Place handicap stones by genmove/play commands including pass move for
white. No extra handicap compensation.
Handicap 2 example:
playerB: genmove black
playerW: play black [result of above genmove]
playerW: play white PASS
playerB: play white PASS
playerB: genmove black
playerW: play black [result of above genmove]
playerW: genmove white
playerB: play white [result of above genmove]
playerB: genmove black
... continued as normally.
Good points:
Simple and possibly no changes in clients needed (including
cgosGtp.tcl).
Colors alternate as some clients might except them to do.
Bad point:
Breaks 2 passes ends game paradigm.
Example: black sees white passed and "if I pass now game ends as win for
me" and decides to pass too.
Option 4b
---------
Place handicap stones by genmove/play commands but no pass moves for
white. No extra handicap compensation.
Handicap 2 example:
playerB: genmove black
playerW: play black [result of above genmove]
playerB: genmove black
playerW: play black [result of above genmove]
playerW: genmove white
playerB: play white [result of above genmove]
playerB: genmove black
... continued as normally.
Good point:
Simple and possibly no changes in clients needed (including
cgosGtp.tcl).
Keeps 2 passes ends game paradigm.
Bad point:
Some clients might assume consecutive moves alternate colors.
Option 3
--------
Use gtp standard place_free_handicap and set_free_handicap when handicap
is 2 or bigger and use same handicap compensation as KGS uses under
chinese rules. I think its option 3 "Give white N stones except handicap
1 case."
Good point:
Standard way to place handicaps and client knows its handicap placement
and not normal genmove.
Bad points:
Needs support for those in clients and cgosGtp.tcl
Need to clearly define/state handicap compensation possibly outside gtp
protocol.
More complex.
My vote is for option 4b.
I think breaking alternate coloring of moves is less worse than breaking
2 passes ends game and its more simple than option 3.
--
Aloril <aloril at iki.fi>
More information about the computer-go
mailing list