[computer-go] A new pairing system idea for CGOS
Don Dailey
drd at mit.edu
Thu Oct 5 15:16:15 PDT 2006
Yes, simulations are good. N may need to change with the number of
active players at scheduling time.
I generally avoid pairing the same 2 consecutively, although there is no
particular need to do this.
If you do the sim, try top down, and random (choose a random player,
then a closest of N opponent.)
CGOS currently uses this basic algorithm, using the random version of
it, but I don't schedule discreet rounds so it's not so simple. This
is also a big part of the problem. (Actually, I'm not convinced there
is a big problem, but there is at least a small problem with opponents
who play too fast and monopolize the scheduling.)
- Don
On Thu, 2006-10-05 at 14:58 -0700, Christoph Birk wrote:
> On Thu, 5 Oct 2006, David Doshay wrote:
> > I fear that too much of a "top down" system will not have
> > enough mixing between levels ... but I also fear that I am
> > being too much of a critic with too few good ideas for the
> > solution.
>
> That's why 'N' should not be too big ... I will do
> some simulations.
>
> Christoph
>
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