>The purpose of a handicap games is to allow a 50% chance of either >contestant winning. .. Programs do not care,
Are you sure?-) I haven't got round to moving beyond a plain MC bot yet, where the effect is rather striking, but less naive bots also depend on win-rate for their move evaluations. The effect is that the bot is only "interested" in a narrow range of fairly balanced games: if it gets too far behind, or too far ahead, its play becomes fairly random. The reason being that small differences in score may not sufficiently affect the win/lose ratio to be distinguishable (it would take longer sequences of such better moves to change the win/lose outcome), so good and bad moves are getting lumped together in the evaluation. However, handicap games are rather different from non-handicap games, and bots don't care how a balance is achieved, so one might simply use numeric handicaps. Only that a large numeric handicap will have a bad effect on win-rate-based bots' evaluation abilities - the weaker bot, seeing a large numeric advantage, will play even more weakly. So one might have to phase in awareness of handicap gradually, adjusting it during the game (as the stronger bot gets ahead in the game, more of the handicap gets added to keep the evaluation and gameplay interesting). Which does sound rather complicated. But it reminds me of a suggestion I made a long time ago for human games(*), which might be easier to adopt in this context: when a player/bot is far enough ahead that even a double move by its opponent will at best catch up, the stronger player can simply pass. At the end of the game, any difference in the number of passes is counted as handicap, and recorded together with the plain score/result. It would allow stronger bots to keep weaker bots in play for longer, when the remainder of the game would otherwise be a continued sigh "oh, if its programmer had only implemented early resign..". It would also allow weaker bots and their authors to get more out of playing stronger bots (provided that authors actually study game records, not just result statistics) - instead of "that game was really lost, but my bot didn't know, so it just kept playing random moves" it would be "hmm, to make that game even close, our opponent had to pass 5 times, lets look at the pass moves and what went wrong to make them possible". Just another idea, Claus (*) the context was "teaching" games: being rather a beginner myself, and trying to interest newcomers to play the game, I never felt confident in guessing useful handicaps, let alone explaining the different play required to make use of handicap stones. Not to mention that beginner strengths are rather variable. So what I did instead was to start out evenly, then deliberately throw in less efficient moves when I thought I was getting too far ahead (an entirely new source of blundering opportunities, btw;-). This was often accompanied by trying to explain to my opponent, within the limited range of my game knowledge, why I thought that their moves weren't as efficient as mine, and what they might have tried instead to achieve their aims. The discussions were really useful and interesting (the target audience at the time being academics with incurable affinity for discussing and reasoning), but the slow-downs kept the games going for longer (also: realistic for long stretches, and highlighting opportunities for discussions in between, at the slow-down points). The approach also seemed to take the emphasize away from winning, towards learning/thinking/ having fun with exploring the game. _______________________________________________ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/