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RE: [pbmserv-dev] komi (was: Series of Cathedral Games )
I think that we should implement a simple komi and eventually settle on a
"default" (this could be a project of the cathedral enthusiasts). As far as
swapping, that is already taken care of by the fact that if I don't like the
komi being proposed I don't have to accept the challenge! I can also
imagine that it would be useful to propose games with people who are
starting to learn the game.
I am afraid that however well-intentioned, more elaborate devices will
snowball in complexity as all the various consequences get worked out.
Lyman
-----Original Message-----
From: Scott Huddleston [mailto:scotth@ichips.intel.com]
Sent: Wednesday, May 15, 2002 2:55 PM
To: pbmserv-dev@gamerz.net
Subject: [pbmserv-dev] komi (was: Series of Cathedral Games )
Perhaps a simpler idea (for pbmserv implementation) than trying to
pair games for scoring purposes is to use a komi (handicap), and
rate win/loss for individual games using the komi.
I doubt an appropriate constant komi for Cathedral is known yet.
But if you combine a per-game komi and the swap option, players
will converge to a mutually acceptable komi very quickly. To do
this on pbmserv would require:
a). the ability to play with a komi (easily addable to pbmserv games,
even thought it's a new concept here),
b). specifying the komi with the challenge (side question is default
komi value, 0 or otherwise), and
c). swapping (1 move equalization easiest, N-move equalization or
other variants also possible).
Best,
- Scott
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