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Subject: Re: Rating in ICC is meaningless and here is an example

Author: Robert Hyatt

Date: 10:00:32 01/15/03

Go up one level in this thread


On January 15, 2003 at 12:20:14, Uri Blass wrote:

>On January 15, 2003 at 11:51:53, Robert Hyatt wrote:
>
>>On January 15, 2003 at 11:09:32, Miguel A. Ballicora wrote:
>>
>>>On January 14, 2003 at 20:47:46, Robert Hyatt wrote:
>>>
>>>>On January 14, 2003 at 19:47:21, Uri Blass wrote:
>>>
>>>[snip]
>>>
>>>>>I do not suggest exactly how to do it and it seems that the problem does not
>>>>>interest the ICC.
>>>>
>>>>
>>>>ICC is not interested.  FIDE is not interested.  USCF is not interested. In
>>>>fact, _no_ chess federation I know of does the initial rating differently than
>>>>what is done today.
>>>
>>>
>>>I told you already, FIDE does not do it in the same way.
>>
>>Have they changed this recently?  My last official rules from FIDE used
>>the _same_ "provisional rating" formula that everyone else uses.  The
>>classic win+400 + draw + lose-400 / N formula that ICC uses.
>>
>>So I guess I don't understand what you mean, assuming they _have_ changed
>>the way that they calculate _initial_ ratings.
>>
>>
>>>
>>>
>>>>You are taking a rating as an absolute value.  It is _not_.  It is an
>>>>estimate of how you would do against the group (pool) of players you compete
>>>>in.  The current TPR approach is _exact_ in that regard.  Even if it has
>>>>nothing to do with how you would do against other players.  I have _yet_ to
>>>>see anyone suggest an alternative.  Just complaints about how it is done now.
>>>>
>>>>Without suggestions on a better way, complaints are not very useful...
>>>>
>>>>"I don't like that, fix it" is _not_ going to produce changes.
>>>
>>>
>>>Please read my other message. First, you posted "I am waiting a real
>>>suggestion". I did (in two messages), you ignored them. Uri mention another
>>>possibility.
>>>
>>>
>>>>>If ICC cares about creating a better rating system
>>>>>They can give give 10000$ for the people who find the best rating system.
>>>>
>>>>I believe Elo did that a _long_ time back.  It has certainly stood the
>>>>"test of time".
>>>
>>>The theory yes, but the implementation is far from perfect and many people
>>>suggested improvements, including Glickman and K. Thompson.
>>
>>You realize why the glickman system was developed?  The Elo system had
>>some basic assumptions, one of which was that active players might play one
>>event per month.  That means their rating should change more quickly than
>>what is happening today where on a chess server, a person can play 20 games
>>in a single day.  The Glickman formula slows your rating change as you play
>>more games over a short period of time.  IE on ICC Crafty's rating can change
>>+/-200 in a single afternoon as a loss to a player rated 300-400 points lower
>>will cost it 32 rating points in one game.  In the glicko system, that 32 points
>>would be more like 1-2 points if it had been playing lots of games every day.
>>
>>Elo wasn't wrong.  But his assumptions are not always reasonable in a
>>world connected via the internet.  But for _either_ rating system, the
>>initial rating is calculated the same way because no better way has been
>>found.
>>
>>
>>
>>>
>>>>>It seems that they do not care so they will not do it.
>>>>>
>>>>>I have also definition that we can compare based on it different rating systems.
>>>>>A rating system should give the expected result in every game.
>>>>>It is easy to use the sum of squares to find the practical error and the rating
>>>>>system that gives the smallest error is the most logical rating to choose.
>>>>>
>>>>>Uri
>>>>
>>>>Can you spell "Elo"???
>>>
>>>This is rather insulting. You are dealing with Uri and me like we are two
>>>schoolboys and you are not more qualified than any of us in this matter. I do
>>>not mind it if it comes with some content, but you are not even reading the
>>>messages. Uri pointed out a problem and you come with the
>>>"'I don't like that, fix it' is _not_ going to produce changes."
>>>What? it is not possible to post anymore something about something that you do
>>>not like? Before you find a solution, you have to identify a problem and discuss
>>>about it. Not to mention, suggestions were provided.
>>>
>>>Miguel
>>
>>
>>It wasn't intended to be insulting.  It was intended to point out that
>>what you are talking about is _exactly_ what the Elo system was designed to
>>do.
>>
>>Neither of you have produced any _reasonable_ approach to initially compute
>>a players rating.  That seems to be all that is in debate here, as once the
>>provisional period is up, the Elo system seems to be accepted by all, even
>>with the minor "flaw" in the assumption of what K should be.  But for the
>>provisional period I have seen _no_ suggestion that makes any sense yet.  I
>>have asked you in another post to simply make a precise formulation of an
>>algorithm that you think is better.  I can then show you why it is not better
>>the current simple TPR average that everyone I can find is using, FIDE
>>included according to a web search a few minutes ago.
>
>Here is a simple algorithm that is better and I think it was suggested by
>migual.
>
>1)If the player has only wins or only losses do not give the player rating.

Bad idea.  Strong player at a university could win every tournament game
he plays there.  He gets _no_ rating???


>2)If the player has not only wins or only losses decide  to do the following
>steps(note that this is not the fastest way but I care only to make the way
>clear and not to do it fast).
>
>a)Guess a rating that for the player based on results
>b)calculate for every game the expected result based on the rating(the elo gives
>expected result for every difference of rating)
>c)You will find that the result is too low or too high
>d)if the result is too high reduce the rating by 1/2 and repeat the process
>until you find that the rating is too low.
>e)if the rating is too low increase the rating by 1/2 and repeat the process
>until you find that the rating is too high.
>f)You will get 2 numbers with difference 1/2 and the rating is between them


and you will get a number that is _very_ close to the TPR number if you measure
it over 20 games.  That is the point..



>
>Uri



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