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

Author: Robert Hyatt

Date: 18:48:44 01/15/03

Go up one level in this thread


On January 15, 2003 at 16:43:16, Uri Blass wrote:

>On January 15, 2003 at 13:00:32, Robert Hyatt wrote:
>
>>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???
>
>no rating means that we do not know the rating and not that the player is weak.
>
>I agree that no information is not a good idea.
>I suggest that the player will get information but the information will include
>only lower bound for rating.
>
>lower bound can be calculated by reducing 1/2 point from the result and
>calculating 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..
>
>The number that I get cannot be reduced by winning.
>The order of games is not important.

And that is a problem for estimating a rating.  I beat a 2000 player.

I then beat 10 1000 players.  My rating can't drop below what I got for
beating that 2000 player?  That's not reasonable.  My rating _could_ be
based on a simple lucky game?



>
>Note that my opinion is that this is not the best idea because I think that the
>order of games should be important because players may learn and improve from
>playing so the last games should be more important.

I disagree if the games are played in a single event.  If 1/2 are played
this year, 1/2 next year, then I do agree with you.  But over a single
event, a player's strength is not going to change significantly.



>
>I do not know how much more important but they should be more important.
>It is espacially the case when computers are involved and there may be an
>upgrade in the hardware or the software.

Same thing happens with humans.  Someone explains "distant majority" and
"distant passed pawns" and that player's endgame suddenly takes a jump
up.

>
>Uri
>
>Uri



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