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Subject: Re: Getting GMs to play their best against computers

Author: Roy Eassa

Date: 07:48:09 03/30/02

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On March 30, 2002 at 00:52:23, Uri Blass wrote:

>On March 29, 2002 at 19:21:00, José Carlos wrote:
>
>>On March 29, 2002 at 12:41:09, Uri Blass wrote:
>>
>>>On March 29, 2002 at 12:13:41, Roy Eassa wrote:
>>>
>>>>
>>>>A theory on this topic:
>>>>
>>>>The GM should get a small fixed stipend just for playing, plus $0 for each loss,
>>>>$x for each draw as White (where x is very small and perhaps 0), $y for each
>>>>draw as Black (where y is still pretty small, but larger than x), and $z for
>>>>each win (where z is much greater than y).  Finally, a BIG bonus for winning the
>>>>match overall seems to make sense.
>>>>
>>>>That would seem to be real incentive to play his (or her) best every game.
>>>>
>>>>(Feel free to substitute pounds, Euros, whatever!)
>>>>
>>>>
>>>>Another (better?) approach is to reward only the final score.  Besides a small
>>>>fee for showing up and playing, a GM score of 25% or less is no money, 100% is
>>>>BIG money, and the payments are distributed logically between these two extremes
>>>>(but the payoff for doing well should increase faster than linearly, IMHO).
>>>
>>>If the target is to encourage the GM to do the best then I think that payoff
>>>that increase linearly is a good idea.
>>>
>>>If the payoff increase faster than linearly then the GM may take unnecessary
>>>risks.
>>>
>>>The GM may prefer a strategy that give her(him) 30% chances to win and 40%
>>>chances to lose in the game and not 10% chances to win and 10% chances to lose
>>>that is more logical.
>>>
>>>Uri
>>
>>  I disagree, because the same that you (correctly) apply to winning, applies
>>also to losing. I'll explain: let's suppose that the money increases
>>superlinearly with points. Then, for:
>>
>>0, 0.5, 1, 1.5, 2
>>
>>points the money is:
>>
>>0, 50, 150, 300, 500.
>>
>>  Now, the GM has 1 point. With a loss he gets 150, 300 for draw and 500 for
>>win. He sees he can easily draw. Your point is that he'll take innecessary risk
>>to get the 500 but he can also think "if I win the game I get 200 more but if I
>>lose I get 150 less". So he'll probably pick the draw if he thinks going for the
>>win is too risky.
>
>You may be right in that case because people hate risks and it is not clear if
>for them 150$ and 500$ with 50% probability is better than safe 300$.
>
>I still think that their gain(not in money) should be proportional to their
>result in order to convince them to do their best.
>
>Uri


Payoff should be proportional to the (GM's perceived) DIFFICULTY of the result!

There's a lot of evidence that getting a draw against a top program is a LOT
easier (five times as easy?) for a GM than getting a win.  But it scores a full
HALF as many points.  So paying proportional to the SCORE rather than the
DIFFICULTY means the relative payoff for a draw is, currently, TOO HIGH.

Analogy: When I was a student at MIT I discovered the power of partial credit.
Some homework assignments could take dozens and dozens of hours to finish
completely.  But they gave partial credit for partial answers, and I discovered
that in maybe 2 hours you could get 50% credit -- and you could then use the
saved time for other activities, including homework in those courses that did
NOT give partial credit.

It's also similar to the 80-20 rule.  80% of the result comes from 20% of the
time/effort.  To get the full result is often MANY TIMES more difficult and time
consuming than to get to the "adequate" level.  Perhaps in chess it would be the
50-10 rule: to get a score (and, if poorly set up, a dollar compensation) of 50%
requires only 10% as much effort as getting a score of 100% in a given game.

IMHO.



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