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Subject: Re: Elo-related question, how to rate puzzles?

Author: Roger D Davis

Date: 16:07:35 12/02/04

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On December 02, 2004 at 19:02:58, Roger D Davis wrote:

>On December 01, 2004 at 17:37:39, Andrei P wrote:
>
>>in Livshitz book "Test your chess IQ first challenge", which test human tactical
>>skills, he gives a table that shows a correlation between % solved and elo
>>strength.  To create the table, the author tested the tactics in the book on
>>humans with known elo and and then fitted the data into the table (see below).
>>
>>% solved   elo
>>100%	   2200
>>90%	   2000
>>80%	   1800
>>70%	   1600
>>60%	   1400
>>50%	   1200
>>
>>I thought that, in general, one should be able to treat puzzles like players of
>>a given strength. The stronger the puzzle,the higher its  "elo". so one gets
>>higher elo performance by solving higher rated puzzles etc. But according to
>>this table, the puzzles do not behave like human players. For example, one could
>>surmise that the average elo of the puzzles in this "tournament" is 1200 (humans
>>with 1200 elo solve 50%), so according to fide expactacy, a 1600 player should
>>score 92% against opposition of 1200, but scores only 70% in the table.
>>
>>What is the reason that relation between % solved and elo is different than for
>>human-human matches? if anybody has references to how puzzles are rated that
>>would be great.
>>
>>Thank you, Andrei
>
>Hi Andrei,
>
>I suggest you try an empirical approach. Download a bunch of Winboard engines
>with ratings established by some reputable rating list. Then, give each engine 5
>seconds, 10 seconds, 30 seconds to solve each problem. You'll have to play with
>the time a bit... For example, no engine can solve any problem at 0 seconds, and
>probably almost all engines can solve all problems at 10 hours. What you want is
>a time control at which about half the engines pass a puzzle and half fail.
>There is no reason why the time control has to be the same across all puzzles,
>but it might things simpler.
>
>If you treat puzzles as opponents for engines, then you should be able compute
>an ELO for each puzzle.
>
>Roger


When I say, "If you treat puzzles as opponents for engines, then you should be
able compute an ELO for each puzzle," what I mean is... If the engine solves the
puzzle in the allotted time, the engine wins. If the engine fails to solve the
puzzle, the puzzle wins.

Roger



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