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

Author: Roger D Davis

Date: 12:46:26 12/03/04

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On December 02, 2004 at 19:16:28, Andrei P wrote:

>On December 02, 2004 at 19:02:58, Roger D Davis wrote:
>
>>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
>
>Roger,
>I was thinking about doing something like that. It would give elo strength of a
>puzzle for the engines. I would also like to know how these puzzles do against
>humans, but I can expect to find a bunch of player I could run the puzzles
>through day in and day out.  It will be interesting to see if puzzle elo scales
>up the same way as engine playing strength. it will probably be very close
>correlation, because the engines are very tactical.
>
>I am still intrigued by the way the tactical puzzles scale up for humans.
>Andrei

Andrei,

Some of the engines play on ICC and FICS, where they face a lot of human
players. You could use those ratings as a reference point. Might be better than
using a rating list consisting only of computers.

Nothing will be absolutely accurate, of course, but it doesn't have to be
absolutely accurate to improve on the current state of affairs, in which puzzles
have no rating. Have to start somewhere and then improve.

I think it's a fascinating project.

Roger



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