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| Tags: function, ockham, rating |
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Wlodzimierz Holsztynski
The Ockham rating function ===================== Index: 1. Introduction 2. Success function sc(a A B) 3. The game's relevance factor; the rating function 4. The simplest relevance factor 5. The strength quotient factor 6. The activity factor 7. SUMMARY The Ockham rating function is the crucial component of my Ockham rating system. This function applies for two-party games (like chess, weiqi, tennis, soccer, ...). Each party has a rating before the game. Their rating after the game will depend on the result of the game and on their ratings just before the game, and to some extent also on other factors like the difference of playing strength and activity of the two partners (opponents :-). (I'll address the issue of the parallel games, as in the correspondence chess, elsewhere). I assume that the result of each game is a real number a \in [0;1], i.e. non-negative and not greater than 1. This is meant to be the result of the first player; then the result of the second player is b := 1 - a. I will describe certain multiplicative rating functions. For such functions each player's rating is always a positive real number (which may change after each game). Multiplicative rating has the following property: Let A B be the ratings of two players just before their long match. If the running average score a_n (and b_n := 1 - a_n) oscillates around a (resp. b := 1-a) then the ratings of the players will oscillate near the values: Aoo := a*(A+B) and Boo := b*(A+B) respectively. We see that the ultimate ratings A:=Aoo B:=Boo will be proportional to the average scores a b: A/B = a/b (Certain oscillation is due to the discrete nature of the problem; the rating should reflect the temporary state of affairs and not an infinite time interval). Let me now introduce the auxiliary notion of success and relevance, followed by the rating formula. 2. Success function sc(a A B) ======================= I define the success function of the first player in a game as: sc(a A B) := a*B - b*A where A B are the ratings of the players before the game, and a b are the scores of the players, where b := 1-a, i.e. a+b=1 (remember that a \in [0;1], hence b \in [0;1]). The success of the second player is: sc(b B A) = b*A - a*B = -sc(a A B) The success of the first player is positive, zero or negative according to the inequalities: a/b A/B == sc(a A B) 0 a/b = A/B == sc(a A B) = 0 a/b A/B == sc(a A B) 0 3. The game's relevance factor; the rating function ======================================= For a game between two players of similar skill and activity the relevance factor is about maximal p, allowed for the given list. In general, the relevance factor is a positive number, never exceeding p, where the list constant parameter p is less 1. In general, the relevance of a game may depend on the two players X Y (not just on their ratings but on other factors as well), and on the time of the game: rev(game) = function(X Y date) The new ratings A' B' of two players, rated A B before the game, are A' = A + rev(game) * sc(a A B) B' = B + rev(game) * sc(b A B) where a b are the game scores of the two players, hence a + b = 1. It follows that the sum of their ratings is preserved: *************** A' + B' = A+B *************** The higher the relevance factor the higher the impact of the game on the two partners' rating. 4. The simplest relevance factor ========================= For an amateur rating list the relevance factor may be simply a constant like p=1/8. When p is high (1/8 is perhaps high) then ratings are sensitive to the temporary fluctuations of the player's strength. If p is low then ratings are more stable. 5. The strength quotient factor ======================= Even for amateur lists one may introduce the strength quotient factor as, for instance, the cubical root of the quotient of ratings: q(A B) := (min(A B) / max(A B)) ^ (1/3) where A B are the two players' ratings (before their game). Thus a more sophisticated rating function will have rev := p*q(A B). Thus a game between players who in an 18-game match are expected to end with a score 16:2 the quotient factor would be 1/2, and it would make the impact of the game two times smaller than if it were played between equal partners. Remark: q(A B) = q(B A) 6. The activity factor =============== It is also important to take into account how active the two players are. Thus let me introduce a player activity coefficient pA(X date) of a player X at a given moment: let g1 and g2 be the number of the games rated for the given list, played by player X during the year and 2 years respectively, before the given moment "date"; then: pA(X date) := min(12 g1) * min(20 g2) / 240 Now the activity relevance of a game between players X Y at time "date" can be defined as: act(X Y date) := max(1/100, 1 - |pa(X date) - pA(Y date)|) Then the relevance factor may be defined as: rev(X Y date) := p * q(A B) * act(X Y date) Observe that act(X Y date) = act(Y X date), hence rev(X Y date) = rev(Y X date) 7. SUMMARY =========== The Ockham rating function is a part of the Ockham rating system, which can and should be the vital componet of the organized professional chess world. After each game rated for a given list between two players X Y rated A B, the new ratings A' B' of the players X Y are given by: A' = A + rev(game) * sc(a A B) B' = B + rev(game) * sc(b A B) where sc(A B) is the result of the game, and rev(game) := rev(X Y date) is the relevance factor of the game. It is a multiplicative rating function. The rating list will have a constant average of rating equal always to 1000. For psychological reasons the additive translation of the multiplicative rating will be provided. It is obtained by the formula ar(X) := log(mR(X)) + 1000 - log(1000) where aR(X) mR(X) are respectively the additive and the multiplicative rating of player X. The relevance factor will emphasize the games between the players who are in a similar situation (whose rating is similar, and their activity). Each new member of any Ockham rating list will start with rating equal 1000. The combination of the class rating lists + relevance factor + equal entry solves the problem of accepting new rated players on a list. ******* Wlod (Wlodzimierz Holsztynski) PS. I'll write about the predictive properties of the Ockham rating function separately (including a precise meaning of constant p; see the above sections about the relevance). |
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Dear Wlod, I take the liberty of cross posting this to chess misc since i'm
not sure all ratings afficionados and mathematicals fellows or even Englishmen read chess.politics. Thank you for making this beginning to the subject. For myself I would like to see 2 things happen:- 1) you example a series of games played among a group of players rated every 100 points between 1500 and 2000, and 2) i was intrigued by the back-of-envelop British system of yore, and should like to see a comparison of that system with this [since, at least, in that system you could calculate your own resulting rating on-the-fly.] Phil Innes "Wlodzimierz Holsztynski (wlod)" wrote in message oups.com... Wlodzimierz Holsztynski The Ockham rating function ===================== Index: 1. Introduction 2. Success function sc(a A B) 3. The game's relevance factor; the rating function 4. The simplest relevance factor 5. The strength quotient factor 6. The activity factor 7. SUMMARY The Ockham rating function is the crucial component of my Ockham rating system. This function applies for two-party games (like chess, weiqi, tennis, soccer, ...). Each party has a rating before the game. Their rating after the game will depend on the result of the game and on their ratings just before the game, and to some extent also on other factors like the difference of playing strength and activity of the two partners (opponents :-). (I'll address the issue of the parallel games, as in the correspondence chess, elsewhere). I assume that the result of each game is a real number a \in [0;1], i.e. non-negative and not greater than 1. This is meant to be the result of the first player; then the result of the second player is b := 1 - a. I will describe certain multiplicative rating functions. For such functions each player's rating is always a positive real number (which may change after each game). Multiplicative rating has the following property: Let A B be the ratings of two players just before their long match. If the running average score a_n (and b_n := 1 - a_n) oscillates around a (resp. b := 1-a) then the ratings of the players will oscillate near the values: Aoo := a*(A+B) and Boo := b*(A+B) respectively. We see that the ultimate ratings A:=Aoo B:=Boo will be proportional to the average scores a b: A/B = a/b (Certain oscillation is due to the discrete nature of the problem; the rating should reflect the temporary state of affairs and not an infinite time interval). Let me now introduce the auxiliary notion of success and relevance, followed by the rating formula. 2. Success function sc(a A B) ======================= I define the success function of the first player in a game as: sc(a A B) := a*B - b*A where A B are the ratings of the players before the game, and a b are the scores of the players, where b := 1-a, i.e. a+b=1 (remember that a \in [0;1], hence b \in [0;1]). The success of the second player is: sc(b B A) = b*A - a*B = -sc(a A B) The success of the first player is positive, zero or negative according to the inequalities: a/b A/B == sc(a A B) 0 a/b = A/B == sc(a A B) = 0 a/b A/B == sc(a A B) 0 3. The game's relevance factor; the rating function ======================================= For a game between two players of similar skill and activity the relevance factor is about maximal p, allowed for the given list. In general, the relevance factor is a positive number, never exceeding p, where the list constant parameter p is less 1. In general, the relevance of a game may depend on the two players X Y (not just on their ratings but on other factors as well), and on the time of the game: rev(game) = function(X Y date) The new ratings A' B' of two players, rated A B before the game, are A' = A + rev(game) * sc(a A B) B' = B + rev(game) * sc(b A B) where a b are the game scores of the two players, hence a + b = 1. It follows that the sum of their ratings is preserved: *************** A' + B' = A+B *************** The higher the relevance factor the higher the impact of the game on the two partners' rating. 4. The simplest relevance factor ========================= For an amateur rating list the relevance factor may be simply a constant like p=1/8. When p is high (1/8 is perhaps high) then ratings are sensitive to the temporary fluctuations of the player's strength. If p is low then ratings are more stable. 5. The strength quotient factor ======================= Even for amateur lists one may introduce the strength quotient factor as, for instance, the cubical root of the quotient of ratings: q(A B) := (min(A B) / max(A B)) ^ (1/3) where A B are the two players' ratings (before their game). Thus a more sophisticated rating function will have rev := p*q(A B). Thus a game between players who in an 18-game match are expected to end with a score 16:2 the quotient factor would be 1/2, and it would make the impact of the game two times smaller than if it were played between equal partners. Remark: q(A B) = q(B A) 6. The activity factor =============== It is also important to take into account how active the two players are. Thus let me introduce a player activity coefficient pA(X date) of a player X at a given moment: let g1 and g2 be the number of the games rated for the given list, played by player X during the year and 2 years respectively, before the given moment "date"; then: pA(X date) := min(12 g1) * min(20 g2) / 240 Now the activity relevance of a game between players X Y at time "date" can be defined as: act(X Y date) := max(1/100, 1 - |pa(X date) - pA(Y date)|) Then the relevance factor may be defined as: rev(X Y date) := p * q(A B) * act(X Y date) Observe that act(X Y date) = act(Y X date), hence rev(X Y date) = rev(Y X date) 7. SUMMARY =========== The Ockham rating function is a part of the Ockham rating system, which can and should be the vital componet of the organized professional chess world. After each game rated for a given list between two players X Y rated A B, the new ratings A' B' of the players X Y are given by: A' = A + rev(game) * sc(a A B) B' = B + rev(game) * sc(b A B) where sc(A B) is the result of the game, and rev(game) := rev(X Y date) is the relevance factor of the game. It is a multiplicative rating function. The rating list will have a constant average of rating equal always to 1000. For psychological reasons the additive translation of the multiplicative rating will be provided. It is obtained by the formula ar(X) := log(mR(X)) + 1000 - log(1000) where aR(X) mR(X) are respectively the additive and the multiplicative rating of player X. The relevance factor will emphasize the games between the players who are in a similar situation (whose rating is similar, and their activity). Each new member of any Ockham rating list will start with rating equal 1000. The combination of the class rating lists + relevance factor + equal entry solves the problem of accepting new rated players on a list. ******* Wlod (Wlodzimierz Holsztynski) PS. I'll write about the predictive properties of the Ockham rating function separately (including a precise meaning of constant p; see the above sections about the relevance). |
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Wlodzimierz Holsztynski (wlod) wrote:
For psychological reasons the additive translation of the multiplicative rating will be provided. It is obtained by the formula ar(X) := log(mR(X)) + 1000 - log(1000) where aR(X) mR(X) are respectively the additive and the multiplicative rating of player X. I forgot a scaling coefficient. The following formula will work psychologically better: ar(X) := 1000 + 200*(log(mR(X)) - log(1000)) except that more players would end up with a negative rating :-) It'd happen to players whose multiplicative Ockham rating would go below 1000^(1/5) .=. 3.981... Such players would be losing to the average players a bit worse than 250:1. *** regards, Wlod |
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#4
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Wlodzimierz Holsztynski
1. The Ockham function. Predictions ============================ Given a game between two players X Y with the pre-game ratings A B, their after-game ratings respectively a A' := A + r*(a*B - b*A) B' := B + r*(b*A - a*B) hence A'+B' = A+B -- their total rating is constant; as in the earlier posting: a:b is the result of the game, i.e. 0 \ a \ 1 and a+b = 1 (hence 0 \ a \ 1); also, r is the relevance factor of the game (0 r 1). Their next game will have relevance factor s; consider the case when the result is the same a:b -- then A" = A' + s*(a*B - b*A) B" = B' + s*(b*A - a*B) A direct computation gives: A" = A + t*(a*B - b*A) B" = B + t*(b*A - a*B) where t := 1 - (1-r)*(1-s) (an elegant linear algebra proof is given at the end of this post). Observe the pattern: r = 1 - (1-r) t = 1 - (1-r)*(1-s) Now, a simple induction extends this pattern: *** THEOREM 1 Let r_1 ... r_n be the relevance ========= factors of the consecutive games of a match of players X Y, with the pre-match ratings A B. Let's assume that the result of each game is the same a:b. Then the post-match ratings A_n B_n are as follows: A_n = A + (1 - Prod(1 - r_k : k=1...n)) * (a*B - b*A) B_n = B + (1 - Prod(1 - r_k : k=1...n)) * (b*A - a*B) *** If the relevant game factor were constant, r_k = r, then, for R := 1-r, we would have: A_n = A + (1 - R^n) * (a*B - b*A) B_n = B + (1 - R^n) * (b*A - a*B) Then, in the case of an infinite match, we would have: lim A_n = a*(A+B) lim B_n = b*(A+B) for n -- oo. The same would be true if for all n, with possible finitely many exceptions only, we would have r_k 1/k. The full statement is: *** THEOREM 2 If Sum(r_k : k=1 2 ...) = oo, then ========= lim A_n = a*(A+B) lim B_n = b*(A+B) *** We see that even when the relevance of the match games approaches zero, the limit quotient of rating is still going top be a:b, granted that the relevance does not converge to zero too fast. 2. The meaning of the relevance constant ================================ To get a feel for the Ockham rating let's first make a simplifying assumption that the relevance factor is constant, say p (where 0 p 1). It's convenient to introduce also q := 1-p (like in probability theory). Let's answer the question: after how many straight loses of the higher rated player, the ratings of the players will get equal? Thus let's assume that A B are the two pre-match ratings of players X Y. Now let player X keep winning. After n games the ratings are going to be: A_n = A + (1 - q^n) * B B_n = B - (1 - q^n) * B The two are going to be equal if and only if A + (1 - q^n) * B = B - (1 - q^n) * B (1 - q^n)*B = (B-A) / 2 q^n = 1 - (B-A) / (2*B) q^n = (A+B)/(2*B) n = log ((A+B)/(2*B)) / log (q) (the numerator and the denominator are both negative, hence the solution is positive). The solution, as a rule, is not an integer. After floor(n) games the player X is still going to be rated lower than player Y, but after the ceiling(n) games the player X will overcome player Y. EXAMPLE An extremely strong newcomer X ======= plays a match against player Y rated 2000. The initial rating of X is 1000. Thus it will take n = log(3/4) / log(q) for the two ratings to get equal. For instance, for q = 3/4, i.e. for p = 1/4, it would take exactly one win by X. In general, the equalization will happen after n wins by X when: q = (3/4)^(1/n) i.e. for p = 1 - (3/4)^(1/n) If you are in charge of selecting the parameters of the Ockham rating function, and if you feel that equalization of God and 2000 rated player should happen after 6 straight wins then you'd set p := 0.0468... or just below 1/20. Actually, already after 4 wins it is clear that player X is (almost certainly) at least as strong as player Y. Thus perhaps p := 1 - (3/4)^(1/4) .=. 0.0694 is even better. However, it is important, that a new player plays different players, so that s/he will not "punish" just one--it's more fair this way. Also, when players mix well then the relevance constant may be lower because, for instance, the new player will soon play strong players instead of the same one, whose rating would go down. Let's study this issue in the section below. Now let me mention that with p = 0.0694 our super-strong novice X will go from 1000 to 1500 ratinig by playing four games against a 2000 player (who will go down to 1500). Then X may win 4 games against a 3000 player and by doing so X would gain extra half of its new rating, etc. By playing this way 4 game matches against stronger and stronger opponents, whose pre-match rating each time would be the double of the rating of X, her/his rating after n matches would be 1000 * (1.5)^n; e.g. after 10 matches (40 won games in a row) it'd be 57665. Now you see that the additive representation may be psychologically easier on your eyes. *** Regards, Wlod (Wlodzimierz Holsztynski) |
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Chess One wrote:
Dear Wlod, I take the liberty of cross posting this to chess misc since i'm not sure all ratings afficionados and mathematicals fellows or even Englishmen read chess.politics. Thank you, Phil (I meant misc anyway but ended on *.politics accidentally). First of all thank you for encouragement, and to Jerzy for remembering. For myself I would like to see 2 things happen:- 1) you example a series of games played among a group of players rated every 100 points between 1500 and 2000, I'll try. If there was more iinterest in my Ockham approach then I would write a simulation in perl (less work) ot in C++ (more work), so that one could answer many questions. The pseudo-random constructions would provide a possibility of simulating massive data. I hope that some of the participants of rgc* will see the harmony of the proposed system: a predictable, simple, elegant rating function plus the rating lists. You may also turn your attention to my treatment of the relevance factor. For instance, the players new to the list would tend to establish their rating to much extent by playing first among themselves (their games with the established members would hgave less relevance). This is fair. Playing new players is like lottery. It's better to reduce such fluctuations of the established ratings. (There is more to it). 2) i was intrigued by the back-of-envelope British system of yore, and should like to see a comparison of that system with this [since, at least, in that system you could calculate your own resulting rating on-the-fly.] Phil Innes You can do use the back-of-envolope to compute the Ockham rating too. In the simpplest case you need know only the ratings of the two players. In the case of the more subtle function, you need to get their current activity coefficients (from the Internet site of the rating agent), but the computation is still simple. (The activity coeffcient of the players would be continuously computed by the rating agent or rather by their computer). Regards, Wlod PS. Where can I read about the "Brittish system of yore"? PPS. The topic of rating or of comparing and voting and ordering is quite extensive. Perhaps I'll write how it's done in economy and other applications (years ago I have rediscovered their best approach); in chess it would apply the best to any group of players who played each other a lot (enough to establish direct pairwise comparisons). Indeed, for the method of the pairwise comparisons you need the pairwise comparisons :-) Such comparisons are absent in a large group of players. |
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I couldn't have stated it better myself.
![]() "Wlodzimierz Holsztynski (wlod)" wrote in message oups.com... Wlodzimierz Holsztynski 1. The Ockham function. Predictions ============================ Given a game between two players X Y with the pre-game ratings A B, their after-game ratings respectively a A' := A + r*(a*B - b*A) B' := B + r*(b*A - a*B) hence A'+B' = A+B -- their total rating is constant; as in the earlier posting: a:b is the result of the game, i.e. 0 \ a \ 1 and a+b = 1 (hence 0 \ a \ 1); also, r is the relevance factor of the game (0 r 1). Their next game will have relevance factor s; consider the case when the result is the same a:b -- then A" = A' + s*(a*B - b*A) B" = B' + s*(b*A - a*B) A direct computation gives: A" = A + t*(a*B - b*A) B" = B + t*(b*A - a*B) where t := 1 - (1-r)*(1-s) (an elegant linear algebra proof is given at the end of this post). Observe the pattern: r = 1 - (1-r) t = 1 - (1-r)*(1-s) Now, a simple induction extends this pattern: *** THEOREM 1 Let r_1 ... r_n be the relevance ========= factors of the consecutive games of a match of players X Y, with the pre-match ratings A B. Let's assume that the result of each game is the same a:b. Then the post-match ratings A_n B_n are as follows: A_n = A + (1 - Prod(1 - r_k : k=1...n)) * (a*B - b*A) B_n = B + (1 - Prod(1 - r_k : k=1...n)) * (b*A - a*B) *** If the relevant game factor were constant, r_k = r, then, for R := 1-r, we would have: A_n = A + (1 - R^n) * (a*B - b*A) B_n = B + (1 - R^n) * (b*A - a*B) Then, in the case of an infinite match, we would have: lim A_n = a*(A+B) lim B_n = b*(A+B) for n -- oo. The same would be true if for all n, with possible finitely many exceptions only, we would have r_k 1/k. The full statement is: *** THEOREM 2 If Sum(r_k : k=1 2 ...) = oo, then ========= lim A_n = a*(A+B) lim B_n = b*(A+B) *** We see that even when the relevance of the match games approaches zero, the limit quotient of rating is still going top be a:b, granted that the relevance does not converge to zero too fast. 2. The meaning of the relevance constant ================================ To get a feel for the Ockham rating let's first make a simplifying assumption that the relevance factor is constant, say p (where 0 p 1). It's convenient to introduce also q := 1-p (like in probability theory). Let's answer the question: after how many straight loses of the higher rated player, the ratings of the players will get equal? Thus let's assume that A B are the two pre-match ratings of players X Y. Now let player X keep winning. After n games the ratings are going to be: A_n = A + (1 - q^n) * B B_n = B - (1 - q^n) * B The two are going to be equal if and only if A + (1 - q^n) * B = B - (1 - q^n) * B (1 - q^n)*B = (B-A) / 2 q^n = 1 - (B-A) / (2*B) q^n = (A+B)/(2*B) n = log ((A+B)/(2*B)) / log (q) (the numerator and the denominator are both negative, hence the solution is positive). The solution, as a rule, is not an integer. After floor(n) games the player X is still going to be rated lower than player Y, but after the ceiling(n) games the player X will overcome player Y. EXAMPLE An extremely strong newcomer X ======= plays a match against player Y rated 2000. The initial rating of X is 1000. Thus it will take n = log(3/4) / log(q) for the two ratings to get equal. For instance, for q = 3/4, i.e. for p = 1/4, it would take exactly one win by X. In general, the equalization will happen after n wins by X when: q = (3/4)^(1/n) i.e. for p = 1 - (3/4)^(1/n) If you are in charge of selecting the parameters of the Ockham rating function, and if you feel that equalization of God and 2000 rated player should happen after 6 straight wins then you'd set p := 0.0468... or just below 1/20. Actually, already after 4 wins it is clear that player X is (almost certainly) at least as strong as player Y. Thus perhaps p := 1 - (3/4)^(1/4) .=. 0.0694 is even better. However, it is important, that a new player plays different players, so that s/he will not "punish" just one--it's more fair this way. Also, when players mix well then the relevance constant may be lower because, for instance, the new player will soon play strong players instead of the same one, whose rating would go down. Let's study this issue in the section below. Now let me mention that with p = 0.0694 our super-strong novice X will go from 1000 to 1500 ratinig by playing four games against a 2000 player (who will go down to 1500). Then X may win 4 games against a 3000 player and by doing so X would gain extra half of its new rating, etc. By playing this way 4 game matches against stronger and stronger opponents, whose pre-match rating each time would be the double of the rating of X, her/his rating after n matches would be 1000 * (1.5)^n; e.g. after 10 matches (40 won games in a row) it'd be 57665. Now you see that the additive representation may be psychologically easier on your eyes. *** Regards, Wlod (Wlodzimierz Holsztynski) |
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"Wlodzimierz Holsztynski (Wlod)" wrote in message ups.com... Thanks for offering to sample a range - my suggestion are maybe not the best ones [too close together?] and maybe better to take 1000, 1200, 1500, 1500, 1700 and 2,000 as sample players. Your comments on new player intedeterminate strength / fluctations, noted. PS. Where can I read about the "Brittish system of yore"? Try fellow mathematicos here - eg David Richerby, or maybe D. N. Walker knows too? PPS. The topic of rating or of comparing and voting and ordering is quite extensive. Perhaps I'll write how it's done in economy and other applications (years ago I have rediscovered their best approach); in chess it would apply the best to any group of players who played each other a lot (enough to establish direct pairwise comparisons). Indeed, for the method of the pairwise comparisons you need the pairwise comparisons :-) Such comparisons are absent in a large group of players. |
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Wlodzimierz Holsztynski (wlod) wrote: Their next game will have relevance factor s; consider the case when the result is the same a:b -- then [...] A direct computation gives: A" = A + t*(a*B - b*A) B" = B + t*(b*A - a*B) where t := 1 - (1-r)*(1-s) (an elegant linear algebra proof is given at the end of this post). Observe the pattern: r = 1 - (1-r) t = 1 - (1-r)*(1-s) Oops, here you go: Given a game between two players X Y with the pre-game ratings A B, with result a:b, their after-game ratings respectively are (by definition): A' := A + r*(a*B - b*A) B' := B + r*(b*A - a*B) It is assumed that 0 \ a \ 1, and b := 1-a, i.e. a+b = 1. And r is the relevance factor. Let E be the identity matrix: 1 0 0 1 Let matrix J be the transposition of vector [1 -1]. Let G := [-b a] be called the game result vector. Thus matrix M := J*G looks like this: -b a b -a Let the pre-game rating value vector V be the transposition of [A B], and the post-game value vector V' be the transposition of [A' B'] (the post-game ratings). Then V' = (E + r*M) * V Observe also that: G*J = -1 (this matrix product does not depend on the result of the game! It's always -1), and: M*M = -M Now consider another, next game between the same players (played right after the previous one). Let it have the same result a:b, i.e. the same game vector G, hence matrix M := J*G stays the same, while let the relevance factor this time be s. Then V" = (E + s*M) * V' Thus: V" = (E + s*M) * (E + r*M) * V = (E + (r + s - r*s)*M) * V = (E + (1 - (1-r)*(1-s))*M) * V i.e. V" = (E + (1 - (1-r)*(1-s))*M) * V Now, a simple induction gives: THEOREM 1 Let r_1 ... r_n be the relevance ========= factors of the consecutive games of a match between players X Y, with the pre-match ratings A B. Let's assume that the result of each game is the same a:b. Then the post-match rating value vector V_n is as follows: V_n = (E + (1- Prod(1 - r_k : k=1...n))*M) * V_0 (where V_0 is the pre-match rating value vector). *** Note that the rating "value vector at infinity" V_oo := (E + M)*V_0 is the transposition of vector (A+B) * [a b], proportional to vector [a b]. Vector V_oo is the limit of V_n whenever the infinite sum of the relevance factors r_1 + r_2 + ... is infinite. Then it does not depend on the initial ratings of the two players (otherwise, when the sum of the relevance factors is finmite, it does). ************** Regards, Wlod (Wlodzimierz Holsztynski) |
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Chess One wrote:
"Wlodzimierz Holsztynski (Wlod)" wrote in message ups.com... Thanks for offering to sample a range - my suggestion are maybe not the best ones [too close together?] and maybe better to take 1000, 1200, 1500, 1500, 1700 and 2,000 as sample players. Your comments on new player intedeterminate strength / fluctations, noted. Phil, Elo at least got the translation invasriance, meaning that the expected result of a match depends only on the difference of the Elo ratings of the two players and not on the ratings as such. Thus if you are interested in the 100pt difference or 200pt or 300pt difference... and if someone will tell me the predicted match result then I can tell you how fast the Ockham ratings will converge from the initial ratings, which perhaps do not reflect their relative strength properly, to the relatively proper ratings when the two play a match. Now, let someone try to do it for Elo :-) :-) They would have to run a simulation :-) I think that Elo would be extremely happy if he got not just the translation invariance but also additivity (which is equivalent to the multiplicativity). He would do it if he knew how. *** In the scientific applications (to economy etc) the multiplicativity is actually called **consistency** (not transitivity, as I said earlier). *** Regards, Wlod |
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