topazg wrote:topazg wrote:The reason I don't think it should be based on rating is each player can play something like 52 games (including the teaches, 4 games against each of the other 13 players). In reality, it is rare for players to reach 20 - which means with 32 assumed draws TPR will be naturally lower for higher rated players. This seems unreasonable as the majority of the possible games they could have played are marked as results that never happened, which feels like a poor way of ranking.
There may be other variables you can feed into a TPR, but I can't think of any off the top of my head.
Actually, this is nonsense, sorry. I misread what you were suggesting. TPR doesn't have this problem, but it does have another that numsgil has pointed out: s(g,w) < s(g+1, w) is a really important feature. If you win 3 or 4 big games, and have a 3-0 or 4-0 record, you aren't going to want to play any more - even with the "jigo against self" which is often used in TPR, your performance is sufficiently high that it will be hard for someone to knock you off top spot with a 100% record. I think this is a slightly better system than the current one being used, but the disincentive to continue playing with a good record puts it behind the other proposals (including #wins).
Because I am unsure exactly which parts of your previous post you were calling nonsense, I'll first give a little more depth to my proposal. I used the term TPR, but it is probably a bad term to use, my system would be to use:
1. Give every participant of the league an initial rating of 0.
2. Add a dummy Player (say "Player0") whose rating is fixed at 0. Give every player a jigo against Player 0.
3. Use an Elo type rating system, put in all results to calculate new ratings for all players
4.
Repeat step 3 until all ratings stabilize!Step 4 here is really the important part. It allows you to run the system completely independent from any prior ratings.
As shown herem, the proposal is jigo against a dummy player with base rating, not jigo against self. The base rating dummy pulls down on the rating a lot more than self if you've played relatively few games. It does still, however, make it possible to end on top with relatively few wins if you have a high win ratio.
You could add part of Harleqin's suggestion into it, calculating a 95% confidence interval based on the number of games and using it its lower bound to decrease the rating of players with fewer games. If you map the TPR values to the [0,1] interval, with the average at 0.5, that could work.
It is still possible, however, to have situations where s(g,w) > s(g+1, w). It is even possible in extreme cases to have s(g,w) > s(g+1, w+1), because winning against an opponent with an extremely low rating can actually bring your rating down (In Elo terms: Score goes up, but Average Opponent Rating goes down, so Expected Score also goes up, and might go up
more than you Score). This is a disadvantage of the system.
I think it really isn't possible to design a system for a free paired competition that satisfies everyone. You have to find some balance between incentivizing people to play more games and allowing people with fewer games to have a shot at winning, and there will always be people complaining that the balance is out of whack one way or the other.