Vargo wrote:Bill Spight wrote:
Using odds, (3/2) (3/2) = 9/4.

A is weaker than B
C is weaker than B by the exact same ratio,
A and C must be the same strength.
But you're right, the mathematical model can probably not be a perfect fit here.
Let's back up.
Vargo wrote:Andrew would win 69.23% of his games against Charlie, I think.
69.23% ≅ 9/13 , so the win/loss odds are 9/4.
60% = ⅗, so the win/loss odds are 3/2.
Andrew beats Bob 60% of the time, with win/loss odds of 3/2; Bob bets Charlie 60% of the time, with win/loss odds of 3/2. Assuming transitivity and no error, Andrew beats Charlie with win/loss odds of (3/2) (3/2) = 9/4, or 9/13 of the time.
In terms of the log of the odds, log(3/2) + log(3/2) = log(9/4).
A is weaker than B
C is weaker than B by the exact same ratio,
A and C must be the same strength.
In that case, using odds, the odds that A beats B are p/q and the odds that B beats C are q/p; assuming transitivity and no error, the odds that A beats C are (p/q) (q/p) = 1. Or log(p/q) + log(q/p) = log(p/q) - log(p/q) = 0. (Obviously, if A always loses to B and C always loses to B, A and B do not have to be the same strength.

)
Bill Spight wrote:
However, in a multi-skill game like go, I would expect the odds to be less than {9/4}.
Vargo wrote:But you're right, the mathematical model can probably not be a perfect fit here.
It is not clear to me that you get my point. Lack of transitivity is a well known phenomenon where Andrew usually beats Bob, Bob usually beats Charlie, and Charlie usually beats Andrew. This lack of transitivity is not just a question of errors. Each player has a number of go skills, at different strengths. Thus a comparison of their strength at go is multi-dimensional, even though any one on one comparison reduces to a win/loss ratio. The win/loss ratio does not tell the whole story. That means that we cannot derive the win/loss ratio of Andrew vs. Charlie from the win/loss ratios of Andrew vs. Bob and the win/loss ratio of Bob vs. Charlie. Fortunately, however, in both chess and go transitivity approximately holds. I have never heard of a case where, except perhaps for short periods of time, Andrew can give two stones to Bob, who can give two stones to Charlie, who can give two stones to Andrew.
It is not just that the model, which assumes transitivity, is not a perfect fit, we are lucky that it is a fit at all.

My point is that the model will overestimate the win/loss ratio of A vs. C, as calculated from the win/loss ratios of A vs. B and B vs. C, when each of the ratios is greater than 1. The reason has to do with multi-dimensionality, and is similar to the phenomenon of regression to the mean.
Darwin's cousin Galton discovered that tall fathers had tall sons, on average, but the sons were not as tall, on average, as the fathers of a particular height. At first he thought that he had discovered a law of evolution, whereby the height of the sons approached average height over time. But it is actually a phenomenon of reducing a two-dimensional plot of father-son heights to one dimension, a line of regression. That becomes obvious when you notice that it works the other way. Given sons of a particular height, the fathers are not as tall as the sons, on average.
In such a case you cannot predict the height of the grandsons from the difference in average height of the sons, given the height of the fathers. It is not like the sons are on average 1" shorter, so the grandsons are 2" shorter. Ceteris paribus, the grandsons are probably only 1" shorter, as well.
Anyway, multi-dimensionality not only destroys (perfect) transitivity, it tends to do so in one direction. moha gives the example of pure drift, where successive winners in the contests are not actually better than the losers. This phenomenon does not depend upon the number of games played. ez4u points out that the assumption of progress needs to be checked out by play against more than the previous winner. Ideally you would play against all previous winners, but playing against the previous 3 or 4 is probably good enough.
Drift is a real concern, especially with self-play, where the players have similar strengths in all dimensions. You can see drift with hill-climbing, near the top of the hill. Randomness may be enough to stall progress, so that successive winners are no closer to the hilltop.