HermanHiddema wrote:jts wrote:The EGF system is slightly annoying in that they are vague about the exact value of one the variables they use in GoR
http://senseis.xmp.net/?EGFRatingSystem is pretty comprehensive.
Thanks! Embarrassingly, all those values of
a are also on the EGD page, as well. It seems they use the formula a=205-(GoR/20), but it's not clear whether they think this formula extrapolates below 100 or above 2700.
Recalculating, we get ~48 levels of depth at 35%, or 40 levels if we assume that
a should be as high as 255 and as low as 60.
palapiku wrote:jts wrote:So comparisons between them all assume something equivalent (that a game is being credited both with an initial level of depth where players avoid blunders, and a final level of depth where players get very close to knowing everything a human being can know about the game.
Maybe you need to clarify what exactly do you mean by depth. Otherwise I interpret this as follows: at one end of the scale you have complete beginners. At the other end, you have extremely talented people who have dedicated their lives to the game. Since the extremely talented people are still far from perfect play, the game itself is not the bottleneck as far as depth goes. Therefore, all such games (this certainly includes go and chess, but also almost every other board game) have the exact same depth, which is simply the general human analytical capacity to comprehend board games. The extra depth which may be inherent in the game is irrelevant, as it's not accessible to humans.
What's depth?
In general, the depth of something is how many measuring-units deep something is, from the surface down. A pool might be 10' deep, the Marianas Trench is 11km deep, and so on. Now, obviously we aren't talking about physical depth - if we were, go would be deeper on a floor board than on a table board, and Herman's 3-go might be as many as 18
sun deep! I assume we are talking about depth of strategy or of game play.
A shallow or superficial game is one where a line of play that appears reasonable to someone who knows nothing about the game other than the rules actually
is reasonable. (And likewise, the lines that appear unreasonable actually are unreasonable.) A game is less shallow if, lurking below the line that appears reasonable from the surface, there is another line that appears reasonable to another player who has thought more about how to win, and the more such lines that are hiding under one another, the deeper the game is. As I've probably made clear, I think the proper measuring-unit is bands of mastery such that there is a constant winning percentage between people at the top of one band and the top of the next band.
As you say, the maximum amount of effort someone can devote to any game is (a good chunk of) a human life. I don't think this has too much to do with depth. This would be sort of like measuring the height of a mountain by the weight of a hiker's backpack, or the depth of swimming pool by the number of rungs leading up to its diving board. You can see a
connection between these things, but just as you can overpack for hiking, you can lavish effort on a comparatively shallow game. I can see the point that learning to play a ladder-breaker is a comparatively dull accomplishment compared to some of the exquisite tesuji that pros find, but I think it's equally important to realize that a high-dan player knows dozens of things about the game that collectively contribute less to his finding winning sequences than a 15k's shaky grasp of ladders and nets contribute to his.