Alternate goals and alternate aims of rating systems
Posted: Thu Mar 27, 2014 10:09 pm
As a thread in the KGS forum has kicked off a couple long discussions about rating systems there were a few lines in a few comments that I wanted to respond to but didn't because they would be tangential and honestly, overly pedantic. Nevertheless, because I think the conversations are worth having in their own right, I am starting a new thread. I'm not sure where the best forum for "general discussions of go rating systems" should be so I have chosen the general forum as a default.
To provide a brief background for those who are uninterested in Rating system argument minutiae:
- KGS has a sophisticated mathematical algorithm that aims to most accurately predict a game outcome between two arbitrary players on the server. The trade off is that the system can seem intractable at times much to the frustration of players who wish to make sense of what they must do to change their rank.
-Tygem has a very simple system that is easy to understand how and why ratings move, accepting the tradeoff of clarity for potentially inaccurate ranks and mismatches.
-Most other servers fall somewhere in between on these two ends of the spectrum (The notable exception to this is GoShrine, which to my knowledge falls even on the farther end of the spectrum than KGS, but it doesn't quite have the same player base so you rarely hear complaints about it.)
These above mentioned bullet points I feel we can all more or less agree on, and I don't want this to be another thread hashing out those point. Instead, during the discussion some alternate possibilities for rating systems have been discussed (though sometimes in jest, but I think they are worth considering) so I thought it would be fun to try and outline various scenarios or goals you might have for a rating system, and then discuss what might be a possible way to achieve that. This will hopefully lead to some fun thought experiments and interesting discussion.
There were quite a few things I thought were interesting, but to avoid running off on too many tangents I'll start slow. The first one that I'll throw out to consider comes from one of Bantari's comments (emphasis mine):
Again, it's perhaps a bit pedantic of me...but I do try to err on the side against absolute statements, so this got me thinking: Could there be a time where you do want to do this? And If so how would you do it?.
As a discussion starting point, I will posit a time when I think you may want to do this:
Imagine you are a go teacher and you you have a class of pupils. You are aiming to select for the most promising pupils who you will then encourage to move on to either a more advanced group or perhaps take dedicated lessons. In this case you would be trying to select for those who have the highest "peak" potential. In that case it may be useful to figure out who, when playing at their best, is the strongest (as opposed to who, on average, is strongest).
So, the questions now become:
- What type of rating system would be best for selecting for this top "peak potential" candidates?
- What type of challenges might one face when implementing such a system?
- What other situations might one want to separate out the "strongest" one plays from the "average" one plays?
Aside from this, if anyone has some other interesting scenarios or other interesting goals a rating system may want to have, I would be interested in hearing them!
To provide a brief background for those who are uninterested in Rating system argument minutiae:
- KGS has a sophisticated mathematical algorithm that aims to most accurately predict a game outcome between two arbitrary players on the server. The trade off is that the system can seem intractable at times much to the frustration of players who wish to make sense of what they must do to change their rank.
-Tygem has a very simple system that is easy to understand how and why ratings move, accepting the tradeoff of clarity for potentially inaccurate ranks and mismatches.
-Most other servers fall somewhere in between on these two ends of the spectrum (The notable exception to this is GoShrine, which to my knowledge falls even on the farther end of the spectrum than KGS, but it doesn't quite have the same player base so you rarely hear complaints about it.)
These above mentioned bullet points I feel we can all more or less agree on, and I don't want this to be another thread hashing out those point. Instead, during the discussion some alternate possibilities for rating systems have been discussed (though sometimes in jest, but I think they are worth considering) so I thought it would be fun to try and outline various scenarios or goals you might have for a rating system, and then discuss what might be a possible way to achieve that. This will hopefully lead to some fun thought experiments and interesting discussion.
There were quite a few things I thought were interesting, but to avoid running off on too many tangents I'll start slow. The first one that I'll throw out to consider comes from one of Bantari's comments (emphasis mine):
Bantari wrote: Lets look at your various playing "modes" hypothetically. Lets say that: when you play only casual and fun games you play like 3d, when you play seriously you play like 5d, and when you play a mixture of both modes, you play like 4d. This is how it can hypothetically look when taken your history into account, and this is pretty much what you are saying as well. Now what you seem to want is a system which lets you generally play in the mix mode but ranks you as if you were constantly in the serious mode. This is not reasonable, and no system should do that.
Again, it's perhaps a bit pedantic of me...but I do try to err on the side against absolute statements, so this got me thinking: Could there be a time where you do want to do this? And If so how would you do it?.
As a discussion starting point, I will posit a time when I think you may want to do this:
Imagine you are a go teacher and you you have a class of pupils. You are aiming to select for the most promising pupils who you will then encourage to move on to either a more advanced group or perhaps take dedicated lessons. In this case you would be trying to select for those who have the highest "peak" potential. In that case it may be useful to figure out who, when playing at their best, is the strongest (as opposed to who, on average, is strongest).
So, the questions now become:
- What type of rating system would be best for selecting for this top "peak potential" candidates?
- What type of challenges might one face when implementing such a system?
- What other situations might one want to separate out the "strongest" one plays from the "average" one plays?
Aside from this, if anyone has some other interesting scenarios or other interesting goals a rating system may want to have, I would be interested in hearing them!