KGS ranking system
Posted: Mon Dec 10, 2012 11:54 am
Hi all,
some time ago I was a bit puzzled by a thread in this forum, where a lot of people seemed to be unhappy with the KGS rating system, especially that the rank will get "stuck" at a certain level. This suurprised me a bit, because the math behind it seemed perfectly resonable to me. I believe a probablistic approach like the one used must be superior to other approaches (at least if the first priority of the rating system is to predict the correct handicap for a game).
I could not really understand what the perceived problem of the rating system is, until I found the page in senseins http://senseis.xmp.net/?HowToGetAlongWithKGSRatingMath, where the author makes the statement that the system works perfectly well, but only if you play regularly. I thought about it for a while, and I believe there is an obvious shortcoming of the rating system (it is so obvious that I am puzzled that it did not seem to come up before, but probably I have just missed it).
The problem is the way the half-life of the games is calculated, and especially that the half life seems to be temporal component:
Without loss of generality, if we just assume that the games are counted with a full weight and dropped from the calculation after a given time:
Assume that someone has played 20 rated games in that period and won 50% (that is 10, so 10 games lost, 10 won). The persons attends a workshop, reads a book, or for whatever else reason suddendly improves considerably. A promotion to the next higher rank now requires 14 straight wins (which would make it 24 won, 10 lost or 70% win rate, required for promotion).
If someone has played 200 rated games and won 50%, then he would require a win streak of 140 straight wins. (Not in reality, because some of the older games would disappear from the calculation. But he still would need considerably more wins than someone who does not play that often).
So obviously the rank gets stuck as a result of playing a lot of games. In effect, the rank will represent a fairly accurate estimation of the current strength of someone who plays not many games, but for someone who plays a lot, the rank will be an estimation of how he played some months ago (when the older games disappear from calculation and the win rate is again accurate). In that regard, the systems fails to be internally consistent, because it will predict wrong handicaps.
Of course older games have to be dropped from the calculation, or ranks will get permanently stuck. But I believe the right way to do this is to calculate the half-life of a game based on the number of games played since, not on the time. The introduction of time into the calculation is really arbitrary and not warranted by any logic. (The only logic might be that if someone has not played in a long time, you would not want to consider him in the calculation. But this might be easily fixed by dropping games older than a given number of days). By using a falf life based on the number of games I do believe the KGS system would probably be the best system one can imagine.
Or did I miss something here?
P.S. I have really posted this out of curiosity. At my current rate of playing games, my rank is never in danger of getting stuck. Well.. it might get stuck because of lack of progress, but certainly not because of the ranking system.
some time ago I was a bit puzzled by a thread in this forum, where a lot of people seemed to be unhappy with the KGS rating system, especially that the rank will get "stuck" at a certain level. This suurprised me a bit, because the math behind it seemed perfectly resonable to me. I believe a probablistic approach like the one used must be superior to other approaches (at least if the first priority of the rating system is to predict the correct handicap for a game).
I could not really understand what the perceived problem of the rating system is, until I found the page in senseins http://senseis.xmp.net/?HowToGetAlongWithKGSRatingMath, where the author makes the statement that the system works perfectly well, but only if you play regularly. I thought about it for a while, and I believe there is an obvious shortcoming of the rating system (it is so obvious that I am puzzled that it did not seem to come up before, but probably I have just missed it).
The problem is the way the half-life of the games is calculated, and especially that the half life seems to be temporal component:
Without loss of generality, if we just assume that the games are counted with a full weight and dropped from the calculation after a given time:
Assume that someone has played 20 rated games in that period and won 50% (that is 10, so 10 games lost, 10 won). The persons attends a workshop, reads a book, or for whatever else reason suddendly improves considerably. A promotion to the next higher rank now requires 14 straight wins (which would make it 24 won, 10 lost or 70% win rate, required for promotion).
If someone has played 200 rated games and won 50%, then he would require a win streak of 140 straight wins. (Not in reality, because some of the older games would disappear from the calculation. But he still would need considerably more wins than someone who does not play that often).
So obviously the rank gets stuck as a result of playing a lot of games. In effect, the rank will represent a fairly accurate estimation of the current strength of someone who plays not many games, but for someone who plays a lot, the rank will be an estimation of how he played some months ago (when the older games disappear from calculation and the win rate is again accurate). In that regard, the systems fails to be internally consistent, because it will predict wrong handicaps.
Of course older games have to be dropped from the calculation, or ranks will get permanently stuck. But I believe the right way to do this is to calculate the half-life of a game based on the number of games played since, not on the time. The introduction of time into the calculation is really arbitrary and not warranted by any logic. (The only logic might be that if someone has not played in a long time, you would not want to consider him in the calculation. But this might be easily fixed by dropping games older than a given number of days). By using a falf life based on the number of games I do believe the KGS system would probably be the best system one can imagine.
Or did I miss something here?
P.S. I have really posted this out of curiosity. At my current rate of playing games, my rank is never in danger of getting stuck. Well.. it might get stuck because of lack of progress, but certainly not because of the ranking system.