[computer-go] A new pairing system idea for CGOS
Don Dailey
drd at mit.edu
Fri Oct 6 05:12:07 PDT 2006
Thanks for the suggestion Matt. I will consideration to all the idea
that have been proposed.
- Don
On Thu, 2006-10-05 at 23:30 -0500, Matt Gokey wrote:
> Hi all.
>
> There has been a number of suggestions for a pairing algorithm for CGOS
> which all seem to have their pros and cons. I am offering some thoughts
> on this topic and a simple (perhaps naive) pairing technique to add to
> the discussion.
>
> First, Don is excited about the potential for the swiss tournament style
> system. I don't think it really fits the CGOS goals that well, but I
> must admit I don't understand it completely nor exactly how he plans to
> use it. CGOS is not really a tournament based system, it's an automated
> and continuous running game server to make it easy for computer go
> engines to play against other computer go engines and rate them to
> "understand" their relative strengths. I don't have a program playing
> on it yet, but I think it is a great thing to have available for
> computer-go. What Don has done with this including sticking to
> principles such as tromp-taylor rules to make it fully automated is
> wonderful. Changing it to a tournament based system would seem to
> complicate it IMO.
>
> Anyway, the goals of the new pairing system for CGOS as I have heard
> them and understand them are:
> 1. To have each engine play approximately the same number of games.
> 2. To pair engines of relative similar strength together more often than
> those wildly different.
>
> Pairing in rounds provides for the first goal.
>
> How about this simple idea to provide for the second goal:
>
> 1. Pick a random player A from the remaining available players.
> 2. Select a player B from the remaining available players using a
> weighted random selection with the weight based on an inverse distance
> formula between player A's rating and each remaining player's rating.
> 3. Repeat until all players are paired. Odd man out.
> 4. Play all the games and update ratings.
> 5. Clear all pairings and go back to 1 for the next round.
>
> In this way any player can play any other player, but pairings between
> similar or closer strength players will be more probable. The weight
> formula could take many forms thus changing the probabilities of
> dissimilar pairings and I don't know what the best one would be, but
> conceptually this seems to be a straightforward way to achieve the
> objectives which have been expressed. KISS. So fire away, how does
> this sound and where are the holes?
>
> Matt
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