[computer-go] cgos

Don Dailey drd at mit.edu
Mon Sep 18 10:10:39 PDT 2006


CGOS has 2 numbers associated with each player,  a rating and an
uncertainty value.   I'm probably doing the same  thing "TrueSkill" is
doing.  

The uncertainty probably changes too fast, and I can improve the early
rating estimates significantly - I will make those improvements in the
next CGOS.  

I could fix some things now - but I have too much to do and I want to
focus the time I spend for this on the new CGOS.    I probably will make
the one change you request, to show ALL the matches in the cross-tables.

I get a lot of requests, usually by private email to change things and
people don't realize this.  The requests are often conflicting - a lot
of this is a matter of personal taste and judgment.    

The changes I make will improve the rating drift situation.  But even
the current CGOS will eventually correct itself - it's just a little
sluggish at doing so.   This will be improved with better ways of
getting initial rating estimates in the new CGOS.

- Don


On Mon, 2006-09-18 at 15:11 +0200, Łukasz Lew wrote:
> Another solution is to implement TrueSkill rating system.
> The main difference is that it has two numbers per player
> - it's strength and uncertainty about it.
> This way MoGo, Valkyria_UCT3/4 etc would have still large uncertainty
> what would solve both problems: would grow faster to the "destination
> rating" and would not drain points from their opponents so badly until
> they would get to the destination.
> increase their rating faster, and not
> 
> 



More information about the computer-go mailing list