[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
>
>
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