[computer-go] CG'2008 paper: Whole-History Ratings

Rémi Coulom Remi.Coulom at univ-lille3.fr
Wed Apr 9 15:00:08 PDT 2008


Don Dailey wrote:
> Hi Rémi,
>
> For a while I have considered overhauling the rating system for CGOS.   
> My system is ad-hoc and based on gradually increasing K factor based on
> your opponents K in the standard ELO formula.   
>
> I don't know if your idea here is feasible for a computer server,
> because presumably the players are fixed in strength,  but in practice I
> think some bots change.      Anyway, I'm no expert on this but want to
> find something better than what I'm doing and I have considered using
> some kind of whole history approach  (such as running bayeselo after
> every round on every game,  which of course is not very scalable :-)
>
> - Don
>
>   

Hi Don,

Maybe you could consider implementing Glicko. Glicko is described there:
http://math.bu.edu/people/mg/glicko/glicko.doc/glicko.html
It should be better than any intuitive hand-made formula you could come 
up with.

Bayeselo would probably produce better ratings than Glicko. Running 
Bayeselo from scratch after every round may be too costly. But it is 
possible to make very efficient incremental updates: adding a few games, 
and running a couple of iterations of MM should be extremely fast. This 
would require keeping bayeselo in memory all the time, with current game 
results. Since it cannot be done with the current program you'd have to 
use my C++ code and somehow incorporate it into the server software. 
This would be complicated, and may use a significant amount of memory on 
the server. But computation time would be very short (less than 0.001 
second).

The algorithm I describe in my paper may be overkill for rating 
programs. If you look at table 1, you'll see that even when rating 
humans, Bayeselo outperforms Glicko. Since most programs on CGOS are 
constant, I believe that Bayeselo would be very difficult to beat.

Rémi


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