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Game Courier Ratings for omega chess

This file reads data on finished games and calculates Game Courier Ratings (GCR's) for each player. These will be most meaningful for single Chess variants, though they may be calculated across variants. This page is presently in development, and the method used is experimental. I may change the method in due time. How the method works is described below.

Game Filter: Log Filter: Group Filter:
Tournament Filter: Age Filter: Status Filter:
SELECT * FROM FinishedGames WHERE Rated='on' AND Game = 'omega chess'
Game Courier Ratings for omega chess
Accuracy:60.86%60.55%61.17%
NameUseridGCRPercent wonGCR1GCR2
Daniel Zachariasarx15523.0/3 = 100.00%15521552
Todd Witterstoddw15352.0/2 = 100.00%15351535
Matthew La Valleesherman10115342.0/2 = 100.00%15331534
Graeme Neathamgrayhawke15191.0/1 = 100.00%15191518
Fergus Dunihofergus15191.0/1 = 100.00%15191519
wdtr2wdtr215181.0/1 = 100.00%15171519
Richard milnersesquipedalian15181.0/1 = 100.00%15181518
Giuseppe Acciarocoopwie15181.0/1 = 100.00%15181518
Daniil Frolovflowermann15181.0/1 = 100.00%15181518
Erik Lerougeerik15181.0/1 = 100.00%15181518
Angel47 Usmanangel4715181.0/1 = 100.00%15181518
Gary Giffordpenswift15181.0/1 = 100.00%15181517
Jake Palladinocerebralassassin15181.0/1 = 100.00%15181518
Bogot Bogotolbog15171.0/1 = 100.00%15171518
George Dukegwduke15172.0/3 = 66.67%15161517
xeongreyxeongrey15146.0/11 = 54.55%15181511
Greg Strongmageofmaple15001.0/2 = 50.00%15001501
Aurelian Floreacatugo15002.0/4 = 50.00%15031498
Eric Greenwoodcavalier14981.0/2 = 50.00%14981498
Charles Danielfrozen_methane14841.0/3 = 33.33%14861483
Scott McGrealagentofchaos14832.0/5 = 40.00%14781487
Nakanaka14820.0/1 = 0.00%14821482
Вадря Покштяpokshtya14820.0/1 = 0.00%14831481
Jeremy Goodjudgmentality14820.0/1 = 0.00%14811482
anna colladoapatura_iris14820.0/1 = 0.00%14821481
andy lewickietaoni14810.0/1 = 0.00%14811481
Nicholas Wolffnwolff14810.0/1 = 0.00%14821480
Jenard Cabilaomgawalangmagawa14810.0/1 = 0.00%14811481
thiago regob3aring14810.0/1 = 0.00%14811481
arcasorarcasor14810.0/1 = 0.00%14811481
pheko Motaungcouriermabovini14810.0/1 = 0.00%14811481
Сергей Бугаевскийbugaevsky14810.0/1 = 0.00%14811481
Vitali Maslanskivitali_1014810.0/1 = 0.00%14811481
Joshua Tsamraku14810.0/1 = 0.00%14811481
per hommerbergper3114810.0/1 = 0.00%14811481
Oisín D.sxg14810.0/1 = 0.00%14801482
Adalbertus Kchewoj14810.0/1 = 0.00%14801481
Abdul-Rahman Sibahisibahi14651.0/4 = 25.00%14651465

Meaning

The ratings are estimates of relative playing strength. Given the ratings of two players, the difference between their ratings is used to estimate the percentage of games each may win against the other. A difference of zero estimates that each player should win half the games. A difference of 400 or more estimates that the higher rated player should win every game. Between these, the higher rated player is expected to win a percentage of games calculated by the formula (difference/8)+50. A rating means nothing on its own. It is meaningful only in comparison to another player whose rating is derived from the same set of data through the same set of calculations. So your rating here cannot be compared to someone's Elo rating.

Accuracy

Ratings are calculated through a self-correcting trial-and-error process that compares actual outcomes with expected outcomes, gradually changing the ratings to better reflect actual outcomes. With enough data, this process can approach accuracy to a high degree, but error remains an essential element of any trial-and-error process, and without enough data, its results will remain error-ridden. Unfortunately, Chess variants are not played enough to give it a large data set to work with. The data sets here are usually small, and that means the ratings will not be fully accurate.

One measure taken to eke out the most data from the small data sets that are available is to calculate ratings in a holistic manner that incorporates all results into the evaluation of each result. The first step of this is to go through pairs of players in a manner that doesn't concentrate all the games of one player in one stage of the process. This involves ordering the players in a zig-zagging manner that evenly distributes each player throughout the process of evaluating ratings. The second step is to reverse the order that pairs of players are evaluated in, recalculate all the ratings, and average the two sets of ratings. This allows the outcome of every game to affect the rating calculations for every pair of players. One consequence of this is that your rating is not a static figure. Games played by other people may influence your rating even if you have stopped playing. The upside to this is that ratings of inactive players should get more accurate as more games are played by other people.

Fairness

High ratings have to be earned by playing many games. They are not available through shortcuts. In a previous version of the rating system, I focused on accuracy more than fairness, which resulted in some players getting high ratings after playing only a few games. This new rating system curbs rating growth more, so that you have to win many games to get a high rating. One way it curbs rating growth is to base the amount it changes a rating on the number of games played between two players. The more games they play together, the more it approaches the maximum amount a rating may be changed after comparing two players. This maximum amount is equal to the percentage of difference between expectations and actual results times 400. So the amount ratings may change in one go is limited to a range of 0 to 400. The amount of change is further limited by the number of games each player has already played. The more past games a player has played, the more his rating is considered stable, making it less subject to change.

Algorithm

  1. Each finished public game matching the wildcard or list of games is read, with wins and draws being recorded into a table of pairwise wins. A win counts as 1 for the winner, and a draw counts as .5 for each player.
  2. All players get an initial rating of 1500.
  3. All players are sorted in order of decreasing number of games. Ties are broken first by number of games won, then by number of opponents. This determines the order in which pairs of players will have their ratings recalculated.
  4. Initialize the count of all player's past games to zero.
  5. Based on the ordering of players, go through all pairs of players in a zig-zagging order that spreads out the pairing of each player with each of his opponents. For each pair that have played games together, recalculate their ratings as described below:
    1. Add up the number of games played. If none, skip to the next pair of players.
    2. Identify the players as p1 and p2, and subtract p2's rating from p1's.
    3. Based on this score, calculate the percent of games p1 is expected to win.
    4. Subtract this percentage from the percentage of games p1 actually won. // This is the difference between actual outcome and predicted outcome. It may range from -100 to +100.
    5. Multiply this difference by 400 to get the maximum amount of change allowed.
    6. Where n is the number of games played together, multiply the maximum amount of change by (n)/(n+10).
    7. For each player, where p is the number of his past games, multiply this product by (1-(p/(p+800))).
    8. Add this amount to the rating for p1, and subtract it from the rating for p2. // If it is negative, p1 will lose points, and p2 will gain points.
    9. Update the count of each player's past games by adding the games they played together.
  6. Reinitialize all player's past games to zero.
  7. Repeat the same procedure in the reverse zig-zagging order, creating a new set of ratings.
  8. Average both sets of ratings into one set.


Written by Fergus Duniho
WWW Page Created: 6 January 2006