moha wrote:
I think what matters is how hard it is to draw with either color, and how much harder it is to win than to draw. Cf this with the earlier problems of the distorted chess example (metrics, distances between results, 0.5+0.5<>1?) and the potentially differing reward for B and W draws below.
One problem with ignoring draws is you cannot measure performance vs perfect play (which may exist in practice). Two almost perfect players (like 1-2 pts away from it) would be seen as performing equally poorly - even though in reality they didn't, you just ignored the evidence.
Well, you can argue the other way around. Draws hide the difference between players, so it is accounting for them rather than ignoring them that makes you think that they are performing equally poorly.
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Button go: Unlike the similar drawless/C example which rounds away from 0 so logically doesn't, button go - depending on it's initial error margin balance - can "round" small losses to wins (-0.1 directly to +).
How? It depends, I suppose, on what you mean by a fractional error. I can define it for chilled go as the difference between the final score and the komi, whatever that is. (It doesn't actually need to be an integer for chilled go, since the chilled go scores are not necessarily integers. They are rational fractions, so you could avoid draws with an irrational komi.

) With no kos it is impossible to "round" the chilled go result more than to the nearest integer. You can't change a small negative fraction to a positive result, only to 0 or -1. Now, if you define a fractional error differently, I don't know what can happen.
There is another kind of rounding between territory scoring and area scoring, where an even territory score is typically "rounded" to the next higher area score for Black, leading to a greater difference between area scores. What the button normally does is to simply add ½ pt. to territory scores, with no rounding at all. Without the button the usual effect of this rounding is to turn a territory score of +6 to +7, which would be a zero score after a 7 pt. komi is subtracted. With the button the score of +6 becomes +6½ which becomes -½ after subtracting the 7 pt. komi. The loss stays a loss. Likewise, a 7 pt. territory score normally becomes +½ after subtracting komi, and stays a win. In effect, the button subtracts ½ pt. from an integer territory komi. (Since the 7½ pt. komi seems to favor White, that might be a good thing, I dunno.)
With all this rounding, what can cause a loss at one level to become a win by yielding a larger difference between scores at the next lower level is ko. The button does not stop that from happening.
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So perfect play is beatable even when playing nonperfectly.
Not with the definition of fractional errors in terms of chilled go scores. Maybe with a different definition.
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In this case this rounding size seems to be the limiting factor for Elo (the "smallest unit" - the margin within which you need to be to perfect play for class differences to reduce to/around 1).
So don't round. I.e., use chilled go for potentially a countable infinity of classes of play. If that's what you want, OC.
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And consequently, what allows performance to be measured even vs perfect play.
No comprende. I thought that not rounding accounted better for small differences in play.
