Re: More on A Curious Case Study in KGS Ranks
Posted: Fri Mar 28, 2014 7:49 am
And so, what is the problem?RobertJasiek wrote:IIRC, the win rate was ca. 70%, anyway enough to improve a rank, because I WAS promoted a rank.
Life in 19x19. Go, Weiqi, Baduk... Thats the life.
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And so, what is the problem?RobertJasiek wrote:IIRC, the win rate was ca. 70%, anyway enough to improve a rank, because I WAS promoted a rank.
Then what you are recalling is a 100 game period, not a 300 game period. Your 100 game moving average win rate across your entire kgs career was posted...why on earth do you think you can keep making up stories that never happened?RobertJasiek wrote:IIRC, the win rate was ca. 70%, anyway enough to improve a rank, because I WAS promoted a rank.
Explanation see before.RBerenguel wrote:And so, what is the problem?
Do a proper web search, and you will find what has happened NOT for just 100 games.Mef wrote:Then what you are recalling is a 100 game period, not a 300 game period. Your 100 game moving average win rate across your entire kgs career was posted...why on earth do you think you can keep making up stories that never happened?
Why would I do a web search when I (and others) have your entire win/loss history on KGS pulled into a spreadsheet?RobertJasiek wrote:
Do a proper web search, and you will find what has happened NOT for just 100 games.
CSV file actually. This morning I wanted to find out how to do moving averages with R (then I realised I had before but I tend to forget stuff) and re-did ez4u's moving averages plot. The win rate never raises that much, and when it does, coincides with rank jumps. There are also apparent a lot of streaks of sub-optimal play.Mef wrote:Why would I do a web search when I (and others) have your entire win/loss history on KGS pulled into a spreadsheet?RobertJasiek wrote:
Do a proper web search, and you will find what has happened NOT for just 100 games.
Ok, again - fair enough. This is what you want.RobertJasiek wrote:I want that the rating system acknowledges my change from a non-serious period to a serious period within ca. 100 successive games (69 wins : 31 losses) instead of ca. 400 successive games (276 wins : 124 losses).
Code: Select all
library(zoo)
a<-read.csv("kgs-sum.csv")
r<-rollmean(a$Result2, 50)
Code: Select all
> sum(r<0.55)
[1] 8400
> sum(r>=0.55)
[1] 5974
Code: Select all
> sum(r<0.45)
[1] 3032
Code: Select all
> sum(r>0.65)
[1] 1646
Code: Select all
> sum(r>0.75)
[1] 92
> sum(r>0.75)/sum(r>0)*100
[1] 0.6400445
Because 100 does not require frequently playing players to devote ALL their effort and time on KGS rank improvement. 100 is a number of games that can be played seriously in succession day after day. 400 is not.Bantari wrote:I still don't see why 100 is a better number than 400, and why wouldn't you then complain that you want the change to take place within 50 or 20 games,
No. Read my earlier explanations again.Ok, got it.
Other failures of this system:decision was made to make it behave as it does.
Eh? You mean the accounting of the history of a player's games?you should investigate the reason
I did. Several times. Several years ago.it is this reason you have to argue agains
It was in vain.and hopefully change,
No. It does not SOLVE the problem. It CIRCUMVENTS it.each one solves your problem easily,
(Supposing the same rank scale.)RBerenguel wrote:in a high volatility rating it's quite likely you'll be 4d far, far more often than 5d.
Wishful thinking.RobertJasiek wrote:(Supposing the same rank scale.)RBerenguel wrote:in a high volatility rating it's quite likely you'll be 4d far, far more often than 5d.
No. In a high volatility rating system, I see the immediate success of a win and there is no frustration, so I am immediately motivated in every game. I would thus frequently play seriously and produce very other results.
Maybe you should find a better motivator than rank chasing then.RobertJasiek wrote:(Supposing the same rank scale.)RBerenguel wrote:in a high volatility rating it's quite likely you'll be 4d far, far more often than 5d.
No. In a high volatility rating system, I see the immediate success of a win and there is no frustration, so I am immediately motivated in every game. I would thus frequently play seriously and produce very other results.
Because... KGS does not reward a win properly as a win for frequently playing players. KGS only rewards a win properly for frequently playing players if they invest so much successive effort and time in creating enough wins and a sufficiently high winning percentage that they have to have that great amount of effort and time available, because they need not invest any effort and time in a job or other essential activities of life. A frequently playing player can make himself a slave to the KGS rating system and devote all his life to fitting its requirements, or he has no good chances of reaching the rank, at which he meets a distribution of opponents against whom he would win ca. 50% even real world games.Bantari wrote:I see an immediate success of a win. Its a win. Not sure why this is not enough.