Rules...
GS:
Rule 1a: For a win you score your opponent's grade plus 50; for a draw, your opponent's grade; and for a loss, your opponent's grade minus 50. Note that, if your opponent's grade differs from yours by more than 40 points, it is taken to be exactly not 40 points above (or below) yours. At the end of the season an average of points-per-game is taken, and that is your new grade.
AGS3:
Rule 2b: For a win you score average grade plus 25; for a draw, average grade; and for a loss, average grade minus 25. Average grade is half of the sum of your and your opponent's grade. Note that, if your opponent's grade differs from yours by more than 40 points, it is taken to be exactly 40 points above (or below) yours. At the end of the season an average of points-per-game is taken, and that is your new grade.
Formulae...
Let 'a' and 'b' are the grades of players 'A' and 'B', 'p' expected performance of player 'A' (expected performance of player 'B' is then '100 - p'), 'q' actual performance of player 'A' (actual performance of player 'B' is then '100 - q') and 'a2' and 'b2' new grades of players 'A' and 'B'.
'a2' and 'b2' are calculated using the following formulae (holds for any grading system mentioned here, including the current one):
Code: Select all
a2 = a + ka*(q - p);
b2 = b + kb*((100 - q) - (100 - p));
(if players 'A' and 'B' had played only one game in the season 'q' is either 100, 0 or 50, if they played more than one game it can be a number between 0 and 100 inclusively)
Note: The formulae are used to calculate a new grade of player 'A' for every opponent 'B' he or she played in the season. At the end of the season an average of the calculated grades (for every opponent 'B') is taken, and this average is a new player's 'A' grade for the season (if a player has not played enough games in the season, some games from previous season or seasons need to be taken into account).
Relevant 'p = f(d)'s are:
Code: Select all
g = 50; s = 40;
If[d >= 0, If[d > s, p = 90, p = g*(1 + d/g)],
If[d < -s, p = 10, p = g*(1 + d/g)]];
p = 100/(1 + 10^(-d/g));
My finding is that 'ka + kb' should be equal to 1 in order not to stretch nor shrinking the grades, for GS it holds that 'ka + kb = 2' so it stretches the grades.
Our debate...
Roger de Coverly wrote:Let us assume that player A played all players in pool 2 and that player B played all players in pool 1 and let us assume that the game between player A and B ended in a draw. You are facing a problem of correcting the grades of players A and B for the game they drawn.
The ECF grading system doesn't work on the basis of
individual games, you calculate the new grade for player A based on
all his games and for player b on
all his games.
As far as I can see both rules 1a and 2b talk about scoring based on every individual game, pool of players are comprised of individual players (actually the whole ECF player pool is comprised of individual players), and finally the player actual performances comprise of sets of results of individual games. I cannot see how can you find a correction for one's grade based on his or her individual game results if you would not have a rule for grading every individual game.
Roger de Coverly wrote:The point of the ECF method is that an ungraded new player with the same results would get 30 * 130 +160 = 131. My defence of the ECF method is that it's perfectly fair and reasonable to treat new and existing players in the same way.
It think not, you actually do not know grades of ungraded players, and you would wish to grade the games between graded and ungraded players so that the grade of graded player remains unchanged (that basically means apply rule 1a for the ungraded player but omit grading of the game for the graded player).
Rule 1a is equivalent to:
Code: Select all
g = 50; s = 40;
ka = 1; kb = 1;
d = a - b;
If[d >= 0, If[d > s, p = 90, p = g*(1 + d/g)],
If[d < -s, p = 10, p = g*(1 + d/g)]];
a2 = a + ka*(q - p);
b2 = b + kb*((100 - q) - (100 - p));
where 'a' is your grade (meaning of symbols is the same as in "Formulae" section above).
So though rule 1a does not require to know your grade in order to score your games it does correct your grade which (if you have it) is equal to 'a = b + d', where 'd = a - b' is the grade difference (can be negative).
'a2' can be expressed in terms of 'b' if you substitute 'a = b + d'
Code: Select all
g = 50; s = 40;
ka = 1; kb = 1;
d = a - b;
If[d >= 0, If[d > s, p = 90, p = g*(1 + d/g)],
If[d < -s, p = 10, p = g*(1 + d/g)]];
a2 = a + ka*(q - p) = b + d + ka*(-50 - d + q) = -50 + b + q;
so in order to calculate 'a2' (your new grade) you do not have to know your grade 'a' nor the grade difference 'd' (which is a convenience if you are an ungraded player).
Consequently if you have the grade 'a' then it should be equal to 'a = b + d', where 'b' is your's opponent's grade, but if you are ungraded you do not know grade difference 'd', though, as 'a2 = -50 + b + q', you can calculate your new grade 'a2' (for each game you played) only knowing your opponent's grade 'b' and your performance (in the game) 'q'.
Though in this system 'a2 = -50 + b + q', 'a2' is still calculated using the general formula 'a2 = a + ka*(q - p)', where 'a' is your grade and 'ka*(q - p)' the correction you apply to it.
Note that in other systems 'a2' may be a function of 'd', as you well observed for AGS3, where 'a2 = (-50 + 2*b + d + q)/2'.
The point of this mathematical "torture" was to emphasize that in all systems you are actually correcting grades, though I admit that applying rule 1a for the ungraded player but omit grading of the game for the graded player is probably the best one can possibly do (this is one of the rare cases where you know that you want to credit or penalize only one player in the game for a full allowed amount).
Roger de Coverly wrote:I'm probably not going to write any more on this - the only chance of adopting a system which treats players differently for the same opposition would be if the ECF adopted some form of Elo based approach. In this approach you draw inferences from the result of an individual game as to whether the players prior game rating needs to be adjusted. The amount of adjustment depending on the amount of "trust" you have in the prior game rating. You bring in new players by working out their ratings against existing rated players using the ECF approach of adding up the opposition ratings and adding a factor based on the (win -loss) total.
Right, I am sorry for writing so much on the subject, if you wish me I can stop. I am doing this only with the best intention in order to try help to improve the system. Of course, I may be wrong though I think that I pretty clearly laid out my argument using both mathematics and logic.
Just one last point, you cannot apply FIDE Élo approach for a league competition directly, as FIDE 'k' factors would not apply, and you would have to correct them (I am a bit surprised as you are so vigorously opposing me in my attempt to change the ECF 'k' factors from '1' to '1/2'). Besides, ÉGS5 is equivalent to FIDE Élo with scaled grades to ECF standard and 'k' factors adjusted for grading once a year, and ÉGS6 is even improving on current FIDE Élo (has Glickman 1 improvement over FIDE Élo).
Thanks a lot.