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Evaluating rating systems

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Date Editor Before After
9/2/2016 10:26:53 PMDErankBrackman before revert after revert
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1 Very nice. I assume by GeneralTeamstrength you mean GeneralEloTeamstrength and that you used K=32 as standard value? I think the latter is the reason for the low values for GeneralTeamstrength while my proposals for GeneralEloTeamstrength are quite good. It's all about optimizing K. We know that we need K~64 with K mod. Therefore I have proposed a higher K (80) for without K mod without D mod and it was indeed better than its K=64 version. Probably it can become even better with another K>64. (If everything was used K<64 would be better.) 1 Very nice. I assume by GeneralTeamstrength you mean GeneralEloTeamstrength and that you used K=32 as standard value? I think the latter is the reason for the low values for GeneralTeamstrength while my proposals for GeneralEloTeamstrength are quite good. It's all about optimizing K. We know that we need K~64 with K mod. Therefore I have proposed a higher K (80) for without K mod without D mod and it was indeed better than its K=64 version. Probably it can become even better with another K>64. (If everything was used K<64 would be better.)
2 \n 2 \n
3 As expected, the values for GeneralEloTeamstrength are similar to elo for teams. But for FFA I expected a bigger improvement. ZK elo doesn't even do correct FFA calculation ( probability sum > 1) . [spoiler]How do you do FFA scoring btw? Do you weigh every game prediction equally ( what I would do) or every team prediction equally ( wich means a 2v2v2 would be weighted 1. 5 times as much as a 2v2) . It's not a big difference, though. Furthermore predicting a 1/( number of teams) probability for every team would yield a score > 0 for more than 2 teams. It seems to be rated as a valuable insight that the outcome for a team depends on the outcome of other teams. Both, FFA weighting >1 and score >0 for guessing, could be fixed by only giving the winner team a rating of 1+log_( number of teams) ( p) and ignoring loser teams which also saves computation time. ( The rating of winner and loser team for 2 teams is the same anyway. ) On the other hand this approach would ignore that a more equal distribution of predicted win probabilities for losers should be rated better than if some losers are predicted higher win probabilities. And it couldn't be applied on the current system because its sums of probabilities are >1 for FFA. So maybe it's the best to keep the current scoring rule but with equal weighting for games. [/spoiler] 3 As expected, the values for GeneralEloTeamstrength are similar to elo for teams. But for FFA I expected a bigger improvement. Maybe this is also because you did GeneralEloTeamstrength for FFA only with K=32? ZK elo doesn't even do correct FFA calculation ( probability sum > 1) . [spoiler]How do you do FFA scoring btw? Do you weigh every game prediction equally ( what I would do) or every team prediction equally ( wich means a 2v2v2 would be weighted 1. 5 times as much as a 2v2) . It's not a big difference, though. Furthermore predicting a 1/( number of teams) probability for every team would yield a score > 0 for more than 2 teams. It seems to be rated as a valuable insight that the outcome for a team depends on the outcome of other teams. Both, FFA weighting >1 and score >0 for guessing, could be fixed by only giving the winner team a rating of 1+log_( number of teams) ( p) and ignoring loser teams which also saves computation time. ( The rating of winner and loser team for 2 teams is the same anyway. ) On the other hand this approach would ignore that a more equal distribution of predicted win probabilities for losers should be rated better than if some losers are predicted higher win probabilities. And it couldn't be applied on the current system because its sums of probabilities are >1 for FFA. So maybe it's the best to keep the current scoring rule but with equal weighting for games. [/spoiler]