All the data for cgos is available as files zipped up by month.  So
any kind of study is possible.  

- Don


On Wed, 2007-01-31 at 10:44 -0500, [EMAIL PROTECTED] wrote:
>   
>        To gain some intuition re. what level of intransitivites are
> present on CGOS, it would be interesting to see the cross-scores of
> all (or some...) of the bots in a big table. A less obvious refinement
> is to add color coding to make it easier to read. Here's an example
> from the game of Corewars.
>   
> http://www.koth.org/lcgi-bin/hugetable.pl?hill94nop
>   
>        The numbers look a little strange and it's not symetric because
> Corewars is a non-zero sum game. For CGOS, the numbers along the
> edge would, presumably be the the ELO rating and the numbers/colors in
> the boxes would be for percent wins. In Corewars, non-transivity is a
> very big part of the game. It might be interesting to look at the
> actual win percentages for each pairing against those predicted by the
> ELO differences.
> 
>  - Dave Hillis
>  
> -----Original Message-----
> From: [EMAIL PROTECTED]
> To: computer-go@computer-go.org
> Sent: Wed, 31 Jan 2007 7:57 AM
> Subject: Re: [computer-go] Is skill transitive? No.
> 
> My basic idea, which is undeveloped is rather like this - you partition
> all players into 2 (or more) broad styles.  One of the variables in the
> rating
> tells you how much (from 0 to 1) he plays at one extreme.   The rating
> system itself somehow determines which style you are and it's an
> abstract
> quality that we don't necessarily have to understand.   (sort of like
> learning algorithms that build neural networks that we don't understand
> but it works.)
> 
> In chess, which I use as an example because I understand it much better,
> there are kinds of playing styles that interact.  You can have very 
> good tactical players (who love gambit play sometimes) and you have
> very slow positional style.   Some very good players are not
> particularly
> good at tactics.   I don't know what conclusions you can draw about
> who is expected to win matches between various styles,  but I'll bet
> there is a measurable non-transitive relationship somewhere there.
> 
> Of course an outright learning algorithm,  if given enough games,
> might be able to predict winning expectancy better than straight
> ELO.   
> 
> - Don
> 
> 
> On Wed, 2007-01-31 at 05:54 -0600, Nick Apperson wrote:
> > I feel that what we need essentially is a set of functions that tell
> > us expected winning percentages with certain matchups.  In an extreme
> > example, we could imagine 3 rock, paper, scissors players.  One always
> > plays rock, one always scissor and one always plays paper.  In this
> > case, we would be able to define a ranking function as a relative
> > ranking, but absolutre ranking would not exist.  And this is
> > consistent with our whole approach here that skill is not transitive.
> > A simple 2D ranking system could work like this: 
> > 
> > let W = chance that player 1 will beat player 2
> > 1-W = chance that player 2 will beat player 1
> > 
> > our skill is expressed in R and T (for theta)
> > 
> > ELO = (R1-R2)+k*sin(T1-T2)   where k is some constant, R1, R2, T1, T2
> > are R of player 1 and 2, theta of player 1 and 2 respectively 
> > 
> > 
> > This would result in a  nontransitive 2D skill map.  There are many,
> > more compex functions that could be worked out and this has the nice
> > property that it easily collapses into a 1D map by merely setting
> > everyone's theta to the same value.  Essentially R is "general skill"
> > and theta is a rock paper scissor type thing where one strategy is
> > better against certain other types of strategies. 
> > 
> > 
> > On 1/31/07, Vlad Dumitrescu <[EMAIL PROTECTED]> wrote:
> >         Hi,
> >         
> >         On 1/30/07, Don Dailey <[EMAIL PROTECTED]> wrote:
> >         > It would be interesting if it would be possible to construct
> >         a 2
> >         > dimensional
> >         > model statistically.   A 2 dimensional system would not be a
> >         perfect fit 
> >         > either,
> >         > but would simply be a better approximation.    So in some
> >         way a players
> >         > "strength" could be expressed by 2 numbers instead of
> >         1,  and the 2
> >         > numbers
> >         > together would predict your chances of beating another (2
> >         dim) player 
> >         > more accurately that a 1 dimension system could.   And of
> >         course you
> >         > could
> >         > extend this.   But I don't have a clue how one would
> >         construct such a
> >         > system
> >         > or if it's even possible - but it seems like more
> >         information should be 
> >         > better
> >         > than less.
> >         
> >         Unfortunately, having more than one dimensions makes
> >         comparisons
> >         impossible - if an ordering relation is defined over the
> >         domain, then
> >         this domain is "one-dimensional" with regard to that
> >         relation. 
> >         
> >         In other words, one can't compare vectors, just scalars. So
> >         the
> >         multi-dimensional "strength vector" has to be turned into a
> >         scalar (by
> >         for example a weighted sum) and we're back where we
> >         started... 
> >         
> >         best regards,
> >         Vlad (master of the obvious :-)
> >         _______________________________________________
> >         computer-go mailing list
> >         computer-go@computer-go.org
> >         http://www.computer-go.org/mailman/listinfo/computer-go/
> > 
> > _______________________________________________
> > computer-go mailing list
> > computer-go@computer-go.org
> > http://www.computer-go.org/mailman/listinfo/computer-go/
> 
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