On Sun, 2007-03-18 at 19:09 +0100, Sylvain Gelly wrote:
> Hi Don,
> 
> > I think what you are looking isn't a strong Anchor player, but
> > strong players who are always available.
> 
> In some sense you are right. In fact, I was not talking about anchor
> with fixed rating, but "floating" anchor, which would be a player with
> fixed strength, always connected. It is an anchor in the sense that
> the rating of other players then depend less on which programs are
> running.
> And this is quite important as the rating of a player depends mainly
> on the players which has a level close to it.

Yes, it's almost impossible to get an accurate rating if all your
opponents are several hundred points stronger or weaker.  

That reminds me of another issue.  The new CGOS will have a new pairing
algorithm.   Players will be selected who are close in strength and 
there will be less variety, but less mis-matched games.  It's pretty
much a waste of time to pair Mogo vs Random for instance and that
won't happen on the new CGOS unless there just isn't enough players
close to your strength. 

In fact, it will work more like a ladder system - but not quite as
restrictive.   The new pairing algorithm works like this:

   1.  A random value is added to each players rating for pairing.
   2.  Players to be scheduled are sorted according to this pseudo
rating.
   3.  Pairings are matched pairwise in order, from top to bottom.  

The amount of randomness added to each players rating (for pairing
purposes only) is determined dynamically.   It will be a value that
still guarantees a chance to get paired with at least 3 or 4 opponents
on either side of your rank.   Of course this algorithms also 
introduces a bias - you are more likely to get paired with a player
next to you than with a player 2 or 3 ranks away.    The gap may
be greater for some players than others, as it is computed based on 
all available players at pairing time.   But the bias is based on
strength more than rank - if an opponent is only 1 rating point
stronger, you are more likely to get paired against him than you
are another opponent right next to you - but 150 ELO weaker.

A minor enhancement is that colors against a specific opponent are
no longer chosen randomly - they are equalized.  So if you play
white against Foo, the next time you will get black.   Even if they
get out of whack the server will work to correct this,  but that
should never happen unless the database is tampered with.

Another feature is that if an opponent disconnects by accident (or
on purpose), the game can continue by reconnecting.   Of course the
clock keeps running - there is no resuming of games the next day.

The SGF files contain all the timing information for each move and
the time each player takes for a given game will be reported on the
web pages.   

The opponents name and rating will be reported to the client and 
passed on to the engine if it supports an extended GTP command
to do this.    (Any ideas on what to call this command?)

Some of these features will require client support and may not
immediately appear until I enhance the client versions.   For instance 
the client can be made to produce SGF files so they do not need to
be downloaded - the information needed is available to construct
a clone of the SGF record stored on CGOS.

- Don










> So it is in this meaning I used the word "anchor", sorry for the
> confusion if any.
> 
> Sylvain

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