Hi Rémi,

For a while I have considered overhauling the rating system for CGOS.   
My system is ad-hoc and based on gradually increasing K factor based on
your opponents K in the standard ELO formula.   

I don't know if your idea here is feasible for a computer server,
because presumably the players are fixed in strength,  but in practice I
think some bots change.      Anyway, I'm no expert on this but want to
find something better than what I'm doing and I have considered using
some kind of whole history approach  (such as running bayeselo after
every round on every game,  which of course is not very scalable :-)

- Don



Rémi Coulom wrote:
> Hi,
>
> This is my CG2008 paper, for statisticians:
>
> Whole-History Rating: A Bayesian Rating System for Players of
> Time-Varying Strength
>
> Abstract: Whole-History Rating (WHR) is a new method to estimate the
> time-varying strengths of players involved in paired comparisons. Like
> many variations of the Elo rating system, the whole-history approach is
> based on the dynamic Bradley-Terry model. But, instead of using
> incremental approximations, WHR directly computes the exact maximum a
> posteriori over the whole rating history of all players. This additional
> accuracy comes at a higher computational cost than traditional methods,
> but computation is still fast enough to be easily applied in real time
> to large-scale game servers (a new game is added in less than 0.001
> second). Experiments demonstrate that, in comparison to Elo, Glicko,
> TrueSkill, and decayed-history algorithms, WHR produces better
> predictions.
>
> http://remi.coulom.free.fr/WHR/
>
> Feedback is welcome.
>
> Rémi
>
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