I’ve only just noticed this thread, and although I can’t give a full response, here are a few notes:
PPSC remains under Ghost-Rating. One aim of Ghost-Rating is to make it impossible to improve your position by carefully choosing which games to play and which not to play. If I wanted, I could avoid difficult games and increase my rating ad infinitum.
Another aim is to make it possible for good players who joined later than similar standard players compete in the rating system. At present, points tend to grow exponentially for good players who play consistently. This is not good for encouraging new players on the site.
A game deposit would be a very good idea if we keep the points system.
I understand your argument that it's a more meaningful system, but it carries the same problems and requires (as I understand it) a greater amount of effort from those running the system.“
Both the points and Ghost-Rating systems do not need maintenance after the code is written.
“I may be in the minority, but I don't mind the points system. As a player for a number of years, but relatively new to this site, I think it helps delineate what kind of game you are in for depending on the pot”
Though other systems could easily emulate this- for example by having different modes (rated vs unrated)
“I also think that the way GR is calculated could be improved. It may look similar to, but it behaves actually quite differently than Elo.”
It is true that GR is quite different to Elo, but for a very good reason, namely that diplomacy is not like chess. It is not the case that by playing better than any of your opponents you can guarantee victory, rather, it is the case that by playing better you can improve your chance of victory. This makes the analysis of normal distribution curves used in Elo-rating impossible to apply to diplomacy.
“Right now, points and GR are both just arbitrary measures of skill. One can point out the flaws with both of them. Some would say that GR is better, since it treats games "equally" and it puts more pressure on the skilled players playing against weaker players. Some would say that points are better, since it allows players to play practice low-point games while also being able to play important, high stakes games.
Points, GR, neither is perfect or better. Removing one in the favor of the other only reduces the amount of information available if you are concerned with getting an accurate picture of a player's ability.”
I’m afraid that this is bunk. For starters, as I have said, I would support the option to have unrated games. Secondly, the idea that it improves a system to arbitrarily consider some data more than other data is pretty absurd. If someone bets all their points in a game, the difference in their rating between victory and defeat is in no way a measure of their skill in either circumstance. That GR is not exact does not make it equally good at rating players as any other system, otherwise I might as well run a raffle every month.
“The reason why the system STILL hasn't been changed (I've seen many threads like this in the 3 years here) is because it works”
Actually, this is flawed logic. All we know is that points are better than having the previous system, which was based of raw wins.
“I've moved back and forth on this quite a bit, as has TGM and the general community,”
Actually, I’ve just decided not to bother you with it anymore since there is nothing more I could tell you to try to convince you of my view that GR would be a big improvement to the site.
“- I would like to do this at some point so we can host tournaments on a more official, well supported basis, but apparently the way GRs are calculated is based on a spreadsheet that would be difficult to code(?) There has basically been a back and forth over whether and how GR could be officially implemented, and how, and whether it should be”
GR is currently scripted in perl (by Tantris)
“Quoting abgemacht: "Implemented properly, GR is a measure of skill, so the only way to game it would be to play better and that's not gaming the system."
Implemented properly...ah, there's the rub. There's no magical algorithm that's going to be absolutely ironclad, because it's nearly impossible to quantify/capture abstract things like intent, objectives, communication, alliances, backstabs, etc...all those wonderful "three-dimensional" things that project out of a finite set of moves on a two-dimensional map.
No matter how complex a GR algorithm is, there are going to be gaps, and if people figure those out, they can take advantage of them.”
GR is a measure of how likely you are to win against an average set of opponents, which is what is taken to be the definition of your skill.
“I thought the math could be summed up thusly, at least for a rough order of magnitude of accuracy:
Each player puts 1/20th of their GR in the pot. So if every player started with a GR of 100, the pot would be 5 x 7 = 35
In a WTA, the winner gets 35, and ends up at 130 (100-5+35). Losers end up at 95.
In a draw, the pot is split equally among the survivors
In a PPSC, the survivors get 1/35th of the pot for each center the end with.
I'm sure Ghost can correct me if I missed the details.
Of course, the logical conclusion is the only way someone with a GR of 1000 would gain something by playing with some 100 GR players would be to win a WTA - a draw is unlikely to result in a net gain, and a PPSC is still going to be a net loss.“
This is not correct:
In WTA, effectively everyone puts 2/35ths of their rating into a pot, and then it is divided in the normal WTA way.
In PPSC, it is more complicated, everyone puts in an amount which takes into account how likely they are to win and how likely they are to get part of the pot by surviving, and then the pot is divided in the normal PPSC way