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The rating system, while not the best, is not as bad as all that. Remember that the ratings have bunched up as a result of the luck in the game, and as such the expected winning %age between players of differing ratings should be accurate.
In other words if a player is still rated low with this system, they must be terrible indeed and you should lose points if they beat you.
alanback: Yes, I've begun to do that with some of my regular opponents - we even play 10 wins matches. (It would still be better with the cube and a decent rating system though )
Andersp: Well we have two of the four problems resolved, but until there is a more realistic rating system, people who chase ratings will clsuter at the top and play each other rather than risk losing a lot of points in a single game. But once this is fixed and the cube is implemented, ther will be a lot of very happy people, I know!
Fencer: Thankyou for this enhancement. I look forward to seeing a game in which it applies. This will save a lot of unnecessary discussion about poor sportsmanship and the like, I'm sure.
Thema: Re: Looks like the fix introduced a new bug
alanback: I mean, he obviously worked in the shadows while we were all jeering at him, and now his surprise has come out slightly faulty :) SURELY his pride will not allow this issue to remain alive for much longer ;)
BIG BAD WOLF: I've run into several situations where it won't let me use the smaller die first. These aren't games where I will only use one die, but want to move the smaller number first, to set up the larger number. In one case it didn't give me the option of swapping my dice. Is this a bug or have the rules changed?
Marfitalu: Looks like the system currently does not see that you can bear off chips soon, and in the process - trying to make you use both your dice.
Looks like Fencer will have to add the code of "if using the smaller dice leads to a point where you can start to bear pieces off the board, then allow it - otherwise ...."
Fencer: Ah, good. I presume that the new rule is in effect immediately even for running games? Or do running games keep using the old rules, which didn't enforce maximum die usage?
If it is possible, both dice must be used. It means that some pieces can become "frozen" in certain positions because making a move with these pieces would create a situation where the second dice couldn't be used.
If only one die can be used, the one with the higher number must be chosen.
Please let me know if it really works. I hope I've fixed this issue at last but I could easily overlook some special cases :-)
jolat: Indeed, there's no cube on this site. The reason is that it isn't implemented - a Fencer decision. ;-) At some, yet unknown, time in the future, a backgammon version with a cube will be implemented.
Some put a line on top of this page with the message that cubes will be implemented in the future.
I am new on this site and I would like to play backgammon but it seems to me that it is not possible to use the cube.
Is this well that?
If so, do you know why this possibility does not exist here?
It doesn't seem to be possible to create a tournament of multiple-point matches. That is, one in which each player would play the other a 3-point match, for example. Am I missing something?
In any good rating system, if two players with the same rating played a large number of games, one would expect each to win half of the games that were not a draw. As the difference in their ratings increases, the probability that the higher-rated player will win increases. In the U. S. system the difference in ratings at which the better player will win 90.9% of the time is arbitrarily set at 400. A player with a rating of 1100 will win 91% of his games with a player with a rating of 700, and a player with a rating of 2000 will win 91% of her games with a player with a rating of 1600.
For any particular match, it should be possible to calculate from the difference in the player's ratings the probability that one of the players will win. Taking “We” to be the “win expectancy” and “ΔR” the difference in the players' ratings,
We (underdog) = 1 / (1 + 10 ^ (ΔR / 400))
[The formula on the original web page is incorrectly formatted. The one above is correct. ^ is raise-to-the-power-of]
For example, using this formula, if two players differ by, say 90 rating points, the probability of a win for the higher-rated player is 0.627, and for the lower-rated player, 0.373. If the results of a series of games bear out this expectation, the players' ratings are “correct,” and shouldn't change. Players' ratings change only when the results of a match are not what the difference in their ratings led one to expect, and the extent of the change in ratings is based on how far off the expectation was.
So, according to the US Chess formula, the 63% point is a difference of 90 points.
In Backgammon 65% is the difference between a top player and an average player. I believe BKR formula is based on the the one referred to above so we could expect the entire ratings spread to be maybe 100 or so points each side of average!
So, okay, you're right - a difference of zero is exaggerated but with such a small spread and a volatility of up to 10% of that per match? ... they might as well be the same, lol.
playBunny: That doesn't make sense, there must be a point at which equilibrium is reached where players of different ability reach different ratings.
For instance if I win 62.5% of the time against a weaker opponent, we would balance out at a point where I stand to gain 6 and lose 10, whatever that difference is.
I agree in principle that this system is not good for backgammon, but the ratings would not balance to everyone equal since there is some skill in the game.
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