Hi,

The problem is not wheter to use Elo ratings or not, but rather how to compute them. The intro of my WHR paper gives an overview of different possible approaches:

http://www.remi-coulom.fr/WHR/WHR.pdf

The algorithms I compare in my paper all have a major flaw: they consider the variability of ratings is the same for the whole population. In practice, the ratings of beginners tend to vary much faster than the rating of experts. A good rating system must take this into consideration if it has to be applied to a population that contains beginners and experts.

If you population has strongly connected groups that are sparsely connected to each other, then you should avoid incremental rating systems.

If you want academic papers, Mark Glickman's web page has many more:
http://www.glicko.net/index.html

Rémi


On 08/03/2015 02:22 AM, Aguido Davis wrote:
Good morning.

We're looking at replacing the Australian national ranking system, and the question has come up: how many players and how many recent games/player are needed for ELO to generate good strength ratings?

(Questions begged: what does a "good" set of ratings even mean? does it matter if the play graph (edges = games, vertices = players) is well-connected or quite cliquey? is ELO the last word in rating algorithms? do humans behave differently from bots when they know they're being rated?)

Does anybody know of a good academic paper, or ideally, someone's thesis?

My apologies if this is off-topic, but it's an interesting computation related to go...

Cheers,

Horatio


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