Hello Roger,
Various rules for allocating grading points with respect of each game can be expressed with the following formulae:
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a2 = a + ka*(q - p);
b2 = b + kb*((100 - q) - (100 - p)) = b + kb*(p - q);
where 'a' is your grade, 'b' grade of your opponent, 'p' your expected performance (expected performance of your opponent is then '100 - p'), 'q' your actual performance (actual performance of your opponent is then '100 - q'), 'a2' your new grade (your grading points allocated for the game) and 'b2' your opponent's new grade (your opponent's grading points allocated for the game).
(if the players played only one game in the season 'q' is either 100, 0 or 50, if they played more than one game it can be a number between 0 and 100 inclusively)
What makes the rules different is a choice of factors 'ka' and 'kb' and function 'p = f(d)'.
Roger de Coverly wrote:The point I am making is that the reason you add up the total of opponents grades and divide by the count is that you don't know the game count until the end of the season. If you did know the game count or always used 30, then you would know the adjustment per game. The other point is that the Elo adjustment per game is less than the ECF one until you get to a high game count (>60 say). This demonstrates that Elo systems may more slowly adjust to players with changing playing standards than ECF style systems.
Okay, then you can convert above formulae for allocating grading points with respect of each game into formulae for calculating players' grade after each game as follows:
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a2 = a + ka*(q - p)/na;
b2 = b + kb*((100 - q) - (100 - p))/nb = b + kb*(p - q)/nb;
where 'a' is your grade (from previous season), 'b' grade (from previous season) of your opponent, 'p' your expected performance in the game (expected performance of your opponent in the game is then '100 - p'), 'q' your actual performance in the game (actual performance in the game of your opponent is then '100 - q'), 'a2' your new corrected grade (due to the game), 'b2' your opponent's new corrected grade (due to the game), 'na' the game count taken into calculation of your grade, 'nb' the game count taken into calculation of grade of your opponent.
So the ECF correction for your grade in each game is:
and as 'na' can be any number greater or equal to 30 the ECF grade correction per game is not comparable to FIDE grade correction per game, as FIDE grade correction per game does not depend on the number of games you have played in a year (there might exist 'na' which corresponds to the FIDE's choice of 'K' factor, but say if you take it to be 30 than AGS3 corrections would be closer to the FIDE corrections than GS's corrections, and if you take it to be 15 than GS corrections would be closer to the FIDE corrections than AGS3's corrections, etc, you can make the corrections arbitrary small or large by selecting 'na').
Roger de Coverly wrote:Also it doesn't matter what the grading book says for the previous grade, equal performance gives an equal grade.
Equal grade for equal performance principle is equivalent to requiring 'ka + kb = 2' and if one would wish to switch to a 'ka + kb = 1' system one has to abandon the principle. "Equal grade for equal performance" section at
http://www.jurjevic.org.uk/chess/grade/ ... malies.htm talks a bit about why I think that "equal grade for equal performance" principle is unsound and should be abandoned.
Roger de Coverly wrote:The spread issue seems to be that whilst you still seem to have players ranked in order of strength, the relative distance between the grades appears to be stretched so you don't get a linear plot any more.
As 'ka' and 'kb' factors are basically the factors which dictate how large the grade correction in each game will be, wouldn't one might expect (at least intuitively) that 'ka + kb = 2' grading systems would make the relative distance between the grades larger than 'ka + kb = 1' systems (one could expect that when an improving player is climbing up he is climbing up faster and pushing down his opposition more in 'ka + kb = 2' than in 'ka + kb = 1' systems, i.e., the faster the climbing action the more the opposition is pushed down)? (in 'ka + kb = 1' systems fast improving players may be allowed to climb as fast as in 'ka + kb = 2' systems and yet not to push down their opposition, though in general in 'ka + kb = 1' systems improving players climb slower and push down their opposition less than in 'ka + kb = 2' systems)
Kind regards,