bug-gnubg
[Top][All Lists]
Advanced

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

RE: [Bug-gnubg] real match winning chances


From: Christopher D. Yep
Subject: RE: [Bug-gnubg] real match winning chances
Date: Sat, 06 Dec 2003 21:07:54 -0500

At 10:33 PM 12/6/2003 +0100, Misja Alma wrote:
Sorry, I think I didn't express very clearly what I meant, the example I
gave could be more complete. Here is my explanation again:
So 2 players start a match, and at that point both have 50% chance.
When player 1 makes a mistake which costs him half his mwc, this costs him
.5 * 50% = 25% mwc. Gnubg will find this also.
But now let's assume that the player gets lucky and comes back to 50% mwc
again. At that point he makes again a mistake which costs him half his mwc;
so 25%. What gnubg does is it addes up error1 and error2, for a total of
50%. If these were all the errors both players made this match, it will then
estimate player 1 to have 0% mwc in an analysis.
The luck rate will do something similar: After his first error player 1 must
have had luck worth for 25% mwc. Suppose that player1 won the match anyway
after his second mistake, he must have had another portion of luck worth for
75% mwc this time. Both are added up for a total of 100%. final - initial =
netLuck + netSkill; Filling the numbers in gives that netSkill must be zero.

For Player 1:

initial mwc = 50%, final mwc = 100%
netSkill = -50% (Player 1 gave up 50% mwc, Player 2 gave up 0% mwc in this hypothetical example)
net luck = +100%
result = +50%

Btw I checked this by playing a 1pt match against gnubg with manual dice,
where I tried to make all possible errors but gave gnubg such poor dice that
it lost anyway; An analysis gives me a total error rate of -128% and a luck
adjusted result of -137%.

(Note: the total error rate = luck adjusted error rate if gnubg's match analysis is perfect; since gnubg's match analysis is not perfect, the above result seems reasonable.)

Suppose that Player A (playing perfectly) plays Player B (an extremely weak player, e.g. a computer making all checker and cube decisions randomly). In general Player A is > 99.9999% favorite (let's round this to 100%). However, if these matches are analyzed, sometimes Player A will get very good dice and will quickly win the match. In these matches, player B won't have many opportunities to make errors and may only make, say, 25% mwc worth of errors, resulting in a luck adjusted result of -25% mwc. In other matches though, Player B will get very good dice which will prolong the match, giving him more opportunities to make errors. In these matches he might make, say, 75% mwc worth of errors, resulting in a luck adjusted result of -75% mwc.

On average player B will make 50% mwc errors per match. In a given match he may make less than or more than 50% mwc worth of errors. Player A's expected result is +50% mwc (i.e. he expects to win 100% of the matches).

I think that those numbers are not right. If I would do a prediction of the
mwc of player 1 against player 2 based only on the match above, I would say
that player 1 apparently gives away half his mwc twice during a match,
regardless of what the situation or matchscore is at those times. So his mwc
will be on average 50% * .5 *.5 = 12.5%.


I disagree. In the extreme example that I gave, I'd be annoyed if gnubg didn't report Player A's luck adjusted result as > +50% mwc in some of its matches. Gnubg is just reporting what happened in the individual match (I like how it does it).

It's important to analyze a large number of matches. What matters is the average luck adjusted result. In extreme examples, as I gave above, the length of the match (which is positively correlated with Player B's net luck) significantly affects the luck adjusted result of an individual match.

Chris





reply via email to

[Prev in Thread] Current Thread [Next in Thread]