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From: fc@all.net (Fred Cohen) To: weidai@eskimo.com (Wei Dai) Date: Thu, 28 Dec 1995 09:14:32 -0500 (EST) Cc: cypherpunks@toad.com In-Reply-To: <Pine.SUN.3.91.951228011912.27043B-100000@eskimo.com> from "Wei Dai" at Dec 28, 95 01:31:18 am > On Wed, 27 Dec 1995, Lou Poppler wrote: > > > The thorniest problem in our reputation economy continues to be the > > case of the player who drops out of a match when clearly losing, to avoid > > the decrement of his rating number (based on match results only, not on > > individual games). [......stuff deleted...] The best defense we have > > found against the match dropper is complaining in the newsgroup. > > It seems to me the easiest way to solve this problem is to list for each > player the number of games he dropped and didn't finish along with his > rating and experience. Why go for elaborate social solutions when a > simple technical solution exists? > > Wei Dai It seems to me that not finishing a game is the same as knocking over the board. It's a loss for the player waiting to move, and a non-game for the other player. This should solve the not-finishing-a-game problem in short order. For the problem of playing a fake unrated player, try variations on this scheme. Track the players each player plays and reevaluate all players scores in relative terms. To get a rating, players must engage in games with enough other players to form a valid statistical basis - at least 100 games with rated players for 10% accuracy. Start with provisional ratings in the 1-10 range based on comparrison with other players regardless of who. As players play other fully rated players, add a temporary rating based on relative performance and post both relative and 1-10 ratings. When players reach 100 games within the rated group, they get an official rating. -> See: Info-Sec Heaven at URL http://all.net/ Management Analytics - 216-686-0090 - PO Box 1480, Hudson, OH 44236
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