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GameKnot related: Ladder comments and suggestions
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bevo_xiv
05-Oct-09, 15:27

Ladder comments and suggestions
I'm not sure this is the appropriate place for this discussion, however, I cannot find where a general discussion of the newly implemented Ladder competition has taken place, so here goes.

I think the ladder system is a fantastic addition to the GameKnot competition suite. Many seem to agree with me as there have been over 2,000 players sign up in the two Ladders. In the relatively short period of time the ladders have been running, however, I have detected what I perceive as areas for improvement. Many may agree with me as there has already been several hundred participants who have dropped out of the competition.

1. 800-1200 players of widely varying skill levels is too many. I would like to hear your thoughts on dividing each ladder into two sections each, with entry requirements similar to the GameKnot tournaments. Players above a certain rating, say 1600 would be required to enter the upper sections, while those under 1600 would be free to join either upper or lower sections.

2. If proposal 1 is not implemented, what are your thoughts on a rating limit such that a challenge must be within a specified range of your rating, say +/- 400?

3. How does the community feel about the 5 game minimum that must be played? Is this too high or too low?

4. Is the adjustment for winning/losing appropriate? Should the losing player who is higher ranked lose more than 1 position?

5. Is the 10% range in ladder positions the appropriate range for challenges?

Your thoughts on these and any other issues you may have would be welcome. And if this is already being discussed somewhere else, kindly refer me to that discussion. I am very interested in everyone's opinion and suggestions on improvements, if any, that we can suggest GameKnot make in the Ladder competition.
lighttotheright
05-Oct-09, 19:52

As for:

1. I don't see that this is currently a problem. But if other changes are made, this could become one.

2. The fun part about the ladder is that you can challenge people completely out of your skill level and they cannot refuse. I would keep it the way it is. Higher ranking players will just need to get used to playing a few that are significantly less skilled.

I find these games tend to play a lot faster anyway. So the higher ranking player doesn't have to worry about these eating up his time for nothing. I simply look for the best possible play in the given position, period. This can be more interesting and fun against a lower ranked player. You get to find truly game smashing mating combinations.

3. Changing this may have merit. Perhaps the minimum should be 20 so that the rating is something closer to real. I don't mind playing a low rated player; but playing a master who currently has a 1400 rating is no fun. This is a potential area for improvement. I just am not sure how it should be fixed.

4. The losing player should lose more than 1 ring on the ladder. I am not sure how much, but know it should be more than 1. At the same time, the penalty for losing should not be too steep.

5. Yes it is appropriate. It eliminates some of the problems that some are worried about in number 1 and 2.
algol
05-Oct-09, 20:17

lighttotheright
I think that grandphish's number 3 point was related to the minimum value for the "Max simultaneous Ladder games" in the ladder settings: A player is currently forced to have at least 5 ladder games active, otherwise he/she can be challenged. I think 5 is a fair minimum.

On point 4, I agree with you that the losing player should lose more than one rank. Why not just as much as the lower player rises? It will make things more dynamic.
lighttotheright
05-Oct-09, 20:41

Thank you algol

I don't know how I misinterpreted that, but it happened.

I certain don't want to be forced to play 20 games at a time!

___________________________________________________

I think the number 1 position should be forced to defend the position more often. I also think the top 5 should have the option to challenge number 1 no mater how many ladder games he is playing.

On the flip-side, number 1 should be able to put a limited number of won games in reserve to maintain his status. Every 10 won games by the #1 player while at that position should allow 1 reserve bonus point that counts if #2 wins a game. This is incentive to keep playing a lot of games while @ #1.

This should stimulate more game playing by top players. Just food for thought.
algol
06-Oct-09, 05:40

...
Good points lighttotheright!
hexs
07-Oct-09, 15:19

On the ladder system
I agree with grandphish that this Ladder competition is a nice feature and I think that this
forum can be useful in order to keep it running. I will comment on the five points and try to be
as concise as possible.

1- I think that setting divisions is of paramount importance, imitating the Gameknot
Tournament system.
2- I think that if (1) is not implemented players SHOULD challenge every lower rated player
possible (no matter the rating difference) so that the 'normal distribution' (algol , I don't
remember what it actually was) is reached as soon as possible. I've spoken to players who
complain that a lot more lower rated ones challenge them (as well as the other way round),
and I know that a lot of them are trying to "be fair" or have "good games" by challenging
players in their similar rating range. But if we all did the 'effort' of challenging every lower rated
player (sacrificing the "good game" concept or appearing to be a "bully"), I'm sure that things
would speed up.
3- I think that 5-6 is already enough (is it the league minimum too?), not everybody wants to
fully dedicate to ladder, and it is comprehensible.
4- I agree with lighttotheright that losing player should lose more than one position (I
actually thought it already was this way). But I think algol 's suggestion might be too much,
because a player could lose (currently) about 40 positions when losing. Maybe (mentally
setting a maximum of 15 positions loss) it could be set 1/6 of the different ranking between
two players: 1 position loss with 1-6 positions of difference, 2 loss with 7-12 difference... And
so on until 15 loss for 85-90 difference. Just an idea.
5- I think that 10% is OK too.
6- (invented by me) One of the problems might be that there is a large difference between the
possible number of games played at one time. Maybe a maximum should be placed. If not
players who want to keep in a standard 6-7 games (namely, have a life outside the ladder)
won't be able to keep up with 30 games monsters. I haven't studied this point at all, it just hit
me on the head.

-------------------------------------------------------------------

About the first position having to be more defended, I really don't think that it even is
'defendable'. If antinephilehi wins a game right now, she will pass me. It could be
done that the range of challenge of the top 5 players was shorter... But I still
think its complicated and have to go to sleep.
Keep it on!
cheeky_knight
08-Oct-09, 00:07

As for:
1. There are for sure many different levels to be found, but its also a good chance to play opponents with a much higher playing strength.

2. I have a very subjective point of vue. I am against a rating limit, because I always enjoy the games with players, who have a much higher rating. always when one of these players is available at that moment.

3. I cannot really say something, because viewing my amount of games, I am not a real measure of it.

4. I think moving up/ down one rank is good. I think this tremendous mistake of the league rules shouldnt be repeated, especially when the ladder should be devided into different sections. its N° 3 of the league rules, the calculation of more than +/- 1 for a win or loss. that is simply unfair for certain players, it leads to biased table standings and it also forces players to delay lost positions to avoid the relegation into the lower section. I know league issues are discussed somewhere else, but I dont want the same mistakes to be made again!
hexs
08-Oct-09, 02:19

Re-thoughts
Only some revisions on my interpretation of the two of the points purposed by grandphish

2- Apart from what cheeky_knight has stated, the problem is that if we look at the
distribution of density of players and ratings, we will find out that players falling in the tails are
going to be in great disadvantage when willing to find games. Someone around 2300 could
hardly get 50 games (2700 - 1900) while someone around 1400 could get over 500 (1800 -
1200). I really don't think it was fair.
4- I maintain my proposal of the loss of 1/6 of the difference between players, but I'd say that
only if the higher ranked player is the one who loses or if the lower ranked player loses and
had challenged. So the only ones who'd lose one position would be lower ranked players who
were challenged.

I think that losing one position is too little if we want the ladder to be dynamic. I don't know
how the league works, but I know that there are lots of participants (around 1500) and
divisions (not according to rating, although related). I think than in any competition there is a
part of manipulation among players, but I don't think it's tragic.
markb56
08-Oct-09, 10:56

SLOW ladder is shrinking
I've notice the SLOW ladder is slowly shrinking. It is down 10 participants just this week and is having a net loss of 2 or 3 players each day. While the fast ladder is suited to players that like to churn their games, the slow ladder needs some tweaking to allow some hope to those on the bottom rungs where things tend to stagnate.
lighttotheright
08-Oct-09, 19:53

Losing 10 in a week is only a problem if it continues for an extended period. My observation is that it has remained fairly steady and is not growing. It's not growing because of what markb56 said. Few are willing to start out at the bottom of a 1200 ladder with little possibility to move up significantly.

Changes to the slow ladder are needed. It needs to be more dynamic. Just don't make the same mistakes as what occurred with league play. The ladder needs to remain very different than any other form of competition on GK. If you want league style play, then join a league instead of trying to make a carbon copy of it with the ladder.

Stiffer penalties for a loss would be the biggest change to make a significant difference in how dynamic the ladder is. It would be simple to implement and would least likely to negatively impact other characteristics inherent in the ladder system. Heck, even making a loss lead to a drop of two rungs would be significant. That's twice as far as it is now.
lighttotheright
08-Oct-09, 20:25

Just another observation that needs to be kept in mind.... I've recently left a couple of places open on the ladder for other people to challenge me. Lower rated players are the ones that grab the chance to play someone above 2200 such as me.

They want to play a real person with master strength skill. The ladder currently gives them that opportunity. The ladder should not be just for the high rated player, but also for the little guy who wants a chance to improve his or her play.

We all know that the only way you get really good at chess is playing stronger players. Changes need to be made carefully. We don't want to ruin it for the little guy.
markb56
09-Oct-09, 13:32

I agree with LotR's comment about lower rated players being grateful for the opportunity to play someone above 2200 (or even 2000). I plan on re-challenging LotR as soon as I've finished licking my wounds from our last game.   But getting a ladder game against a specific player requires checking the ladder at just the right time when the other player has an opening available. Would pre-arranging a ladder challenge be unethical? E.g. suppose one player lets another player know that at a specific time he will increase his number of available games so that the other player can challenge him?.
lighttotheright
09-Oct-09, 13:57

BTW LotR stands for Lord of the Rings.

I don't mind being referred like that at all. It is actually appreciated. Besides it seems appropriate given that we are playing for rungs on a ladder. LOL!
markb56
10-Oct-09, 13:15

LttR: I was thinking "Light o' the Right". I guess the sun must have blinded me. Once I get my sight back I hope to play you again.

Since the ladder only allows you to challenge a particular player when that player's number of games drops below his limit, one might have to wait a long time before his desired opponent becomes available. I guess the ladder was designed this way to make it more plebian rather than patrician.
rt4sm
11-Oct-09, 15:47

a different opinion
i'm going to disagree with you all and say i don't like the ladder! I tried the fast ladder a couple of months back and i found it a wretched experience, i had to play very fast in about 20 ladder games at once just to maintain my position near the top. I don't have much time to use GK and edventuallly i started timing-out, i knew then it was time to quit the ladder 

As for grandphish's original points;

1. I didn't find the rating of my opponents a problem. Just the number of opponents i was being forced to play at once, with 1 day time controls 

2. Ditto point 1.

3. 5 games minimum seems fair enough.

4. I think the losing player should lose a lot more than 1 position. Because at the moment you can lose 100 places by losing 100 games, but it's possible to gain 100+ places by winning just one game. That sounds pretty silly, huh?

5. You can argue all day about the 10% challenge range. Some would argue it enables people to jump up the ladder too quickly, or force people to play much lowerrated players. Others would say these factors are what makes the ladder good. It's up to you to decide 
markb56
12-Oct-09, 00:22

rt4sm, on point #4 you must also consider that other players climbing over your position has more of an effect on your ranking than losing games has. Case in point: my overall score on the slow ladder is 1-2-1. With this score I should be about where I started, but I've dropped from #3 clear down to #10 due to other players climbing over me.

And as far as the FAST ladder being a wretched experience, I agree. It sounds like you'd be happier playing on the SLOW ladder where things are very sedate -- I get sleepy just thinking about the slow ladder.