But isn't this inherent to the rating system instead of a rating program? In our case "rating system" means how we calculate performance ratings from one set of games and nothing else, based on the ELO system.hgm wrote:If, for instance, you play A1-B and A2-B, then A1 doing better against B would push not only B's rating down, but also A2's rating. Because the program will keep the A2-B rating difference fixed based on their mutual result. So there always is this 'recoil' effect; you can only gain rating by pushing the average of all other ratings down, and if your opponent and the others are connected, it will not be just your opponent that suffers from this. This is especially bad if the pairing network has a star topology, where they all connect well to the star center, and not directly to you.Sven Schüle wrote:I know that you wrote about this twice in this thread, mentioning the fact that rating programs move the ratings around to create an average of zero as the reason for it. I just want to know why and how this leads to dependence.Sven Schüle wrote:One final question to you: why are the ratings of A1 and A2 independent in the "reality" but dependent in case of using a rating program?
But the effect tends to disappear when there is a large number of (well-connected) players, because then their combined 'mass' gets so large that there is very little recoil.
Sven
