+1

Moderator: Ras
Why especialy 0.7%? But yes, if it is too high (which means it will significantly change the rating) I will not include the engine and report this (as it happened recently with Stockfish 2.2 and before with others). If an author then tells me that it is a feature - like you described it - I will leave it in, so be it - I dont mind!Engin wrote:...and if this overtake the 0.7% ?
you say you will stop it.
For the reasons you describe, I like my approach of removing time-loss games from the PGN better than assigning some artificial penalty. A time-loss game has almost zero information relevant for rating. Assigning a penalty is just a wild guess IMO, and can produce much less reliable results (but not significantly less "rating corruption" in the sense above) than not evaluating the game.hgm wrote:The main problem is not that an engine gets punished Elo-wise for time losses, but that their opponents get unjustly rewarded. This corrupts the entire rating list, because it invalidates the rating model on which the analysis is based.
All standard rating models assume the score percentage tails off very rapidly when you are much weaker than the opponent. But against an opponent that throws games, there will always be a fair chance you score points, no matter how weak you are. But the rating extractor will consider it very strong evidence the engine played a world-class game, and will up its rating accordingly.
With standard programs like BayesElo, I think it would work much better to calculate 'raw' ratings based on games without any irregularities, and keep separate statistics for the probability to lose on time (or through bugs), and then just correct the raw ratings with a penalty (like 7 Elo for each percent of irregularly lost games). That won't corrupt the ratings of those programs that got the win for free.
I mentioned in the post you replyed how often it happend ... and don't forget, I am testing 5 + 3. The + 3 makes it really hard to lose on time. Actually I guess I have less problems than the sudden time controls which are called repeating ...hgm wrote:Well, if it does happen that infrequently, it is not even worth considering. I am of course used to testing engines that lose on time far more frequently (by crashing).
Why would that only apply to humans? It seems a cheap way for engines to gain a few rating points too. When you are losing, miss the time control by 0.1 sec, and hope for a replay...Sven Schüle wrote:Nevertheless it would not make sense to exclude time-loss games of human players from rating since that might encourage some strange people to let their flag fall in a hopeless position just for the purpose to avoid losing rating points, and/or to steal his opponent's rating gain.