2.21 am, Thursday 11 March 2010

Yardstik in Operation

Results

Player
Group
Player
GUID
Discounted
Matches
Player
Rating*
1
0222 9.3 124
1
0035 11.1 121
1
0170 11.1 121
1
0311 9.3 121
1
0082 7.5 120
.
     
.
     
.
     
1
j050 4.8 83
1
0275 5.7 80
1
0021 6.5 78
1
j022 6.6 77
1
0150 5.6 74

Yardstik has been applied to groups as small as 108 and as large as 383, with matches ranging from 405 to 1413. It generates player ratings that are largely in tune with expectations. As currently developed, the output comprises an unsorted list of player ratings and a list which is sorted by descending ratings within disjoint groupings. Thus:

Player-group, Player & Player Rating listed in descending order of Rating

*Player ratings can only be interpreted relative to one another, so the average value can be set arbitrarily. Yardstik has adopted 100. Ratings are invariably integers (whole numbers). They have not been rounded. Where players have the same rating they are ordered by Player GUID.

Player ratings exhibit the type of slightly skewed distribution that might reasonably be expected from good players. The data on which the histogram below was calculated comes from inter-club competition.

yardstick.exe

The program is quick. On a 1200MHz computer the smaller problem solves in 0.01 seconds and the larger in 0.05 seconds. A composite — and therefore not wholly realistic — problem of 2,583 matches solved in 0.11 seconds. In fact the relationship between execution time and matches played looks to be linear.

Yardstik runs in RAM. It doesn't need much, and what it needs, it allocates dynamically. A reasonably modern desktop computer should cope with anything it is likely to face without a problem.

 
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