tag:blogger.com,1999:blog-4741109129297712977.post1005629887535330137..comments2023-09-29T08:36:02.726-03:00Comments on Kaya.gs: Glicko Rating system is done.Conanbatthttp://www.blogger.com/profile/00853174956994558237noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-4741109129297712977.post-16935093327369127712011-11-07T18:33:23.924-03:002011-11-07T18:33:23.924-03:00will the problem solving feature have a rating sys...will the problem solving feature have a rating system too? i miss that a bit on goproblems.comEntropiehttps://www.blogger.com/profile/00036419811893946985noreply@blogger.comtag:blogger.com,1999:blog-4741109129297712977.post-2292096681335662372011-11-07T15:40:26.147-03:002011-11-07T15:40:26.147-03:00I have a WHR implementation in the WHR branch: htt...I have a WHR implementation in the WHR branch: https://github.com/killerducky/OpenKaya/tree/whr I haven't added many unit tests because I was still fiddling with different implementations. <br /><br />The main challenge would be to integrate it with the server, because the algorithm requires much more state for each player, and it must be rerun periodically over the entire player database not just once per game added.<br /><br />There are tradeoffs to be made, such as how often to run over the player database (less often would be less server load, but sacrifice some accuracy). For example KGS used to rerun over all players every 15s (maybe it still does but my information is old). WHR would probably perform good enough with a similar strategy.killrduckyhttps://www.blogger.com/profile/17489773761220963104noreply@blogger.com