Le dimanche 11 novembre 2007, Stuart A. Yeates a écrit : > On 10/11/2007, Nick Wedd <[EMAIL PROTECTED]> wrote: > > In message <[EMAIL PROTECTED]>, > > Chris Fant <[EMAIL PROTECTED]> writes > > >> A beginner could easily run gnugo for a day or two, get a 7k rank for > > >> the > > >> gnugo account, then replace gnugo with an account that moves randomly > > >> for a > > >> few moves then resigns. Play this new robot as white with handicap 6, and > > >> you will soon get a dan-level account.
Nick Wedd > > It is broken in the sense that even as things stand, he can persuade his > > big brother to open an account, win games, get a 2-dan rating, and then > > throw games to him. I don't see how any system could prevent this. [...] > This can be done relatively easily using network algorithms. I don't understand how any algorithm can prevent cheaters without using some kind of trusted authentification. I think you have a gold mine in your hand if you can do this. Hopefully KGS dot aim to be secured as a banking system, and won't ask my finger prints before i can connect for a game :-) > Essentially your throttle how much of a contribution each other player > can make to a player's rank. This throttling would probably be done > relative difference in the rank between players and the square of the > size of the pool of players. > > Such a metric would actually benefit all players, by encouraging them > to play as many different other players as possible and avoid the > formation of player cliques. One would have to ensure that you weren't > penalising player who always played at a certain time of day in a > certain timezone, however. i suspect most people plays always at a certain time of the day, in their timezone, so currently there might be 3 "cliques": Asia, Europe, and Americas. Cheers /Alain _______________________________________________ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/