|
|
|
#1 |
|
Join Date: Feb 2005
Location: Berkeley, CA
|
A general problem with computing real-world skill levels is that skill is usually not numerically ranked in the way RPGs do it. However, there is an exception: the ELO system.
ELO has a very simple method: your performance in any given match is assumed to correspond to your true skill level plus a random value, which is a normal distribution with a standard deviation of 200. In GURPS, your performance is assumed to be your true skill level plus a random value, which is roughly a normal distribution with a standard deviation of slightly under 3. If we assume a chess game is a single quick contest, 1 point of GURPS skill is 67 ELO; we'll round to 70 for convenience. The floor for skill in USCF is 100; if we set that to a GURPS skill of 4, our formula is ELO/70 + 3. This means the current top human player (Magnus Carlson, ELO has hovered in the mid 2800s for the past ten years) has a skill level of 43, and Stockfish 13 has a skill level of 53. Not sure any of that is actually useful to games, but it seemed interesting. |
|
|
|
| Tags |
| real-world, skills |
|
|