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The Black Hole in Chess Ratings – Part III
By Russ Mollot (founder, Chess Express Ratings)

In case you missed them:  Part I  and Part II

As mentioned in earlier articles, children in a scholastic chess program are typically assigned initial "club ratings" that are exceedingly low.  They then begin to learn the game at a very rapid pace, gaining knowledge, experience, and skill.  The participants generally are playing exclusively amongst themselves, which results in some students’ ratings rising, some falling, but the overall average rating within the group remains the same -- and way too low.  These low scholastic ratings are slowly bringing about a massive deflationary trend in chess ratings in general, as more and more of the young chess scholars make their debuts in adult tournaments.

What is needed are modifications to scholastic ratings which recognize both the young players’ initial lack of skill, and their ultra-rapid acquisition of the same.  This objective has accomplished, with some elegance I might add, by Chess Express Ratings (CXR), and has been part of our rating process for approximately two years.

The CXR system recognizes that our young chess scholars are learning and improving much faster than their ratings would ordinarily reflect (as demonstrated in Parts I & II of this series.)  Consequently, some sort of extraordinary means was needed to upwardly adjust their ratings.  Such adjustments needed to be fair, sensible, and gradual.

Our original specification (called “Project Orange”) envisioned five components:

  • Learning Points (Standardized Aptitude Tests)

  • Standardization of Initial Ratings

  • Practice Points

  • Achievement Points

  • Safety Net

Note that at the present time, Standardized Aptitude Tests for chess have not become widespread -- in fact, this idea is still considered heretical by the "mainstream".  Chess Express Ratings, Inc. will continue to be a proponent of standardized testing for chess scholars (just as such testing is standard in virtually every other academic field).  Until such tests have been widely adopted, we are omitting the Learning Points component.

Recommended Initial Ratings

Certainly, students who already have established ratings or provisional ratings from recognized Rating Authorities -- such as USCF, FIDE, CFC, CMA (or BCF, with certain adjustments) -- should continue to use these as their ratings (if based on fewer than five games, however,  these should be considered provisional ratings).

Otherwise, students will be assigned some Initial Provisional Rating (IPR).  CXR has tried to promote (albeit with little success) the following age-based IPR's (note that as a rule, the rating = 300 plus 50 times the student's age):




 

Student’s current
AGE

Initial provisional RATING

19

1250

18

1200

17

1150

16

1100

15

1050

14

1000

13

950

12

900

11

850

10

800

9

750

8

700

7

650

6 or younger

600

We have, unfortunately, encountered heavy resistance to our attempts for standardization of initial ratings.  Although our customers understand our reasoning, ultra-low ratings are already so widespread that CXR’s recommended initial ratings just seem too high.  The urge to conform is strong.  We do not seek to override the judgment of our affiliates, so we have had to adapt to the environment now prevalent.

Practice Points

Every scholastic player rated below 1000 is awarded two extra rating points after each of the first 100 games he or she plays – win, lose, or draw.  This is in recognition of the fact that playing a complete game provides beginning students with much-needed practice, reinforcing their understanding of the basic concepts.  A student who remains in the program and plays at least 100 practice games will have thus gradually gained 200 extra rating points, reflecting his or her significant over-the-board practice.

Achievement Points (a.k.a. "Victory Points")

Every scholastic player rated below 1000 is awarded three additional rating points for each of his or her first 100 wins.  This recognizes that the student has attained enough skill to visualize and successfully execute a winning plan of action.  Note that this includes games beyond the first 100 games played.  The successful student can thus gain up to 300  Achievement Points, in addition to 200 Practice Points, for a total of 500 rating points.

Safety Net

CXR’s scholastic players benefit from a safety cushion preventing their ratings from dropping precipitously.  Any student whose rating has fallen below 400 will never lose more than 10% of his or her rating points as the result of a single game.  While not the same as a "rating floor", the Safety Net makes it very unlikely for a child's rating to fall below 100 or to remain there for very long.

Examples

Note: ratings and formulas here refer to those used in the CXR System.

  • Jane and John, each rated 800, play to a draw.  Their ratings would normally remain unchanged, by the rating formulas.  Since they are scholastic players, each earns 2 Practice Points and their ratings rise to 802.
     

  • Jack, rated 900, defeated Joe, rated 800.  Had they been adult players, their new ratings would be 917 and 783, respectively.  As scholastic players, each gains 2 Practice Points, and Jack also earns 3 Achievement Points, bringing their ratings to 922 and 785, respectively.
     

  • Joe, rated 785, wins a rematch with Jack, rated 922.  Our regular formula takes their ratings to 811 and 896.  Adding 2 Practice Points apiece, and an extra 3 Achievement Points for Joe, they end up with 816 and 898.  Note that after their two-game match, the average of their ratings has increased from 850 to 857.
     

  • Sue, rated 170, lost to Sally, rated 120.  Our regular formula would make their new ratings 147 for Sue and 143 for Sally.  Each gains 2 Practice Points, and Sally gets 3 Achievement points for the win.  This brings their ratings to 149 for Sue, and 148 for Sally.  However, this would mean that Sue dropped 21 points, which is more than a 10% loss.  The Safety Net comes into play, and Sue’s loss is reduced to 17 points, for an adjusted rating of 153.

The maximum impact of the program is upon lower-rated scholastic players (especially pre-teens), because players whose rating is 1000 or higher receive no extra points.  However, such players still benefit indirectly, as many of their opponents will no longer be as badly under-rated as before.

An added benefit of our special treatment of scholastic competition is that youngsters can see their progress in chess reflected in their ratings.  A class of second graders starting  with a 200 rating (knowing nothing about chess) can see their ratings climb as high as 700, on average, as they learn and play -- even if they compete only amongst themselves.

If our approach becomes widespread (as we hope), the problem of massive deflation will be greatly alleviated.  The “black hole” will evaporate, so to speak.  As this system continues to be used in the field, feedback from participants will guide us in further refinement to the program.

Our critics will accuse us of "tinkering" with rating tradition.  We must plead guilty.  Traditional rating methodologies were not designed to work with the chaos that is scholastic chess today, just as Sir Isaac Newton's laws of physics were unprepared to deal with Relativity and black holes.  We believe our approach is warranted.  It recognizes the realities of scholastic chess.  It is certainly better than doing nothing, as the status quo would allow the massive rating distortions to continue and accelerate.


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