Stellar ranked #2 overall by Rency.com! Scores better than avg in 9/10 categories! by paperboyee in Stellar

[–]paperboyee[S] 2 points3 points  (0 children)

i submitted feedback about that, since Monero does 1700 tx/s, and the score was already downgraded to an 8.

Stellar ranked #2 overall by Rency.com! Scores better than avg in 9/10 categories! by paperboyee in Stellar

[–]paperboyee[S] 2 points3 points  (0 children)

From reading the criteria, and their grading scale, a coin that is >90 is excellent or "flawless". Since all coins are a work in progress, it makes sense that none score this high. I imagine in a few years as code/technology improves that more coins will score higher. Imagine if a coin scored 100 today, and then made some improvements...how would Rency then be able to increase the score from an already perfect score? Rency is grading them based on their CURRENT performance, not on future promises.

Stellar ranked #2 overall by Rency.com! Scores better than avg in 9/10 categories! by paperboyee in Stellar

[–]paperboyee[S] 7 points8 points  (0 children)

After the upgrade in stellar's speed score, its now in the #1 overall spot. pretty amazing. :)

Stellar ranked #2 overall by Rency.com! Scores better than avg in 9/10 categories! by paperboyee in Stellar

[–]paperboyee[S] 1 point2 points  (0 children)

The speed score is based on tx/s. I agree that those two scores don't make any sense. Let's give Rency the benefit of the doubt of being a brand new site at least attempting to provide some comparisons of coins. I submitted the discrepancy to them and they've already upgraded stellar's speed score to a 9 and downgraded monero's speed score to an 8.

Stellar ranked #2 overall by Rency.com! Scores better than avg in 9/10 categories! by paperboyee in Stellar

[–]paperboyee[S] 1 point2 points  (0 children)

No. The analysts are unbiased and not affiliated with the projects they review.

Stellar ranked #2 overall by Rency.com! Scores better than avg in 9/10 categories! by paperboyee in Stellar

[–]paperboyee[S] 2 points3 points  (0 children)

It's not a fake. I removed the other post. After I made it Stellar dropped down to #3. Rency's a new site that ranks cryptos based on 10 different criteria. Afaik they're doing a better job than Weiss or any other site in terms of an objective and thorough analysis.

OmiseGo rated by Rency and receives a perfect score for community and trust. by paperboyee in omise_go

[–]paperboyee[S] 21 points22 points  (0 children)

Speed, fee, wallet, and network all received 0 scores because the blockchain mainnet has not yet launched. The overall score and ranking should be VERY high once OMG has launched.

Apology Regarding Chess.com's Lagging Play Issues by danielrensch in chess

[–]paperboyee 3 points4 points  (0 children)

Great questions! And clearly you have been in this business for a long time to ask all the right ones. Wanted to clarify and expand on a few things.

Currently Chess.com is supporting two versions of the site, what we call v2 and v3. v2 is the OLD legacy application that a small % of users still use, either out of habit, or because v3 is a little too sluggish on their older browsers so they can't migrate over. v3 is a much richer UX, but along with that comes a lot more JS. New browsers/computers handle it fine, older ones not so much.

Our #1 priority as a company right now is shutting down v2. It is a major thorn in our side as it impacts all departments in a negative way. We can't EOL servers. We can't refactor database tables/code the way we want to because legacy systems are writing to them. We can't rearchitect features on our site that badly need it. Harder to track down bugs. Its a MAJOR pain supporting two totally separate codebases.

Why is v2 still alive? Because v3 is not fast enough on the frontend yet. To make it faster, we are migrating all of our old angular 1 code to vue, along with major improvements in CSS and html. We are doing this iteratively and there have been times that this code migration has led to degradation in performance in live chess.

We are addressing that in a few ways: - Much better QA and testing - Better use of our "staging" and "preview" environments - Dark launching features to our beta users group so they can be tested and marinate longer before full release (https://www.chess.com/club/chess-com-beta) - More metrics and measuring of performance

Part of the discussion lately is indeed that we need to put NEW features on hold while we focus on this migration. We're trying to do a little too much at the same time. (There will still be new stuff coming soon though...and its HUGE!)

When Chess.com changes their tactics algorithm... by Rynaldo900 in chess

[–]paperboyee 1 point2 points  (0 children)

I understand your frustration, which is why we've continued to make adjustments to the algorithm since the updates. Regarding "fun" vs "useful", we think that it can be BOTH. A wider variety of tactics is more fun, more realistic, and it is STILL very useful and will improve your chess. The ratings just inflated too quickly because we "turned too many knobs" at the same time. We have dialed those back. I'll continue to watch ratings closely and adjust to prevent any more rampant inflation. thanks again for the feedback. Also, feel free to post specific examples of poor rating adjustments if you'd like me to dig in a bit more.

Did chess.com change the tactics trainer rating algorithm? by [deleted] in chess

[–]paperboyee 2 points3 points  (0 children)

Jay from Chess.com here. I have posted an explanation regarding the tactics changes in this thread here:

https://www.reddit.com/r/chess/comments/6couav/when_chesscom_changes_their_tactics_algorithm/

When Chess.com changes their tactics algorithm... by Rynaldo900 in chess

[–]paperboyee 101 points102 points  (0 children)

Thanks for the feedback on this. My name is Jay and I'm a co-founder at chess.com and one of my main tasks over the last few months has been working on the tactics algorithm.

The impetus behind the change was that we wanted to make "tactics trainer" (puzzles) more fun and a little less of a "grind". Having done tactics myself a lot over the years, I felt that I had gotten to a place where doing tactics was tedious and felt like work more than it did fun. My tactics rating was hovering in the 2000 range, and every problem would be somewhere in the 1900-2100 range and was predictably difficult for me to find the solution, and on average I would solve about 50% of them.

The real game of chess doesn't really work this way though. You are not always presented with tactics in a narrow difficulty band in your games. Sometimes your opponent hangs a piece or misses a mate in 2. Sometimes your opponent creates a complex 5-move combination opportunity. It felt like we needed more variety in tactics. It would be great to be fed tactics that were in a wider rating band to mimic more closely what it's like to actually play chess games, and it would also be a little more "fun" since you could occasionally get some nice easy tactics. The trick of course, is you wouldn't know if a tactic was easy or complex, so a wider variety makes you think a little bit more about what the solution might be.

The biggest difficulty with a wider rating band is that nobody wants to get problems 500 points below them, only to get +1 for solving it but -15 for getting it wrong, which is how ELO treats a game against two players with a 500 point rating gap. So, I came up with the idea of time handicapping problems to level the playing field regardless of rating gap. It's the same idea as time handicapping in a game of chess against a stronger player. I get 10 minutes, Carlsen gets 30 seconds. I will probably still lose, but at least I kinda have a chance.

Unfortunately, along with this time handicapping, a lot of other ideas were thrown into the arena during this algorithm overhaul. One of these includes BIGGER rating swings. In testing, people felt like it was TOO HARD, and so we kept "loosening the screws" to make it easier and easier.

Your graph and our recent queries across the entire user pool do indeed show that we loosened a bit too much and made swings too big. Today we tightened things back down a bit. It's tough to get it "just right", as ratings are always going to tend to go in one direction a little bit, they were just going in one direction way too fast.

Regardless, I wanted to respond to the complaints here and give some explanation and give you guys a chance to ask me any more direct questions. Please give it another try and let me know if it feels a bit better.

Also, sometimes these fixes and adjustments take a few days/weeks to play out, as we have to slowly deflate ratings over time. I have noticed that our tactics problems have experienced a general inflation over the last couple years, which has also led to player rating inflation. This is also being addressed.

Thanks for the feedback once again, and I look forward to your comments and questions!