Main
DB Stats
Players
Pre-searches
Highest-D-W-M-Y
Upsets-D-W-M-Y
Surprises-D-W-M-Y


Downloads
FAQ
 
 
      FAQ you
  1. How is this info collected?
  2. What is affinity?
  3. What is owns/owned?
  4. What is abort percentage?
  5. What is playing up/even/down?
  6. What is partnering up/even/down?
  7. What are M: and L: numbers?
  8. Where did the online viewer come from?
  9. Bugs?















How is this info collected?
A perl script about 250 lines long logs into fics and observes all bughouse games. It logs the moves, times, lag times, kibitzes, and whispers of each of these games. It shoves it all into a mysql database. This site is manipulating the data in the database.















What is affinity?
Affinity compares your performance rating with your actual rating, based on who your partner is. A positive number means you perform beyond expectations with them, and a negative number indicates you've done worse than expected with this partner. The number listed is not the raw affinity, but a True Bayesian Estimate. This basically pushes numbers towards zero, but pushes less as you accumulate more games. This avoids 1-0 partnerships dominating a list, etc.















What is owns/owned?
This is actually calculated like affinity. It pays attention to who your opponent is instead of your partner, but it works the same. It also uses a True Bayesian Estimate to normalize the numbers a bit















What is abort percentage?
This is the percentage of your games in the database that are either aborts or adjourns.















What is playing up/even/down?
Playing up means playing a team rated 100 points higher than yours, per player. Playing down is playing a team more than 100 points weaker than yours. Playing even would be the games where your opponents are within 100 points. The number is essentially your affinity against this type of opponent.















What is partnering up/even/down?
Partnering up means partnering a player over 100 points higher than yourself. Partnering down would be partnering a player over 100 points weaker than yourself. Partnering even would be partnering a player of similar rating. The numbers are your affinities with these types of partners.















What are M: and L: numbers?
The M: number is the total number of half-moves in the game. If both games were on move 25 when it ended, that would be somewhere around M: 100. (50 half moves * 2 games). L is the average lag per half-move in the game, in milliseconds. L: 250 means there was about 1/4 second of lag per half-move.















Where did the online viewer come from?
It came from fermy. fermy rules ass.















Bugs?
  1. Sometimes the move sequence doesn't match up with the time. In other words, if the time and lag combined were added up, the moves would be in a different order. The bot just grabs the info from fics, and leaves it in the same order. Possible reasons: The games start at slightly different times. Unlikely, but who knows? The most likely reason is, when minmovetime is set, your clock is decremented by 0.1 seconds even if your move took less time. This time just disappears. So This could put the games out of synch slightly. The third reason is that fics is retarded.
  2. An ambiguous move is listed. I've heard from other bot writers that sometimes fics sends an ambiguous SAN move (for instance, Ne4 when two knights could move to e4). I haven't encountered this (yet).
  3. An illegal move is listed. Sometimes FICS sends two identical style 12 strings, listing the same move, same clocktimes, same lag info, etc. So far this has happened in less than 0.1% of the games, but in the games with duplicate moves, there are often six or seven, sometimes more. I'll probably write a script that will run periodically and remove these duplicates, or I'll update the bot to detect and ignore duplicate style 12 strings.