dan-4k<\/td> 2<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\nThis is implemented as follows: if a player has non-negative index points, his index points will not be allowed to pass below -800, -850, -900, -950 or -999 on losing a game, for each of the categories above, respectively. Thereafter, his\/her index points will not be allowed to pass a “50-mark” without first stopping somewhere within those 50 points.<\/p>\n\n\n\n
Consider an 11k for example. With non-negative index points, with the first loss making his\/her index points negative, he\/she will still be in the -1 to -900 range (a huge<\/em> loss can only drop him\/her to -900). If such a player loses while within the -1 to -900 range, his\/her index points will not be allowed to pass the -950 mark. A loss while in the -901 to -950 range will not be allowed to pass the -999 mark. A loss while in the -951 to -999 range can result in a demotion. (Hence, they may lose at least three times, only on the fourth loss can they possibly be demoted.)<\/p>\n\n\n\nWhat are the columns in my record sheet?<\/h2>\n\n\n\n The record sheet format was modified on 16 July 2004, so records from before that won’t match this description, but here goes:<\/p>\n\n\n\nColumn #<\/th> Explanation<\/th><\/tr> 1<\/td> Opponent’s username (same name indicates an adjustment)<\/td><\/tr> 2<\/td> Opponent’s rank<\/td><\/tr> 3<\/td> What colour the player took<\/td><\/tr> 4<\/td> Number of handicap stones<\/td><\/tr> 5<\/td> Komi (negative means komi awarded to Black)<\/td><\/tr> 6<\/td> Color of game winner<\/td><\/tr> 7<\/td> Game status factor (see below)<\/td><\/tr> 8<\/td> Change in index<\/td><\/tr> 9<\/td> New index<\/td><\/tr> 10<\/td> New rank<\/td><\/tr> 11<\/td> Date of game<\/td><\/tr> 12<\/td> Further comments<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\nHow do I calculate my index adjustment?<\/h2>\n\n\n\n The basic formula for the change in index of a player after a game is: Level Factor X Game Status Factor X Opponent Factor X Game Result Factor X Handicap Factor<\/p>\n\n\n\n
The Level Factor<\/strong><\/h3>\n\n\n\nThe Level Factor depends on the players’ rank, and is calculated from the following polynomial:<\/p>\n\n\n\n
x = “number of stones weaker than a 7-dan” (for 10k: x=16, 1k: x=7, 1d: x=6) Level Factor = x^2 + 1.5x + 55 + x^5\/30000<\/p>\n\n\n\n
The x^5 is probably to ensure volatility at high ranks. The value for the level factor for few selected ranks are given below:<\/p>\n\n\n\nRank<\/th> Level Factor<\/th><\/tr> 3d<\/td> 77<\/td><\/tr> 1k<\/td> 115<\/td><\/tr> 4k<\/td> 173<\/td><\/tr> 7k<\/td> 256<\/td><\/tr> 10k<\/td> 370<\/td><\/tr> 14k<\/td> 592<\/td><\/tr> 18k<\/td> 932<\/td><\/tr> 22k<\/td> 1455<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\nIf you are stronger than 7-dan, x in the level factor is set to 0.<\/p>\n\n\n\n
The Game Status Factor<\/strong><\/h3>\n\n\n\nThe Game Status Factor is usually 1 for most club games, but tournament games have a factor of 1.5 and internet games have a factor of 0.5. Free games, typically blitz or teaching games, have a game status factor of 0, so don’t affect the player’s index.<\/p>\n\n\n\n
The Opponent Factor<\/strong><\/h3>\n\n\n\nThe Opponent Factor is calculated as follows: for each time the player has played the current opponent in his previous ten games, subtract 0.1 from 1. The resulting value, with a minimum of 0.1, is the opponent factor. The theory behind this is, if you only play a few people, you learn how they play, and possibly get stronger against them, but not overall. The opposite also applies. If you have only been playing one person, your game results will not be as good an indication of your true rank, and the adjustment will be smaller.<\/p>\n\n\n\n
In the SAGC ranking system (unlike the SAGA ranking system which ignores free games completely), free games are included in the calculation of the “opponent factor”. Note that this means you can, for example, increase your opponent factor against people you play regularly, by playing free games against other people (for example, people more than 9 stones stronger or weaker than you, that you don’t like to play rated games against).<\/p>\n\n\n\n
The Game Result Factor<\/strong><\/h3>\n\n\n\nFinally, the Game Result Factor: this is looked up from the table given below. The value of this factor depens upon whether you have a positive or zero index (promotion zone, on your way to being promoted) or a negative index (demotion zone). For games played on the correct handicap (a Rank\/Handicap differential of 0), this factor lies between -1.17 (for a loss when the player has a positive index), and 1.4 (for a win, when the player has a negative index). Clearly, negative values are used here for the player that loses (they lose index points), and positive values for the winner.<\/p>\n\n\n\n
If you play a game with an incorrect handicap, these factors reflect the increased or decreased difficulty of achieving a victory. Consider the example where black has three handicap stones too many, black should win easily, and does not gain many index points when winning. Similarly, white is expected to lose, so does not lose many index points when losing (in fact, none, if he or she is in the demotion zone, so you cannot be demoted for losing a game that has 3 stones too many against you, or in which you have three stones too few if playing black). If black loses though, black is likely overranked, and loses many index points. Similarly, white is likely underranked, and gains many index points. Any game with a differential greater than 3, is treated like a game with a differential of 3.<\/p>\n\n\n\n
The last thing to note, is the effect of the promotion\/demotion zones. Generally, if you are in the demotion zone, you are considered weak for your rank, and therefore more expected to lose. If you win in the demotion zone, you therefore usually gain more index points than you would have for a victory in the promotion zone, and if you lose, you generally lose fewer index points than you would have in the promotion zone. The opposite is generally true for the promotion zone.<\/p>\n\n\n\n<\/th> Promotion Zone<\/th> Demotion Zone<\/th><\/tr> Rank\/Handi Differential<\/th> Victory<\/th> Defeat<\/th> Victory<\/th> Defeat<\/th><\/tr> >+3 (harder game)<\/td> 3.5<\/td> -0<\/td> 3.5<\/td> -0<\/td><\/tr> +3<\/td> 3.5<\/td> -0.09<\/td> 3.5<\/td> -0<\/td><\/tr> +2<\/td> 2.2<\/td> -0.47<\/td> 2.2<\/td> -0.03<\/td><\/tr> +1<\/td> 1.5<\/td> -0.81<\/td> 1.6<\/td> -0.28<\/td><\/tr> 0<\/td> 1<\/td> -1.17<\/td> 1.4<\/td> -0.6<\/td><\/tr> -1<\/td> 0.54<\/td> -1.44<\/td> 0.7<\/td> -0.75<\/td><\/tr> -2<\/td> 0.13<\/td> -1.8<\/td> 0.37<\/td> -1<\/td><\/tr> -3<\/td> 0.09<\/td> -2.7<\/td> 0.12<\/td> -1.9<\/td><\/tr> <-3 (easier game)<\/td> 0<\/td> -2.7<\/td> 0<\/td> -1.9<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\nLets take one more example. Suppose the weaker player takes two handicap stones too few, e.g. a 14k plays a 16k, but they decide to play a scratch game. In this case, the 14k player is playing an “easier” game than he should and is expected to win, and the 16k player black is playing a “harder” game. The 16k player will read his GRF from the +2 row, while the 14k will read his from the -2 row. So, for example, if the 14k player loses, his GRF will be -2 if he is in the promotion zone (has positive or zero index points), and -1.64 if he is in the demotion zone (has negative index points).<\/p>\n\n\n\n