https://lichess.org/page/rating-systems
https://lichess.org/faq#ratings
Basically, the system is 95% sure that your rating is somewhere between 500 and 2500. It is incredibly uncertain. Because of this, when a player is just starting out, their rating will change very dramatically, potentially several hundred points at a time. But after some games against established players the confidence interval will narrow, and the amount of points gained/lost after each game will decrease.
https://en.wikipedia.org/wiki/Glicko_rating_system#Step_1:_Determine_ratings_deviation
After a game, the amount the rating changes depends on the RD: the change is smaller when the player's RD is low (since their rating is already considered accurate), and also when their opponent's RD is high (since the opponent's true rating is not well known, so little information is being gained). The RD itself decreases after playing a game, but it will increase slowly over time of inactivity.
The wikipedia article is clear about the influence of the RD=SD (rating or standard deviation) on the calculartion of increment/decrement per game event (post-game) given the pair of estimated ratings and their deviations prior to game.
so yes it is possible if your standard deviation is large or not that the same given rating pair will not give the same rating gain or loss for same outcome. for the amount of influence one would have to look at source code or get an idea form the wikipedia math (or the original statistical papers, or the computation blurb versions).
In any case I think Lichess may have to make some parameter choices about characteirtic game frequencies per time control "variants" (Does it?). Or does correspondance get the same volatiility increase per unit time as bullet?).
But the main idea is that the rating estimate uncertainty will affect the gain/loss per game.
looking at the equations it seems that there is no adjustable parameter (wikipedia equations).
in any case, for getting to the source
http://www.glicko.net/glicko.html
Some people read better a computed example, I prefer the more abstract math. I find the Wikipedia and the statistical papers more informative than the often referred to example of calculation, with lots of numbers cranking. To each its own.
https://lichess.org/page/rating-systems
https://lichess.org/faq#ratings
>Basically, the system is 95% sure that your rating is somewhere between 500 and 2500. It is incredibly uncertain. Because of this, when a player is just starting out, their rating will change very dramatically, potentially several hundred points at a time. But after some games against established players the confidence interval will narrow, and the amount of points gained/lost after each game will decrease.
https://en.wikipedia.org/wiki/Glicko_rating_system#Step_1:_Determine_ratings_deviation
>After a game, the amount the rating changes depends on the RD: the change is smaller when the player's RD is low (since their rating is already considered accurate), and also when their opponent's RD is high (since the opponent's true rating is not well known, so little information is being gained). The RD itself decreases after playing a game, but it will increase slowly over time of inactivity.
The wikipedia article is clear about the influence of the RD=SD (rating or standard deviation) on the calculartion of increment/decrement per game event (post-game) given the pair of estimated ratings and their deviations prior to game.
so yes it is possible if your standard deviation is large or not that the same given rating pair will not give the same rating gain or loss for same outcome. for the amount of influence one would have to look at source code or get an idea form the wikipedia math (or the original statistical papers, or the computation blurb versions).
In any case I think Lichess may have to make some parameter choices about characteirtic game frequencies per time control "variants" (Does it?). Or does correspondance get the same volatiility increase per unit time as bullet?).
But the main idea is that the rating estimate uncertainty will affect the gain/loss per game.
looking at the equations it seems that there is no adjustable parameter (wikipedia equations).
in any case, for getting to the source
http://www.glicko.net/glicko.html
Some people read better a computed example, I prefer the more abstract math. I find the Wikipedia and the statistical papers more informative than the often referred to example of calculation, with lots of numbers cranking. To each its own.