I'm not sure that's an accurate statement.
I'm not sure that's an accurate statement.
"There is no widely played game for which an Elo rating system shows a larger measurable range of skill than Go."
This is a precise and measurable statement. The standard deviation of the Elo system used in Chess is 200, and the range from the best humans to rank amateurs is 14 times this standard deviation. When the Elo system was adapted to Go, the standard deviation was set to 100, and the range is 29 times the standard deviation.
The possible skill range, of course, measures something how complex the possible strategies are. And Go trounces every other game by this measure.
I think that gives Go a pretty defensible claim to "most complex strategy of any popular board game".
Even if you use the larger range of inactive players, that's a range of 7.5 times the standard deviation. Which is considerably less than chess.
Chess has a floor of 1200 for novices. So I'm not sure your point.
Chess ratings from the USCF have a floor of 100. What you are thinking of is that they start people at a provisional rating of 1200 and then let them drift to where they belong. But a person who just knows how the pieces move will quickly head down towards that floor.
(Question from someone who does not know anything about board games.)
I ask because a natural question arises: can one engineer a game specifically so that it is extremely difficult for a machine to master compared to a human -- due to some strategic complexity, or some approach that does not lend itself well for current AI models.
edit: looks like there's at least one http://arimaa.com/arimaa/
Even if a game was more potentially complex than Go, it would be hard to establish the dynamic range of Elo ratings unless a lot of people played it, and hard for skill variation to be that high unless a lot of people studied very hard to become very good at it.
Go is "most complex" only when measured by difficulty of implementing a AI to beat the best humans.
(To be specific, my guess is that we'd have been at the amateur-dan level, and the initial MCTS revolution would have been enough for the computers to win.)