BGS
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Login

    Auction, Player Status, other changes & Plans

    Scheduled Pinned Locked Moved Announcements
    33 Posts 11 Posters 281 Views 2 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • R Offline
      Robert Shepherd @trojanrabbit
      last edited by Robert Shepherd

      @trojanrabbit said in Auction, Player Status, other changes & Plans:

      @Babbuc49 said in Auction, Player Status, other changes & Plans:

      @trojanrabbit Sorry but I really don't get your second point, why should you gain more ELO when winning in lower player counts? since it's a lot harder to win a 4p game than a 2p it seems to me more fair the other way around, also that would incentivize even more what i said above about people only playing 2p games against weaker opponents just to skyrocket their ELO

      What I mean is that when you treat the Elo gains from a 4p game as 6 separate matches between all possible pairs of opponents, you should modify the K value to be slightly smaller. If you keep K the same then you'll gain 3x for winning a 4p game since you'll gain against each of your opponents. I've actually done a lot of research in this area and studied multiplayer ranking systems a lot. If K is 60 for 2p games, then it should be about 45 in 3p and 35 for 4p. For example, if everyone was evenly matched, you would gain 30 Elo points from winning a 2p game, 45 for winning 3p, and 53 for winning 4p. If you don't reduce the K you would get 30/60/90 which overvalues 4p games.

      I like Trojan's approach to setting up a balanced ELO rating. Why cant there also be more data/stats? I discussed this w my game group when we were talking about setting up a tournament.

      The stats I would like to have (as well as ELO) would be:

      4 Player game

      • 12 points for 1st, 8 points for 2nd, 4 points for 3rd and 0 points for 4th

      3 Player game

      • 8 points for 1st, 4 points for 2nd and 0 points for 3rd

      2 Player game

      • 4 points for 1st, 0 points for 2nd
        (ties add points together and divide by # of players who tied)

      Stats of avg points/game

      Winning positions with each faction

      Avg time taken/game

      Win to loss ratio of games (and with each faction)

      There are probably more but none come to mind atm

      1 Reply Last reply Reply Quote 0
      • P Offline
        Pandevmonium @trojanrabbit
        last edited by Pandevmonium

        @trojanrabbit said in Auction, Player Status, other changes & Plans:

        @Babbuc49 said in Auction, Player Status, other changes & Plans:

        @trojanrabbit Sorry but I really don't get your second point, why should you gain more ELO when winning in lower player counts? since it's a lot harder to win a 4p game than a 2p it seems to me more fair the other way around, also that would incentivize even more what i said above about people only playing 2p games against weaker opponents just to skyrocket their ELO

        What I mean is that when you treat the Elo gains from a 4p game as 6 separate matches between all possible pairs of opponents, you should modify the K value to be slightly smaller. If you keep K the same then you'll gain 3x for winning a 4p game since you'll gain against each of your opponents. I've actually done a lot of research in this area and studied multiplayer ranking systems a lot. If K is 60 for 2p games, then it should be about 45 in 3p and 35 for 4p. For example, if everyone was evenly matched, you would gain 30 Elo points from winning a 2p game, 45 for winning 3p, and 53 for winning 4p. If you don't reduce the K you would get 30/60/90 which overvalues 4p games.

        Usually 4P games are treated like a 2P game against an average ELO of your opponents, so there's no need to apply different K or repeat Elo formulas multiple times for multiplayer games.

        Anyway, no matter which system you use you should enforce activity for top rated players or they will no longer be motivated to play games in order to risk losing Elo. So you should decrement Elo of players with rating above a certain number if they don't finish a game within X days/months.

        C 1 Reply Last reply Reply Quote 1
        • C Offline
          coyotte508 @Pandevmonium
          last edited by coyotte508

          If the activity problem does come up, we can use a "decay" mechanism: displayed ELO in profile / ranking is reduced by X% depending on lack of recent activity, but the underlying ELO (used in formulas) would not be decreased.

          The decay would be completely removed after a few games

          1 Reply Last reply Reply Quote 1
          • B Offline
            Babbuc49
            last edited by

            I'm not sure how fair it is to drop someone's ELO for inactivity, I mean there are reasons that may cause someone to stay away from the game for some time other than just wanting to sit on top of the ranking ( also it would mean that that someone will stop playing a game he/she really likes just for that reason which seems a bit weird).

            Anyway ELO ranking is very volatile by nature, so I still think that the most rewarding thing for competitive players would be to organize tournaments!

            1 Reply Last reply Reply Quote 1
            • M Offline
              Molfo
              last edited by

              @Babbuc49 said in Auction, Player Status, other changes & Plans:

              I'm not sure how fair it is to drop someone's ELO for inactivity, I mean there are reasons that may cause someone to stay away from the game for some time other than just wanting to sit on top of the ranking ( also it would mean that that someone will stop playing a game he/she really likes just for that reason which seems a bit weird).

              Anyway ELO ranking is very volatile by nature, so I still think that the most rewarding thing for competitive players would be to organize tournaments!

              I agree with @Babbuc49 on this.

              Also, I think many of the proposals that @Robert-Shepherd was making are worth considering. Separate rankings for 4/3/2p games, and a ranking that takes into account the final position (1st, 2nd, etc.).

              1 Reply Last reply Reply Quote 0
              • E Offline
                El Temblo @zuli
                last edited by El Temblo

                @zuli said in Auction, Player Status, other changes & Plans:

                @El-Temblo : you are not abusing. We love to hear your feedback, suggestions, and ideas!
                Could you please elaborate more on groups?

                Well, thanks; I'm not a true expert on clans and such, but a simple system to create and join teams would be fun (stuff like displaying [your team name] in square brackets before your nick, your know); there could be a parallel ranking for clans, nothing too complicated, a simple sum of all ELOs or an average, or whatever you want. Most important, this opens the way to a loto of different possibilities for the future.

                1 Reply Last reply Reply Quote 0
                • J Offline
                  JamesWolfpacker
                  last edited by

                  I'd listen to trojanrabbit on ELO stuff 100%.

                  1 Reply Last reply Reply Quote 1
                  • M Offline
                    Molfo
                    last edited by

                    My only doubt is, if you have a single ranking which makes no distinction between 2/3/4p games, isn't it automatic that somebody who really likes 2p games and plays a lot of those will get a higher ELO? (simply because, on average, you should have a win ratio of around 50% when playing 2p).

                    P 1 Reply Last reply Reply Quote 0
                    • P Offline
                      Pandevmonium @Molfo
                      last edited by

                      @Molfo said in Auction, Player Status, other changes & Plans:

                      My only doubt is, if you have a single ranking which makes no distinction between 2/3/4p games, isn't it automatic that somebody who really likes 2p games and plays a lot of those will get a higher ELO? (simply because, on average, you should have a win ratio of around 50% when playing 2p).

                      Not necessarily, the values W and p(D) in the formula Zuli posted are usually adjusted accordingly to the number of players at the table.

                      1 Reply Last reply Reply Quote 0
                      • ariallitoA Offline
                        ariallito
                        last edited by

                        What do you think about option for players to add the description of the game? For example:
                        'please - don't join if you make only 1-3 moves per day'
                        'only Friday and Monday - speed live game'
                        etc...

                        I know, is not a perfect concep... But some persons don't want play with players who make 1 move / day.

                        1 Reply Last reply Reply Quote 1
                        • Z Offline
                          zuli
                          last edited by

                          @ariallito : Do you think that the time settings are not enough to understand your commitment to the game?

                          ariallitoA 1 Reply Last reply Reply Quote 1
                          • ariallitoA Offline
                            ariallito @zuli
                            last edited by

                            @zuli Thanks for reply. Right, it's enough. For you, for me... but not for all.
                            Peoples use their telephones, they have 'online' status... and nothing. Maybe the "description" will help them to understand that this is just a game, not a date with Rihanna.

                            Z 1 Reply Last reply Reply Quote 0
                            • Z Offline
                              zuli @ariallito
                              last edited by

                              @ariallito :rolling_on_the_floor_laughing:

                              1 Reply Last reply Reply Quote 0
                              • C Offline
                                coyotte508 @trojanrabbit
                                last edited by coyotte508

                                @trojanrabbit Do you have a more generic formula, for games with 5, 6, ... 10 players?

                                Maybe something like K = K * 3 / (N + 1), where N is the number of players? That would give the winner a global K of K * 3 * (N - 1) / (N + 1), tending towards a max of 3 times the elo gain. (It fits with your example: 60 for 2p -> 45 for 3p -> 36 for 4p).

                                T 1 Reply Last reply Reply Quote 0
                                • T Offline
                                  trojanrabbit @coyotte508
                                  last edited by

                                  @coyotte508 said in Auction, Player Status, other changes & Plans:

                                  @trojanrabbit Do you have a more generic formula, for games with 5, 6, ... 10 players?

                                  Maybe something like K = K * 3 / (N + 1), where N is the number of players? That would give the winner a global K of K * 3 * (N - 1) / (N + 1), tending towards a max of 3 times the elo gain. (It fits with your example: 60 for 2p -> 45 for 3p -> 36 for 4p).

                                  Yes, that is the formula I use. It's a pretty good fit up to 5 players. Haven't done experiments with more than that.

                                  1 Reply Last reply Reply Quote 1
                                  • First post
                                    Last post