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    Auction, Player Status, other changes & Plans

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    • B Offline
      Babbuc49
      last edited by

      honestly i think that points difference impacting ELO makes sense only in auction based games because in normal faction selection, assuming everybody is at the same level, someone can end up in a very advantaged/disadvantaged position from the get go through no merit/fault of his own. So even though this is true in theory and in the reality of things probably skill matters a lot more, I'm not sure how fair it would be to have score difference impacting ELO

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      • Z Offline
        zuli
        last edited by

        Regarding the possibility to implement different ELOs for 2-3-4 player game. Do you think this is mandatory or not?

        @Babbuc49 I agree that in the "normal" setup, the difference in points shouldn't impact the ELO.

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        • E Offline
          El Temblo
          last edited by El Temblo

          This is great news!!!
          I don't have an opinion related to ELO calculations, since every system has both advantages and disadvantages... but...
          ...since you're planning an ELO system... do you think in the future it could be possible to implement teams/clans/groups of grudgeful, competing nerds as well?

          Sorry to abuse of your listening to us, but me and others would love this, so I tried to ask :innocent:

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          • Z Offline
            zuli
            last edited by zuli

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

            E 1 Reply Last reply Reply Quote 0
            • B Offline
              Babbuc49
              last edited by

              @zuli the only reason for having different ELOs for different player counts is that once there's a ranking system and people start to care about it, someone that only plays 4p with other equally ranked players could complain about somebody else who only plays 2p and mainly plays weaker opponents therefore easily getting a very high ELO through less effort and puttin himself through a lot less risk.
              I've seen a lot of people complaining anout this on BGA.
              But still it's not of vital importance anyway, also another solution would be organizing season based tourneys since in that case competitive players would probably value a trophy more than their ELO ranking.

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              • M Offline
                Molfo
                last edited by Molfo

                @coyotte508 i'm afraid you lost me at "sigmoid function", but you look like you know what you're doing so, i'll trust you on the subject. thank you as you usuale for you feedback!

                as for the difference between auctioned/non-auctioned games, as babbuc knows I strongly dislike auctions in gaia poject. i'm planning to open a separate conversation to discuss the subject with whomever is interested in the topic, but in general, i don't think that the two types of games should be treated differently, ELO-wise.

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                • M Offline
                  Molfo
                  last edited by

                  PS: sorry, i forgot. I agree with el temblo, clans would be fun :D

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                  • T Offline
                    trojanrabbit
                    last edited by

                    My opinions on Elo:

                    • There should be one value, not separated by player count. Separating it will mean lower game counts in each category and so values will be less accurate/useful
                    • K value should be smaller at higher player counts (you should gain more for winning 3 2-player games than 1 4-player game)
                    • It should not take score difference into consideration (much easier to abuse, some setups and player counts naturally give higher overall scores than others). Also, auctions might cause bigger swings if people are bad at judging value.
                    • I think it's ok to have it for both auctions and not. Everyone's on equal footing in both types, so there's no reason your skill rank would be skewed in one case.
                    1 Reply Last reply Reply Quote 1
                    • B Offline
                      Babbuc49
                      last edited by

                      @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

                      T 1 Reply Last reply Reply Quote 1
                      • T Offline
                        trojanrabbit @Babbuc49
                        last edited by

                        @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.

                        R P C 3 Replies Last reply Reply Quote 2
                        • 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

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                          • 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

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                              • 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!

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                                • 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.).

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                                  • 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.

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                                    • 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.

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                                          • 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.

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