Announcement

Collapse
No announcement yet.

Elim and Baseelim - Staff please take notice

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • qan
    replied
    Ah, yeah, that's just a function of the spreadsheet. I can't remember what I had it doing, I didn't save it ... I remember seeing it too, though (clearly 498's not 100% of 500 for example).

    Basically the actual percentages are what's rounded, iirc, not the resulting numbers. So 100% is actually 99.6%. log2(1000) is .996 ... but that's pretty damn close to 100, which was what I was going for. Had to play around a bit to find a desirable curve that also hit close to a nice round (and large) number.

    Bottom line is that it should be safe. 1000 rounds played is max confidence, but in reality it's slightly less than 1004 games, by the formula ... though, in the code, once you hit 1000, it just levels it off at 1000 anyway.

    Roundabout explanation but I hope that assuages your fears. I'm a little drunk right now so I apologize if the explanation is lacking

    Leave a comment:


  • Spacely
    replied
    qan not to bicker but those numbers you have charted out did you make some line of code to chart them out because I noticed something messed up kinda if want to be picky like

    33% of 250 is 82.5 but rounds up to 83 is ok
    33% of 500 is 165 but for some reason it round up to 166
    and then
    66% of 500 is 330 but for some reason it rounds up 2 points to 332

    simple fix maybe add decimals to the ranking points?

    so not sure what is going maybe on with your coding or if you took a code snippet from somewhere but the 1/3 shouldn't round up I could see the 2/3 possibly rounding up 1 cause its more then 50% but I don't know to much about coding or how much this will effect things on the other end when you checking puts but just figured I would point this numbers thing out to you my friend

    thank you for your time

    Leave a comment:


  • qan
    replied
    OK, so I updated the algorithm tonight to use the above. You'll notice your ladder position may have changed a bit. Let me know what you think. Didn't have a chance to test it on the bot but I stared at it quite a few times and it didn't squirm so it should be legit.

    Leave a comment:


  • qan
    replied
    OK, found what we need. Not sure why I overlooked this before... I'm going to make confidence logarithmic. Confidence = log2(rounds) / 10

    Basically what this means is that it will increase very rapidly at the start, say for the first 50 games played, which is enough to give a pretty strong amount of confidence. But it will increase more and more slowly with each game played. This accurately reflects how it's supposed to work. For example, if you have a player with 300 rating with 700 games played vs and one with a 300 rating and 800 games played, everyone is about as confident that 300 is the real rating for both. But the difference in perceived confidence in a 300 rating for a player at 50 games vs one who's played 150 is much greater.

    Doing it this way allows confidence to continue to rise the longer you play, which, if you play pretty consistently, will continue to increase your ladder rating slightly over time. But it also lets players who just began playing elim get a fairer ladder rating early on.

    Games Confidence 50 100 150 200 250 300 350 400 450 500
    10 33% 17 33 50 66 83 100 116 133 149 166
    20 43% 22 43 65 86 108 130 151 173 194 216
    30 49% 25 49 74 98 123 147 172 196 221 245
    40 53% 27 53 80 106 133 160 186 213 239 266
    50 56% 28 56 85 113 141 169 198 226 254 282
    100 66% 33 66 100 133 166 199 233 266 299 332
    125 70% 35 70 104 139 174 209 244 279 313 348
    150 72% 36 72 108 145 181 217 253 289 325 361
    200 76% 38 76 115 153 191 229 268 306 344 382
    250 80% 40 80 119 159 199 239 279 319 358 398
    300 82% 41 82 123 165 206 247 288 329 370 411
    350 85% 42 85 127 169 211 254 296 338 380 423
    400 86% 43 86 130 173 216 259 303 346 389 432
    450 88% 44 88 132 176 220 264 308 353 397 441
    500 90% 45 90 134 179 224 269 314 359 403 448
    550 91% 46 91 137 182 228 273 319 364 410 455
    600 92% 46 92 138 185 231 277 323 369 415 461
    650 93% 47 93 140 187 234 280 327 374 420 467
    700 95% 47 95 142 189 236 284 331 378 425 473
    750 96% 48 96 143 191 239 287 334 382 430 478
    800 96% 48 96 145 193 241 289 338 386 434 482
    850 97% 49 97 146 195 243 292 341 389 438 487
    900 98% 49 98 147 196 245 294 343 393 442 491
    950 99% 49 99 148 198 247 297 346 396 445 495
    1000 100% 50 100 149 199 249 299 349 399 448 498
    Click image for larger version

Name:	log2 curve.png
Views:	1
Size:	13.5 KB
ID:	1282189

    Leave a comment:


  • qan
    replied
    That's right, at a certain number of games, confidence is no longer a factor -- it's reached 100%, full confidence, because we're saying we totally believe that the player is of the skill level that their rating (based on overall K/D ratio and the average rating of the people they kill). The more games you've played, the more data is available of your skill level, and so the more confident we can be about your rating.


    Confidence doesn't affect points lost, really, not in any direct way. Having a greater confidence value is always good for you. It's a direct multplier to your rating.


    Rather than losing confidence, we could definitely do something to affect rating in certain situations, such as a fast loss, a dominating win, etc. However, a lot of those things are tricky to accurately gauge, and some could be gamed in order to cheat the system. The rung idea sounds pretty interesting. As you mention it might be hard to implement with many players involved, though. The idea that you lose a rung when you don't play for 2 days is an interesting idea. We could reduce rating slightly after a certain time interval of play, to make it more difficult for players to hold on to a top spot.

    Leave a comment:


  • Spacely
    replied
    Originally posted by qan View Post
    Here are some alternate scenarios. Take a look at the data and think about where you want players to be in terms of laddered rating vs number of games played. The point of Confidence is to ensure a player has enough games under their belt that the rating is a true indicator of their skill, and not some fluke.

    Base confidence: 40%
    100% confidence at: 300 games
    Confidence increase per game: 0.2%
    Rating
    Games Confidence 50 100 150 200 250 300 350 400 450 500
    10 42% 21 42 63 84 105 126 147 168 189 210
    50 50% 25 50 75 100 125 150 175 200 225 250
    100 60% 30 60 90 120 150 180 210 240 270 300
    150 70% 35 70 105 140 175 210 245 280 315 350
    200 80% 40 80 120 160 200 240 280 320 360 400
    250 90% 45 90 135 180 225 270 315 360 405 450
    300 100% 50 100 150 200 250 300 350 400 450 500

    Base confidence: 29%
    100% confidence at: 250 games
    Confidence increase per game: 0.295%
    Rating
    Games Confidence 50 100 150 200 250 300 350 400 450 500
    10 32% 16 32 48 64 80 96 112 127 143 159
    50 43% 22 43 65 87 108 130 152 173 195 216
    100 58% 29 58 86 115 144 173 202 230 259 288
    150 72% 36 72 108 144 180 216 252 287 323 359
    200 86% 43 86 129 172 215 258 302 345 388 431
    250 100% 50 100 150 200 250 300 350 400 450 500

    This last one is I think my favorite -- it gives lower-than-average players a chance to get up the ladder a bit by playing a lot of games, while at the same time prevents them from topping it. Meanwhile, even an excellent player with a 500 rating will need to play a fair number of games to start ranking quite highly. But in the meantime they'll still be ranked higher than most players. As long as they perform consistently they will continue to increase in rank until they near the top, providing a feeling of overcoming.


    If you guys would like to see how different variables play out, post them here and I can crunch them pretty easily.
    so after players hit 250 games confidence isn't a factor anymore??(if so wouldn't it be better if you just gained .02% confidence per game but could also lose some confidence for certain things like losing to fast if you lasted like only 25% of the total game time you lose some confidence and things like that if a 10% won that round you would lose confidence b ut might also make it to complicated)

    does confidence effect points lost? or is it always 100% of points lost in a round?

    if so and I am at 32% and lose I would have to win at least 3 games to gain back the 100% I just lost?
    Last edited by Spacely; 07-07-2016, 06:12 AM.

    Leave a comment:


  • Spacely
    replied
    I have a suggestion that could cross check your confidence thing and possibly improve the ladder

    yahoo games used to have ladders and rating the ladders was a special room so in regular rooms every game you add/lose rating in the ladder rooms you would also add/lose rating but along side that you would have rung calculated separately from rating so if you coded a rung system and added it along side the rating system you could see how they matched up

    some basics on the yahoo ladder system

    the most you can lose in any game is 1 rung unless you on the bottom rung. you go halfway between you and the rung you beat unless lower then you. so if rung 100 beat rung 1 then 100 would become 50 and 1 would become 2. not sure exactly but if you only played people lower then you after 3 to 5 wins you would gain a rung unless in top 20, 10, 5, 4, 3, 2, or 1. they all had different requirements to gain a rung. if you didn't defend your rung by playing every 2 days you would lose 1 rung

    I like rung systems much better then rating systems. losers are easy because everyone loses 1 rung. if you can figure out a formula to calculate rung gained for winner vs multiple opponents this would be a really good system even if you only used it to run alongside your confidence system and gauge it

    maybe take top 3 or 4 rungs played that round and average them to calculate the rung or something I don't know.

    thank you for your time
    Last edited by Spacely; 07-07-2016, 06:06 AM.

    Leave a comment:


  • qan
    replied
    Here are some alternate scenarios. Take a look at the data and think about where you want players to be in terms of laddered rating vs number of games played. The point of Confidence is to ensure a player has enough games under their belt that the rating is a true indicator of their skill, and not some fluke.

    Base confidence: 40%
    100% confidence at: 300 games
    Confidence increase per game: 0.2%
    Rating
    Games Confidence 50 100 150 200 250 300 350 400 450 500
    10 42% 21 42 63 84 105 126 147 168 189 210
    50 50% 25 50 75 100 125 150 175 200 225 250
    100 60% 30 60 90 120 150 180 210 240 270 300
    150 70% 35 70 105 140 175 210 245 280 315 350
    200 80% 40 80 120 160 200 240 280 320 360 400
    250 90% 45 90 135 180 225 270 315 360 405 450
    300 100% 50 100 150 200 250 300 350 400 450 500

    Base confidence: 29%
    100% confidence at: 250 games
    Confidence increase per game: 0.295%
    Rating
    Games Confidence 50 100 150 200 250 300 350 400 450 500
    10 32% 16 32 48 64 80 96 112 127 143 159
    50 43% 22 43 65 87 108 130 152 173 195 216
    100 58% 29 58 86 115 144 173 202 230 259 288
    150 72% 36 72 108 144 180 216 252 287 323 359
    200 86% 43 86 129 172 215 258 302 345 388 431
    250 100% 50 100 150 200 250 300 350 400 450 500

    This last one is I think my favorite -- it gives lower-than-average players a chance to get up the ladder a bit by playing a lot of games, while at the same time prevents them from topping it. Meanwhile, even an excellent player with a 500 rating will need to play a fair number of games to start ranking quite highly. But in the meantime they'll still be ranked higher than most players. As long as they perform consistently they will continue to increase in rank until they near the top, providing a feeling of overcoming.


    If you guys would like to see how different variables play out, post them here and I can crunch them pretty easily.

    Leave a comment:


  • qan
    replied
    someone messed with the rating system and now soz3 is #1. who wants to play that when someone so bad could be at the top with the ratings... Fix the ratings
    Here's the issue. Anyone who plays much more frequently will, by nature of Confidence, be able to be fairly high on the ladder. Maybe confidence is given a bit too much sway at present, and needs to be taken back a bit. Comments welcome. The other extreme is what we used to have -- once you had enough k+d to ladder (about 15-40 games), you could potentially have the #1 score, and quit as the season's elim champion. That was much more demotivating, I think.


    At present the bot starts you at 20% confidence. At this baseline level of confidence, your ladder (adjusted) rating will be equal to 1/5 of your unadjusted rating, because ladder rating is just rating multiplied by confidence, or in this case, rating * .20 Currently, each game played adds .2% confidence, so every 5 games you add 1%.


    Let's look at some examples using various unadjusted ratings (ratings are in the 1st row). Base unadjusted rating is 300, FYI. You should have a 300 rating if you average a 1:1 KDR, and are mostly killing other players who have a 1:1.

    Rating
    Games Confidence 50 100 150 200 250 300 350 400 450 500
    10 22% 11 22 33 44 55 66 77 88 99 110
    50 30% 15 30 45 60 75 90 105 120 135 150
    100 40% 20 40 60 80 100 120 140 160 180 200
    150 50% 25 50 75 100 125 150 175 200 225 250
    200 60% 30 60 90 120 150 180 210 240 270 300
    250 70% 35 70 105 140 175 210 245 280 315 350
    300 80% 40 80 120 160 200 240 280 320 360 400
    350 90% 45 90 135 180 225 270 315 360 405 450
    400 100% 50 100 150 200 250 300 350 400 450 500

    As you can see here, if you have played 400 or more games, you will have a big advantage over others in terms of ladder. Even a mediocre player with 200 unadjusted rating but 400 games played will be laddered equal to someone with 400 rating but only 150 games played.

    Leave a comment:


  • Tiny
    replied
    someone messed with the rating system and now soz3 is #1. who wants to play that when someone so bad could be at the top with the ratings... Fix the ratings, leave the elims one arena, add some to code only allow X jav games in a row, give some incentive once the ratings are fixed, and you will have a few players of what is left of the population. On a prior note, maybe allow the bot to allow someone to continue their streak, once its over, revert to other ship. 2 cents

    Leave a comment:


  • qan
    replied
    Originally posted by Attacks View Post
    Are we going to keep the practice arenas? They are a good idea, but Upster said they ruin ranking system as the score in them counts and there is no way to differentiate between practice kills and in main arena kills. If this is the case prob best without them.
    Upster never told me anything about this, so I'd be surprised if this is the case.


    I checked the code and it looks like there could be a way for this to happen, if the loser was for some reason not counted as practicing. I'll check the winner for practicing status as well, to be safe; code should be updated in a bit. Unfortunately due to my schedule I'm pretty much just online during the dead times, though, so I won't really be able to test this. Anyone mind checking to see if it actually is counting kills? You should be able to use !stats for this, though you may need to wait until a round end, or quit the arena and come back, in order to get it to show properly. Appreciate it.


    Originally posted by Kim
    This would be the second time elim would separate into elim and baseelim. The first time this happened we had 3 times the average population and it didn't work then. As olde says, you may get an initial bump in activity because its novel, but after the honeymoon period it will go back to what it currently is.
    Honestly, even if it's just an initial bump for novelty, if it'd literally be no worse than it is now I don't really see the problem in trying.


    Re: zone-wide recognition, we could maybe print the top "everything" in Pub to give people the idea of competing in other parts of the zone. Top in elim, in TWD, in pub, etc. It'd be one more thing for people to get distracted by, of course, but it might be worth doing. Maybe just printed around A1 or the like, rather than on-screen, so it's not too distracting.


    I seriously doubt there are people just sitting in spec and voting jav just to spite you if your group of wbs are chaining wb games in there.
    From what I gather that's not what they're saying happens. It's that the bot begins adverting for elim several times after the WBs are chaining games, and this attracts Javs who are interested in elim, but weren't in the arena before. They come in, vote (maybe one or two of the WB players vote with them, for variety), and then it basically switches over to Jav elim after that.

    Leave a comment:


  • Crescent Seal
    replied
    i personally started playing jav more since thats all that gets played in elim these days. but you will never see javs/basers try wb so its literally a jav map now.

    Leave a comment:


  • Turban
    replied
    Originally posted by Attacks View Post
    Are we going to keep the practice arenas? They are a good idea, but Upster said they ruin ranking system as the score in them counts and there is no way to differentiate between practice kills and in main arena kills. If this is the case prob best without them.
    Uh ..

    that should not be the case unless someone made a mistake.

    Leave a comment:


  • Kim
    replied
    This would be the second time elim would separate into elim and baseelim. The first time this happened we had 3 times the average population and it didn't work then. As olde says, you may get an initial bump in activity because its novel, but after the honeymoon period it will go back to what it currently is.

    Here is the issue: Ranking is not attractive for veteran players at the moment because top players are not recognized zone-wide. I don't even know who the top players are at the moment without pm'ing the bot. Elim is also not the best place to practice for TWL because it focuses on individual skill rather than teaming. Elim used to be the next step up from pub, but all those players have now become 8-10 year old veterans of the game. Elim isn't the best place to show off your skill nowadays. TWEL is probably a better gauge of individual talent but the maps are in need of a revision, possibly more variety.

    Warbirds always complain that jav players are hogging all the playtime in elim. Weeknight peak times you get maybe 1 twd game going, a full pub, and javduel/wbduel. Elim has been dead for a while. If you want to get wb games going, get people in there like you would for wbduel and get some games rolling. There is literally no one stopping you. I seriously doubt there are people just sitting in spec and voting jav just to spite you if your group of wbs are chaining wb games in there. The long-term vision is still broken which is why you won't have any long lasting wb or jav play in elim unless something is done.

    Leave a comment:


  • Attacks
    replied
    Are we going to keep the practice arenas? They are a good idea, but Upster said they ruin ranking system as the score in them counts and there is no way to differentiate between practice kills and in main arena kills. If this is the case prob best without them.

    Leave a comment:

Working...
X