Re: new ranking calculation
Paul Zastoupil <[email protected]>
| Newsgroups | gmane.games.freeciv.general |
|---|---|
| Message-ID | <[email protected]> |
On Thu, Oct 09, 2003 at 01:38:24PM -0400, Jason Short wrote: > Paul Zastoupil wrote: > >On Thu, Oct 09, 2003 at 05:39:30AM -0400, Jason Short wrote: > > > >>Horn G=E1bor wrote: > > > ><snip all of Horn's ideas> > > > >>Where to begin? > >> > >>My understanding of the ranking system is that it is similar to ELO, > >>but=20 > >>simpler. You may want to consider the mathematics behind it before=20 > >>proposing any change. (Actually, since the ranking system is a=20 > >>simplification of ELO I'm not sure there is any mathematical basis for=20 > >>it. You might do better to rework it from scratch.) > > > > > >It is Elo. It has only been modified to allow for multiplayer. > > Hmm. The modifications looked significant and non-mathematically-sound, > although I haven't studied closely. I know that ELO can be extended to > multi-player in a mathematically sound way (I have done this before; > http://ggz.sf.net/), but it requires going back to the original > principles and working things out from scratch. Well, the most recent modifications I can't speak to, I haven't looked at the actual system in a while. > > >>To add two rankings together is mathematically worthless. The ranking=20 > >>scores have no absolute frame of reference; they only have worth in=20 > >>relation to each other. So instead of rankings of 1200, 1250, 1400 > >>they=20 > >>could just as easily be 200, 250, 400 - obviously this would give > >>vastly=20 > >>different results when added together. Or they could be -800, 750,=20 > >>-600...in which case the alliance would actually be considered weaker=20 > >>than the single player. My point is that adding the rankings is an=20 > >>awful idea. > > > > > >Actually he IS doing the right thing, IMO. I don't have a proof handy > >(it wont fit in the margin here ;) but negative isn't possible. The > >actual numbers are significant (at least within the system). > > Only because you choose to try to keep it on an absolute scale; this > isn't a part of ELO. > > What would happen if players got better over time? Their ELO rankings > wouldn't go up (because you normalize the rankings), but they would be > better. Of course, this is problematic in ELO at all since there is no > absolute frame of reference... I don't see a problem here, but maybe I'm missing something. The scoring system is a relative scale between players. If everyone in the system gets better at the game, the scores are still valid because someone with a score of 1200 is still 100 points better than someone at 1100. Even if they are now both way better than they used to be. > > >>What you can do is average scores, and you can add on fixed-scale=20 > >>amounts if you think it's appropriate. These are ad hoc additions to=20 > >>the system, though - to get something accurate you should go back to > >>the=20 > >>basics and work the math out from scratch with the concept of teams=20 > >>already in place (or at least try). > > > > > >This will destroy the system. Points are conserved. I haven't run it > >in a while but I have a script that adds up the score of the whole > >database and divides by the number of rows. Its usually off less than > >.1 from 1000 due to rounding. > > I disagree. Even if points are conserved, using a willy-nilly method of > determining alliance rankings won't harm the system. Because in > calculating the change in points, all that is taken into account is the > difference in scores, and *it is symmetrical between all the players of > the game*. I must have misunderstood you here. That is correct. -- Paul Zastoupil