Re: recounted rankings
lakatosa <[email protected]>
| Newsgroups | gmane.games.freeciv.general |
|---|---|
| Message-ID | <000b01c38fda$541af080$2ffc4d3e@vnet> |
----- Original Message ----- From: Horn G=E1bor <Horn.Gabor-/[email protected]> To: <freeciv-0/[email protected]> Sent: Friday, October 10, 2003 5:27 PM Subject: [Freeciv] recounted rankings >I've finished recounting of the rankings and draw a graph due to that. >Count went from #42936 to #233550 (older games doesn't contain info >about that a player is ai or not, and aren't compatible neither the >current nor the new ranking scripts), it means about 10000 games (hey >how much time we have :). Here's the graph: The distribution curves are nice. A calculation of correlation between player results would be also useful to reweal alliance structure. A "r" close to 1 or -1 can be also suspicius. When somebody directs two player or there is a continous (more games involving) cooperation among a gang. (I have to admit, your methods are not in their details clear for me.) On the other hand. i don't think that recalculation of ranking will solve the problems. (1) How will you check that it works correctly for all present and future strategies? (2) Doesn't it prefers some way of thinking, alone figthing, ...? (3) Should the new ranking system show, that you are even better player? I aggree that the described, alliaces can be disadvantageous for games becouse of the following reason. According to the third rule of good strategic games: "The game can not be won all times with the same strategy, independently from circumstances." Examples for all time used "strategies": Use only a science rate higher than 50%. Build only "happy wonders"+"magellan". Make as much alliances as possible. If the above things are working, there is a probleme somewhere. First, check, if there is an anti-strategy (surely you have tried out severel ways). Let me suggest one more, called "threatening". You know that one of your neighbour (A) is willing to make a treaty with an other (B). Both of them have the interest, becouse exchangeing knowledge is surely advantageous for them. Then you send for B a message "If you sign the treaty I will devastate you". When you really stronger than B, and you can cause severe damages (pillage, poison), signing the treaty will mean disadvantage for B. And for a valid treaty two parties needed. (A technical question (4): can you get a message about foreign diplomatic activity before signiture?) If none of the anty-strategies working there should be some new game rules to made. In this case enlarging knowledge exchange risk is a possibility, eg players can give fake knowledge documentation to others, and units/buildings based on it will not work. Imagine how risky is it when you belive that you have an army of musketeers, but their weapons working in battles not. Zoltan Lakatos