Re: recounted rankings
Horn Gábor <Horn.Gabor-/[email protected]>
| Newsgroups | gmane.games.freeciv.general |
|---|---|
| Message-ID | <[email protected]> |
Hi! I was suggested to redirect this conversation to [email protected] so i'll do this from this letter. > 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. Interesting idea, i'll thinking on it, althought it's a bit risky to say some things, that would need so much data to produce reliabel info, that everybody would recognize it even w/o that. Actually even now i think we mostly knows about each other (i mean the players who play frequently on the pubserver:) who likes to be a gang and who not. > > (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? Recalculation isn't about to solve anything :) It's more a check, and to recognize if it has problems or weaknesses. I simply need much data to test a gaussian distribution like function, and pubserver's database is ideal for it. It contain many real data, and we can check if it's good or not (I mean players ususally knows where they r compared to others, whom they ususally lose to, who they usually defeat, etc so if the ranking generates something similar it's good). 1, i can't check. Ranking isn't for that. Ranking is to reflect players experience, in a (hopefully) objective way. It knows nothing about their strategies, it only can measure their results. 2, One of my primary goals was to reflect the role of alliances. The current script doesn't handle alliances at all. If u loose to a player, it doesnt matter now at all if he did it alone or w/ 5 ally againts you alone, he gots exactly the same point. It's both a wrong system and ruins the game imho. So yes, i hope if players won't benefit that much from mindless gangbangs, they won't do them. Gang is wrong i think, because the ganger won't learn and develop, and the ganged will get frustrated. Now if u fight againts a same powered alliance there's no problem, u'll get much points. Alliances are simply part of the game, and has to be reflected by the ranking system too imho. It's even good for team games (currently none of the high ranked players use their real nick in team game, because it handles them wrong). 3, 'you' means me personally? If yes, i think i got better ranking because of calculation reflects the alliances. You know recently players tends to do gangs easily if they think somebody is strong. I rarely do alliances, so most of my victories haven't got 'weaker' because of the new system. And when i lose in a normal game (in duel there's no alliances, in team i use team nick) recently that's usually happens if i fight againts an alliance alone. So w/ the new system i don't loose that much point in these matches that in the current ranking. Eg in one of my last games was #232924, when i lost againts Zed, a relativelly low ranked player, who had 1 ally and 2 chain allies (i call a chain ally when a nation is the ally of your ally, but not yours directly. In many cases that nation attacks your enemy too, and due to the person who allied both of u, u get each others techs too... so u could be counted allies i think), so overall they were 4 and all attacked me. In the current it was counted for me as i was lost to him in a duel, and i lost 23.6 points in that match (to recover 23 points i have to defeat a TOP3 player in duel...do u think it's fair? :). In the new system, if i count only his 1 ally (so 2v1) i loose 16,2 points (so 30 percent less), if i resolve his chain alliances (so 4v1..and in that game it was the case, so it would describe it most exact!) i only loose 1.23 (so only 6 percent of the original loss!) points. The graph and points i published is made w/ NO examining the chain allies, so as u see if resolve them every player (including me) who got ganged more times would have more points, and the gangers less. Well i'm not sure which is the good way for handling chain alliances (maybe only count chain ally as real ally if u both get city from the same nations?) so now i made it optional in the new script. > According to the third rule of good strategic > games: > "The game can not be won all times with the > same strategy, independently from circumstances." Freeciv is good in it, it cannot be won w/ same startegies, althought no dubt there're betters and worses. First it has many random factor now (map generator) so u have to adapt to that. Second, especially in duels w/ a close ranked player, u need much thinking. > > Examples for all time used "strategies": > Use only a science rate higher than 50%. In war u don't do. In peace sure u do. > Build only "happy wonders"+"magellan". Eg in largepox games it's not true. Nowadays there i more and more lpx games (and i think it's cool). But i agree these are a bit powerful, but it's from the original game. Who knew then waht civ will turn into? :) > Make as much alliances as possible. It's the tactic of weak players i think. I rarely see good players making 'as much alliances as possible'. W/ the current sysytem there's no penalty at all if u ally everybody. In the new ally has an effect on ranking. The more person u ally, the less u do personally for the vitory, so the less points u'll get. > > 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?) > No way for getting info about what others do w/ each other. Warlock suggested idea of public notification of alliances, so if two people agree on alliance a game message appears to let the others now. Well she got ganged MANY times, in her games when people allied that was almost always againts her, i think this is why she's a bit mistrustful about it :) > 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. > Interesting idea, but i think it's a bit far from now. I can see some things which would be more important to improve. But i guess the devs would be happy if u can contribute patch about it :) szia, hirisov