Thanks for the swift and rather elaborate answer Matty! Makes perfect sense to not disclose all of the code - I'm not even interested in that either.
Reading through your post / code, it seems rather straightforward, but looks might be deceiving...
So... just to give myself an example...
6 Players in the (non-team) game, A till F, with respective ratings between 1400-2500 (conveniently chosen for easy calculations on the back of an envelope).
A = 1400
B = 1700
C = 2000
D = 2100
E = 2300
F = 2500
Total rating in pool = 12 000
Average rating = 2000
In case player A wins =>
Player B loses => (1700/2000)*20 = 17
Player C loses => (2000/2000)*20 = 20
Player D loses => (2100/2000)*20 = 21
Player E loses => (2300/2000)*20 = 23
Player F loses => (2500/2000)*20 = 25
Therefore, A gets this sum added to his/her rating => 106 +1400 = 1506
(And of course B till F their respective losses subtracted)
Same methodology holds for different winners; example when F wins:
Player A loses => (1400/2000)*20 = 14
Player B loses => (1700/2000)*20 = 17
Player C loses => (2000/2000)*20 = 20
Player D loses => (2100/2000)*20 = 21
Player E loses => (2300/2000)*20 = 23
Therefore, F gets this sum added to his/her rating => 95 + 2500 = 2595
(And of course A till E their respective losses subtracted)
As a base - for losing; you lose 20 rating. With this number getting adjusted to be lower/higher, based on your rating with respect to the average rating of the game.
As a base - for winning; you win 20 rating per opponent. With this number getting adjusted to be lower/higher, based on the opponents ratings with respect to the average rating of the game.
So..... it makes no difference for the losers against who they lose? It's just about the average rating in the game?
In case I made some errors somewhere, please do point them out to me (+ corrections xd).
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As for the little modification regarding 2 player games with the loser having >3x the rating of the winner (e.g. 1500 player beats 4600 player).
Is this being processed in the way it is intended? It seems that when A > 3B, the MORE big A is with respect to B (e.g. A = 7B ), the rating distribution becomes ever so more less profitable for B...?
As an example:
B is always the winner. The lost/won represent the points lost/won by the loser/winner.
A = 3001
B = 1000
Avg = 2000
=> Before mod => 3001/2000*20 = 30 lost, 30 won
=> After mod => 1000/2000*20*3 = 30 lost, 30 won
/No difference here
A = 5000
B = 1000
Avg = 3000
=> Before mod => 5000/3000*20 = 33 lost, 33 won
=> After mod => 1000/3000*20*3 = 20 lost, 20 won
A = 7000
B = 1000
Avg = 4000
=> Before mod => 7000/4000*20 = 35 lost, 35 won
=> After mod => 1000/4000*20*3 = 15 lost, 15 won
It does indeed protect the high ranked player, but it also rewards the low ranked player in an increasingly more awkward way. I assume rating is not supposed to be "created" out of thin air... but perhaps the winnings should not be comprised? Only tackle the losses? The current mod is only in favour of protecting high players, but does not reward low players in a fair way.
For a "low winner", it is more profitable to win against someone exactly 3x his/her rating, than someone who's supposed to be even better (so s/he's also less likely to win against this person) and has a rating >3x of the winner. In the same logic; better to win against someone with 2x your rating, than someone with 4x your rating (gains/losses of 26 and 24 respectively).
As a sidenote... I assume the default rating starts at 1000? That way it'll be rather difficult to drop down to 500, 200, or even lesser rating... it does however make perfect sense to treat cases approaching the limits differently.. (e.g. a 200 rating player beating a 1000). Then again... no real use in having 'exception' catchers at all places... There's more important stuff to worry about...
Once more - thanks for the input! Happy to hear some more / my current thought(s) reviewed =)
- Alex
Alex
PS - Cool link with BBCode (Hihi, BBC
)! Now I see there is an even better way to quote someone (should've added Hoodlums name in the quote in the first post ;d)
Thanks for the swift and rather elaborate answer Matty! Makes perfect sense to not disclose all of the code - I'm not even interested in that either.
Reading through your post / code, it seems rather straightforward, but looks might be deceiving...
So... just to give myself an example...
[spoiler=Numerical example for a 6 player game]
[i]6 Players in the (non-team) game, A till F, with respective ratings between 1400-2500 (conveniently chosen for easy calculations on the back of an envelope).
A = 1400
B = 1700
C = 2000
D = 2100
E = 2300
F = 2500
Total rating in pool = 12 000
Average rating = 2000
In case player A wins =>
Player B loses => (1700/2000)*20 = 17
Player C loses => (2000/2000)*20 = 20
Player D loses => (2100/2000)*20 = 21
Player E loses => (2300/2000)*20 = 23
Player F loses => (2500/2000)*20 = 25
Therefore, A gets this sum added to his/her rating => 106 +1400 = 1506
(And of course B till F their respective losses subtracted)[/i]
Same methodology holds for different winners; example when F wins:
[i]Player A loses => (1400/2000)*20 = 14
Player B loses => (1700/2000)*20 = 17
Player C loses => (2000/2000)*20 = 20
Player D loses => (2100/2000)*20 = 21
Player E loses => (2300/2000)*20 = 23
Therefore, F gets this sum added to his/her rating => 95 + 2500 = 2595
(And of course A till E their respective losses subtracted)[/i]
[/spoiler]
[u]As a base - for losing[/u]; you lose 20 rating. With this number getting adjusted to be lower/higher, based on your rating with respect to the average rating of the game.
[u]As a base - for winning[/u]; you win 20 rating per opponent. With this number getting adjusted to be lower/higher, based on the opponents ratings with respect to the average rating of the game.
So..... it makes no difference for the losers against who they lose? It's just about the average rating in the game?
In case I made some errors somewhere, please do point them out to me (+ corrections xd).
///\\\///\\\///\\\
\\\///\\\///\\\///
As for the little modification regarding 2 player games with the loser having >3x the rating of the winner (e.g. 1500 player beats 4600 player).
Is this being processed in the way it is intended? It seems that when A > 3B, the MORE big A is with respect to B (e.g. A = 7B ), the rating distribution becomes ever so more less profitable for B...?
As an example:
[spoiler=Numerical evaluation of 2 player games with high ranked player >3 low ranked player]
[i][u]B is always the winner. The lost/won represent the points lost/won by the loser/winner.[/u]
A = 3001
B = 1000
Avg = 2000
=> Before mod => 3001/2000*20 = 30 lost, 30 won
=> After mod => 1000/2000*20*3 = 30 lost, 30 won
/No difference here
A = 5000
B = 1000
Avg = 3000
=> Before mod => 5000/3000*20 = 33 lost, 33 won
=> After mod => 1000/3000*20*3 = 20 lost, 20 won
A = 7000
B = 1000
Avg = 4000
=> Before mod => 7000/4000*20 = 35 lost, 35 won
=> After mod => 1000/4000*20*3 = 15 lost, 15 won[/i]
[/spoiler]
It does indeed protect the high ranked player, but it also rewards the low ranked player in an increasingly more awkward way. I assume rating is not supposed to be "created" out of thin air... but perhaps the winnings should not be comprised? Only tackle the losses? The current mod is only in favour of protecting high players, but does not reward low players in a fair way.
For a "low winner", it is more profitable to win against someone exactly 3x his/her rating, than someone who's supposed to be even better (so s/he's also less likely to win against this person) and has a rating >3x of the winner. In the same logic; better to win against someone with 2x your rating, than someone with 4x your rating (gains/losses of 26 and 24 respectively).
As a sidenote... I assume the default rating starts at 1000? That way it'll be rather difficult to drop down to 500, 200, or even lesser rating... it does however make perfect sense to treat cases approaching the limits differently.. (e.g. a 200 rating player beating a 1000). Then again... no real use in having 'exception' catchers at all places... There's more important stuff to worry about...
Once more - thanks for the input! Happy to hear some more / my current thought(s) reviewed =)
- Alex
[quote=Alex]PS - Cool link with BBCode (Hihi, BBC B))! Now I see there is an even better way to quote someone (should've added Hoodlums name in the quote in the first post ;d)[/quote]