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- Posted: 8 years ago
- Modified: 8 years ago
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Post #16
Improved Rating – 2nd Attempt
Winning a game would earn you rating in two ways:
<Improved Rating Change> = <Rating Change Based on Game Size> + <Current Rating Change>
Where the <Rating Change Based on Game Size> will be given by:
<Rating Gain Based on Game Size> = (Value of 2p game x number of people in game)/2
<Rating Loss Based on Game Size> = (Value of 2p game x number of people in game)/(Number of people in game – 1)
This would work similarly as what I described in my first post, but it would also incorporate the current rating system (which was designed to address the differential value of beating people of different rating). This now becomes VERY specific (albeit cheating somewhat by incorporating the current rating, I admit!)
Let’s look at three of examples with some maths to make sure this works. Let’s say winning a 2-p game gives you 10 rating (this number would need to be set carefully, but is in the right ballpark):
To recap, this improved rating does the following:
1) Value winning games based on the a-priori probability of winning assuming everyone was equally skilled. This is missing from the current rating system.
2) Differential value of winning against people who varying skill compared to self (using current rating system)
3) It’s rating-neutral like the current rating system (the sum of all the rating changes in any given game is zero.)
Winning a game would earn you rating in two ways:
<Improved Rating Change> = <Rating Change Based on Game Size> + <Current Rating Change>
Where the <Rating Change Based on Game Size> will be given by:
<Rating Gain Based on Game Size> = (Value of 2p game x number of people in game)/2
<Rating Loss Based on Game Size> = (Value of 2p game x number of people in game)/(Number of people in game – 1)
This would work similarly as what I described in my first post, but it would also incorporate the current rating system (which was designed to address the differential value of beating people of different rating). This now becomes VERY specific (albeit cheating somewhat by incorporating the current rating, I admit!)
Let’s look at three of examples with some maths to make sure this works. Let’s say winning a 2-p game gives you 10 rating (this number would need to be set carefully, but is in the right ballpark):
Spoiler (click to show)
1) Value winning games based on the a-priori probability of winning assuming everyone was equally skilled. This is missing from the current rating system.
2) Differential value of winning against people who varying skill compared to self (using current rating system)
3) It’s rating-neutral like the current rating system (the sum of all the rating changes in any given game is zero.)
Spoiler (click to show)