But what is needed? You asked for a formula...
Posts from Player rating for tournaments across all installments of Heroes.
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Which rating system should I choose? (see the text for details)
We've been waiting for a long time...
Let N be the number of players participating in the tournament. Each i-th player has an average rating Ri in this part of the game. Then, we define the tournament category as:
K = (∑(Ri + a)) / 1000, where a is a constant that determines the contribution to the tournament category of a participant who does not have a rating.
A player's base rating consists of two parts:
1. For days: Rd = 50(M/m), where m is the number of days the participant played, and M is the number of days the winner played.
2. For placement: Rp = 50((N - n + 1 + b) / (N + b))^2, where n is the participant's placement, and b is a regulating constant.
Rb = Rd + Rp - base rating
The final rating is equal to the product of the base rating and the tournament category:
R = K * Rb
Now, about the two constants, it is obvious that they can be discussed. The constant a should not be too large. A new player is a priori not considered strong. My opinion is: a = 20.
The constant b may be necessary to smooth out the rather sharp (but this is a matter of taste) behavior of the dependence when N < 10. For large N, it does not play a role at all. Personally, the behavior of the function seemed most correct to me when b = 3
Setting it to zero is certainly not a good idea, but a number greater than 30, in my opinion, should not even be considered.
Next, I propose to calculate the rating of the players in the last tournament in a trio, where 21 people participated, and the winner completed the map in 10 days, and the outsider - in 69 days. Let's calculate according to your calculations:
Winner - 29194 points
Outsider - 865 points
Hence the questions:
1. This does not quite align with the general idea of the calculation, where the winner has 100 points, and the rest are calculated from him.
2. Suppose the winner completed the map in 1 day, and the outsider - in 1000 days. What changes?
Winner - 29194 points - the result did not change
Outsider - 858 points - decreased by 1%
Conclusion: the only significant parameter is the number of participants. The rest does not matter.
Why bother?
Or am I calculating it wrong?
I don't understand how you got these numbers using that randomizer.
For first place, Rp=50*(21-1+1+3/21+3)^2=29144 (since ^2 means squaring).
What do you think I'm doing wrong?
Added 4 minutes later
But Rb for each participant is multiplied by the same number, from zero to infinity (although in practice, it's somewhere up to 3).
On the one hand, we can go beyond 100 points; it's up to us to decide. But on the other hand, we will never have 100 points for the leader... We need to think carefully about how not to overdo it.
Rp=50(N-n+1+b/N+b)^2
For first place, Rp=50*(21-1+1+3/21+3)^2=29144 (since ^2 means squaring).
What do I think is wrong?
That is, we won't be calculating from a base of 100 points? Because after multiplying the rating of all participants by some number, we should again bring it to a hundred-point system...
...but I couldn't have imagined that someone would interpret the entry differently...
1. Tournament difficulty coefficient.
K=(∑(Ri+a))/1000 - where a is a certain constant that determines the contribution to the tournament category of a participant who does not have a rating.
2. What does the divisor 1000 represent? Why exactly that value? And what range will this coefficient be in, in your opinion? For now, it seems to me that it depends exclusively on the number of participants, and not on their average rating. Why not divide the sum by N? If you compare a tournament with 5 players (all of whom are aces) and a tournament with 50 players (all of whom are beginners), the difficulty of the second will be almost an order of magnitude higher! That doesn't make sense...
I think it would be better to simply decide on the principle for calculating the rating. And then adjust the existing formula accordingly.
My bonus shouldn't be too large, so as not to create an imbalance between the actual strength of the players. Indeed, it currently assumes that a newcomer has a strength of 0. This is easily fixed by making their strength 1/3 of the number of participants. That is, if there are 10 players in the tournament, the newcomer will be considered not tenth, but seventh. This is not difficult.
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As I mentioned before, your bonus is too small to differentiate tournaments by strength.
2AmberSoler
I think adjustments will be needed here as well. Why is the constant 'a' under the summation sign? The number of players without a rating is not equal to the number of players in the tournament... And in your case, it turns out that this coefficient will be taken into account exactly N times in the final sum... Something is not right... Maybe it was meant to be ∑(Ri)+a*n(a), where n(a) is the number of players without a rating?
Let players A and B have the same skill level in some part of the game, but one of them participated in tournaments, and the other did not. Due to some nuances of the tournament, their results will differ in favor of the experienced player, but this difference will disappear after 1-2 tournaments.
Next, let the average rating reflect the strength of the participant, and we assign a certain rating value to the beginner - X, then the beginner's contribution is
(X-Y) - in the first tournament, he will not realize his full potential!!!! The contribution of an experienced player remains equal to his rating - R. Now, we simply shift the scale to the right by Y, the beginner's contribution is -X, the experienced player's contribution is R+Y. For now, it is assumed that X=Y=a. In this case, we can take a=30. If we write it as you suggest, it will probably be clearer.
∑(Ri)+a*n(a),
What does the divisor 1000 represent? Why exactly this value?
And within what limits will this coefficient be, in your opinion?
For now, it seems to me that it depends exclusively on the number of participants, and not on their average rating. Why don't you divide the sum by N? If you compare a tournament with 5 players (all of whom are aces) and a tournament with 50 players (all of whom are beginners), the difficulty of the second will be almost an order of magnitude higher! This is not logical...
Why don't you divide the sum by N?
No, now everything is written exactly as intended. When I wrote the formula, I meant that 'a' should represent not so much some hypothetical beginner rating, but rather the contribution for "participation."
1000 is a simple normalization, so that for an average tournament, the multiplier for the base rating is 1. For example, in a tournament with 5 beginners and 10 participants with an average rating of 60, the multiplier will be (a=20) K=0.9.
But there's also a nuance here. According to your proposal, the difficulty coefficient for playing against 10 aces (rating 100), for playing against 20 average players (rating 50), and for playing against 50 beginners (R=20) would be the same: k=1. Intuitively, this seems contradictory... This isn't a situation where quantity turns into quality... Because if you combine all the opponents, in your case, the coefficient would be k=3, i.e., we see a linear dependence on the number of players. But it seems to me that by solving the problem of how to beat the top ten strongest opponents, we automatically solve the other two... That is, the coefficient shouldn't increase significantly when these groups are combined, but it also shouldn't decrease. It's necessary to take into account the difficulty due to the increasing number of participants and, consequently, the increasing probability that someone from the relatively weak players will make a leap forward – this is quite acceptable. But this doesn't depend linearly on the number of players...
You are wrong. A tournament with 5 aces (R around 100), coefficient K=0.6, a tournament with 50 beginners will have K=1. It's not that bad, even in this completely unrealistic (extreme) example.
Obviously, why, otherwise a tournament with 10 aces would receive a higher category than a tournament with 10 aces and 10 almost aces, but to win, you need to beat both. More precisely, to win in the second case, you need to beat all those that you would beat in the first case, and also 10 almost equally strong players.
This is all theory. It's useful for a warm-up.
But in practice, it's not very applicable due to the lack of an intuitively understandable explanation. It doesn't have a physical model as an example. It can't be explained "on the fingers." And that's a minus in our case. I still believe that complicating things is not rational.
You consider a novice to be a player who has no tournament experience. I believe it's a new player who doesn't have a tournament rating. Moreover, they may have extensive experience gained on another platform...
I believe the formula ∑(Ri)+30*n(a) is quite optimal, as already mentioned.
The calculation mechanism is unclear. From the formulas, it seems like (10*60+5*20)/1000=700/1000=0.7 or something else? Please provide an explanation of your calculations at least...
(10*(60+20)+5*20)/1000=0.9
It won't be difficult to beat 50 or 100 newcomers (if they are truly newcomers in the sense you mean). It's much harder to beat 5 aces. I'm saying this based on my experience in tournament battles, not just pure theory. This means your coefficient is not tied to reality, which speaks against it.
But it seems to me that by solving the problem of how to beat the top ten strongest opponents, we automatically solve the other two...
But there is a nuance here. According to your proposal, the difficulty coefficient for playing against 10 aces (rating 100), for playing against 20 average players (rating 50), and for playing against 50 newcomers (R=20) is the same: k=1. Intuitively, this creates a contradiction... This is not a situation where quantity turns into quality... Because if you combine all the opponents together, in your case, the coefficient would be k=3, i.e., we see a linear dependence on the number of players.
But in practice, it is not very applicable due to the lack of an intuitively understandable explanation. It does not have a physical model as an example. It cannot be explained "on the fingers." And this is a minus in our case.
-tournaments involve players with very different skill levels
-there are certain proportions between the number of players of different levels (conditionally strong, average, and weak), which change from tournament to tournament
-the fluctuations of these proportions are not too large (at most, a few times, but not an order of magnitude)
There is a physical model, and it was taken from this very portal. The model is as follows:
- Tournaments involve players with very different skill levels.
- There are certain proportions between the number of players of different levels (conditionally strong, average, and weak), which change from tournament to tournament.
- The fluctuations of these proportions are not too large (at most, a few times, but not by orders of magnitude).
(10*(60+20)+5*20)/1000=0.9
After all, we gave a new player 20 rating points, which is quite justified – because their experience is higher than zero (and I think it would be more appropriate to indicate the number 30 here). But it is not clear why you are adding those same 20 to the player's already formed rating again? This is not a gift to newcomers "for free"; they will not receive these 20 points in their total, which you are trying to compensate for by adding the same amount to everyone else. This is an attempt to approximate the total strength of all participants in the tournament to reality. And it is used only to calculate the coefficient...
We have 15 players who have a clearly defined rating. Their sum is the criterion, i.e., 10*60+5*20=700, which is understandable. Next, you adjust the final sum by an amount equal to the number of players with a formed rating, multiplied by the average rating of newcomers... Why? The essence of this adjustment is not intuitively clear...
