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Posts from Player rating for tournaments across all installments of Heroes.
I didn't take into account that the higher the accumulated rating of a leader, the smaller the portion they will receive from victories, considering the aging effect.
Quoting my post #116: "There are two players - A (rating 850) and B (rating 250). For a victory, A will receive 100. If B wins, he will also receive 100 (regardless of the rating). BUT:
Quoting my post #116: "There are two players - A (rating 850) and B (rating 250). For winning, A will receive 100. If B wins, he will also get 100 (regardless of rating). BUT: as a result of aging, A will lose 85 in any case, and B will lose only 25. In total, A will earn 100-85=15 points in the best-case scenario, and B will earn 100-25=75 points in the best-case scenario. This is what I call a greater burden for the leader... "
Is that right? Worked hard and got nothing? Is that fair?
Yes. You've accumulated a high rating - now you have to work to avoid falling. :) There will always be those who want to climb to the top - a vacant position will not remain empty. :) How else? So that the leader pulls away so much that no one can ever catch up? And if another monster like him arrives, but a couple of years later, on this resource. Without such an aging system, this newcomer monster would not even theoretically be able to catch up with the leader, even though he is equal in strength, but started later. And what should he do, wait until the leader kicks the bucket and disappears from the resource naturally? :)
Yes. I accumulated enough rating to reach the top – now I have to work hard to maintain it.
Well, you convinced me, you convinced me... :) Let the leader work hard, we'll write it down so we don't forget... :)
This issue has already been resolved, so everything is fine...
This is just an idea. It can and should be adjusted as we go. I'm all for it! The main thing is that the balance is as realistically as possible, finding a golden mean while taking into account everyone's interests. As an option, instead of adding a multiplier, we can add a summand. That is, add a single bonus equal for everyone to the rating (instead of multiplying), but the bonus will depend on the tournament rank. And for the winner, the significance of the bonus in the total sum of his points will be significantly less than for the underdog – which is also correct. The winner had practically no competition compared to the others... And I think this will be more correct, so let's keep it in mind...
I'm not against this coefficient (or bonus addition) as such; I just didn't like the proposed way of calculating it, because in a tournament with less competition for places, as in the second tournament from the example I provided (in which any player can more easily take a higher place + a higher coefficient), more points will be received than in a more intense competition in the first tournament (where it is more difficult for any player to take a high place, and the coefficient turns out to be lower).
Well, you convinced me, you convinced me... :) Let the leader work hard, we'll write that down so we don't forget... :) This issue has long been resolved, so everything is fine...
That's when we were arguing about the aging rate, I didn't express my main thought, but now it's come to me. The goal here isn't to punish the leader, but to give his closest rivals at least some chance to overtake him, even if only temporarily, or at least catch up, even if he doesn't miss any Tournaments, but just happens to play poorly. So let's check these possibilities with an aging rate of 1/10 in the near future, and with the oscillator and everything else we've discussed :) Here's an example with Radik and Dmitry. The difference is only three days.
Added 4 minutes later Sage;60459
I'm not against this coefficient (or bonus increase) as such; I just didn't like the proposed way of calculating it, because in a tournament with less competition for places, as in the second tournament from the example I provided (in which any player can more easily take a higher place + a higher coefficient), more points will be received than in a more intense competition in the first tournament (where it is more difficult for any player to take a high place, and the coefficient also turns out to be lower).
But no one knew that the newcomer with zero rating would be so good. And how can you determine this by any system before the player plays and proves himself? This coefficient is designed to resolve minor situations, not major ones. And because of this situation, we shouldn't ruin the minor one. Or maybe we should just calculate the total ratings of all participants in the tournament and divide by the number of participants. This would be the coefficient. Maybe it will be simpler for calculations.
I don't object to this coefficient (or bonus increase) as such; I just didn't like the proposed way of calculating it.
I agree; not everything has been polished yet – there's still room for improvement... But this is a solvable problem; just don't rush... If you have any more ideas, let me know.
because in a tournament with less competition for places, as in the second tournament from the example I provided (in which it is easier for any player to take a higher place + a higher coefficient), more points will be earned than in a more intense competition in the first tournament (where it is more difficult for any player to take a high place, and the coefficient is also lower).
It's not clear why it's easier to take a higher place in the second example. From the perspective of a strong player? I suggest looking at it from the perspective of the average player... And therefore, the second example actually requires a higher coefficient – because the range is wider... and the average (weaker in the second tournament compared to the first) player has fewer chances to break through to the top...
Please understand the idea: the weaker the average player in a tournament is compared to the top players, the fewer chances they have on average, and the more a non-linear coefficient for calculating the rating pushes them into a corner (the effect of lowering the bar) – which means that, for balance, the tournament rank should be taken into account... It can be taken into account in such a way that the coefficient provides more support to the weak than to the strong... we just need to think about it...
And in general, there is, of course, no goal to shower the weak with bonuses and make life difficult for the strong, as it may seem... The goal is to prevent a large gap, which will only worsen, and to create a balance of power that will reflect all the key aspects of the game (number of players, their strength ratios, places taken, etc.)… This is a normal approach, and I think it should be understood.
But no one knew that the newbie with zero rating would turn out to be so good. And how can you determine this before the player plays and proves himself? This coefficient is designed to resolve minor situations, not major ones. And this situation shouldn't be used to spoil the minor ones.
I'm talking about tournaments without such newbies.
Added after 12 minutes AmberSoler;60465
It's not clear why it's easier to get a higher ranking in the second example. From the perspective of a strong player? I suggest looking at it from the perspective of the average player... And therefore, the second example actually requires a higher coefficient - because the spread is greater... and the chances for a weaker player to break through to the top are less...
In the second tournament, there are fewer strong players, so the chances for a weaker player to get a place closer to the leaders are greater.
Added after 5 minutes AmberSoler;60465
I ask you to grasp the idea: the weaker the average player in the tournament is compared to the top players, the fewer chances he has on average, and the more the non-linear coefficient of rating calculation pushes him into a corner (the effect of lowering the bar) - which means that, for balance, the tournament rank should be taken into account...
The partially linear part corrects this situation.
I'm talking about tournaments without so many newcomers.
Added after 12 minutes
In the second tournament, there are fewer strong players, so a weaker player has a better chance of placing closer to the leaders.
Wouldn't this work? --- Or maybe we should just calculate the total rating of all participants in the tournament and divide it by the number of participants. This would be the coefficient. Maybe it would be simpler for calculations. --- Where it's higher, it means it's more difficult to play for anyone.
In the second tournament, there are fewer strong players, so a weaker player has a better chance of placing closer to the leaders.
But don't weak players compete against each other? Weak players among themselves have the same chance of placing near the mega-dinosaurs as medium players among themselves... Don't you constantly overlook this point?... And the chance of winning a prize is lower for weak players than for medium players... So, in the end, they lose when weak and medium players are compared... Leave the strong players alone – they are simply an indicator of the tournament's strength.
Please consider the core idea: the weaker the average player is in a tournament compared to the top players, the fewer chances they have on average, and the more the non-linear rating calculation coefficient pushes them into a corner (the "lowering the bar" effect). Therefore, the tournament rank should be taken into account for balance... We can achieve this by making the coefficient provide more support to weaker players than to stronger ones... we just need to think about it...
This is the crux of the matter. An identical coefficient will always favor the leaders, increasing the point difference between players.
But wouldn't this thing work? --- Or maybe we should just calculate the total rating of all participants in the tournament and divide it by the number of participants. This would be the coefficient. Maybe it would be simpler for calculations. --- Where it is higher, it means it is more difficult to play for anyone :)
Quoting: "It's not the absolute strength of the players that matters, but the relative one! For example, if only mega-dinosaurs, the strongest players, participate in one tournament, then the tournament coefficient is equal to 1. In the second tournament, only beginners participate. The coefficient will also be close to 1. Because everyone is equal and no one competes with a stronger player, and in both cases, everyone has the same chance of winning."
What does "it means it is more difficult to play for anyone" mean?
In my first example, the average rating will simply be off the charts, but the dinosaurs won't find it "more difficult" to play compared to the second example, where the average rating will be low... In the second example, it will also be "not easy" for everyone to play - at their level... But if a beginner gets to the dinosaurs - that's what is called more difficult! :) And only in this case does he (and no one else) need support...
Otherwise, it will turn out that the dinosaurs gathered, calculated the average rating, rubbed their hands, and set a high coefficient for themselves - what a joy!
Announcement: "In order to hold the P. Lumumba Memorial Tournament, a group of players invites all those who wish to participate in the tournament with a rating of at least 950. Those with lower ratings are asked not to apply."
Should we apply it like this?
Added after 3 minutes Sage;60472
The whole point is this. The same coefficient always benefits the leaders, increasing the point difference between the players.
I said: "It is possible to take this into account in such a way that the coefficient provides more support to the weak than to the strong... we just need to think about it..." This means - NOT the same coefficient, which means it does not benefit the leaders, but supports the lagging players to a greater extent... :)
I said: "It's possible to take this into account in such a way that the coefficient provides more support to the weak than to the strong... we just need to think about it..." This means - a NON-uniform coefficient, which means it doesn't favor the leaders, but supports the weaker players to a greater extent... :)
And I don't understand why the rating should provide any kind of support to anyone. In a situation where everyone is strong and one weak player is present, the tournament's strength is high, and everyone should receive a slightly higher rating (both the strong and the weak). And in a situation where the tournament's strength is lower, everyone will receive a slightly lower rating. In the end, a weak player in a strong tournament might get
I don't understand why the rating should provide some kind of support to someone. If all participants are strong, and there's only one weak player, the tournament's strength is high, and everyone should receive a slightly higher rating (both the strong and the weak). And if the tournament's strength is lower, everyone will receive a little less. As a result, a weak player in a strong tournament might gain a little more than a player of the same level in a weak tournament. Why do we need to artificially inflate someone's rating?
Read my post before yours; I'm tired of quoting myself... :) I already explained the specifics of this tricky point...
Don't the weak compete against each other? The weak among themselves have the same chance to take a place near the mega-dinosaurs as the medium-strength players among themselves... Do you constantly overlook this point?.. But the weak have a smaller chance of taking a prize-winning place than the medium-strength players... Therefore, in the end, they lose when comparing the weak and the medium-strength... Leave the strong alone - they are simply an indicator of the tournament's strength.
I'm not overlooking this point; I'm just saying that, according to your idea in point 6,
The essence of this coefficient is that the higher the strength of the competitors, the higher the coefficient, and the more significant the player's result in the tournament.
the coefficient should be higher the more high-rated players participate in the tournament. But in practice, things might turn out differently when using this
For the calculation, the current Player Rating will be used and presented as a quotient obtained by dividing the average rating of a certain number of leaders (e.g., 5) participating in the tournament by the average rating of all participants in the tournament.
Otherwise, it'll turn out that the dinosaurs gather together, calculate the average rating, rub their hands, and set a coefficient for themselves that is simply off the charts! Announcement: "For the purpose of holding the P. Lumumba tournament, a group of players invites all those wishing to participate with a rating of at least 950. Those below are asked not to trouble themselves."
Who would even let them do that? There are administrative and forceful methods to shut them down :) with the help of a coordinator. But even in that case, someone will still take last place there. Or are you afraid that even in last place, a player will more than cover the 10% aging penalty? And receive a bonus greater than if they had entered a weak tournament and taken first place there? Yes or no? I'm starting to lose track of these high-level concepts :)