Game History
Round: 1 Purchase Units - Germans Germans buy 1 carrier, 1 destroyer and 1 submarine; Remaining resources: 0 PUs; Combat Move - Germans 3 armour moved from Greater Southern Germany to France 1 artillery moved from Western Germany to France 3 infantry moved from Western Germany to France 2 artilleries moved from Holland Belgium to France 2 infantry moved from Holland Belgium to France 3 armour moved from Holland Belgium to France 4 mech_infantrys moved from Western Germany to France 1 submarine moved from 124 Sea Zone to 111 Sea Zone 1 submarine moved from 118 Sea Zone to 111 Sea Zone 1 submarine moved from 108 Sea Zone to 110 Sea Zone 1 submarine moved from 103 Sea Zone to 110 Sea Zone 1 tactical_bomber moved from Germany to 110 Sea Zone 2 tactical_bombers moved from Western Germany to 110 Sea Zone 1 fighter moved from Holland Belgium to 110 Sea Zone 2 fighters moved from Western Germany to 110 Sea Zone 1 fighter moved from Norway to 111 Sea Zone 1 tactical_bomber moved from Western Germany to 111 Sea Zone 1 bomber moved from Germany to 111 Sea Zone 1 battleship moved from 113 Sea Zone to 111 Sea Zone 1 bomber moved from Germany to 110 Sea Zone 1 submarine moved from 117 Sea Zone to 106 Sea Zone 1 tactical_bomber moved from Poland to Yugoslavia 1 fighter moved from Slovakia Hungary to Yugoslavia 6 infantry moved from Greater Southern Germany to Yugoslavia 1 armour moved from Slovakia Hungary to Yugoslavia 1 armour moved from Romania to Yugoslavia Combat - Germans British scrambles 3 units out of United Kingdom to defend against the attack in 110 Sea Zone Battle in 111 Sea Zone Germans attack with 1 battleship, 1 bomber, 1 fighter, 2 submarines and 1 tactical_bomber British defend with 1 battleship, 1 cruiser and 1 destroyer Units damaged: 1 battleship owned by the British Units damaged: 1 battleship owned by the Germans 1 fighter owned by the Germans, 1 bomber owned by the Germans and 1 tactical_bomber owned by the Germans retreated 1 battleship owned by the Germans and 2 submarines owned by the Germans retreated to 112 Sea Zone British win with 1 battleship and 1 cruiser remaining. Battle score for attacker is 8 Casualties for British: 1 destroyer Battle in Yugoslavia Germans attack with 2 armour, 1 fighter, 6 infantry and 1 tactical_bomber Neutral_Allies defend with 5 infantry Germans win, taking Yugoslavia from Neutral_Allies with 2 armour, 1 fighter, 3 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6 Casualties for Germans: 3 infantry Casualties for Neutral_Allies: 5 infantry Battle in 110 Sea Zone Germans attack with 1 bomber, 3 fighters, 2 submarines and 3 tactical_bombers British defend with 1 battleship, 1 cruiser and 2 fighters; French defend with 1 cruiser and 1 fighter Units damaged: 1 battleship owned by the British Germans win with 1 bomber, 2 fighters, 2 submarines and 1 tactical_bomber remaining. Battle score for attacker is 42 Casualties for Germans: 1 fighter and 2 tactical_bombers Casualties for British: 1 battleship, 1 cruiser and 2 fighters Casualties for French: 1 cruiser and 1 fighter Battle in France Germans attack with 6 armour, 3 artilleries, 5 infantry and 4 mech_infantrys British defend with 1 armour and 1 artillery; French defend with 1 aaGun, 1 airfield, 1 armour, 1 artillery, 1 factory_major, 1 fighter and 6 infantry Germans captures 19PUs while taking French capital Germans converts factory_major into different units Germans win, taking France from French with 6 armour, 1 artillery and 2 mech_infantrys remaining. Battle score for attacker is 22 Casualties for Germans: 2 artilleries, 5 infantry and 2 mech_infantrys Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry Casualties for British: 1 armour and 1 artillery Battle in 106 Sea Zone Germans attack with 1 submarine British defend with 1 destroyer and 1 transport Germans win, taking 106 Sea Zone from Neutral with 1 submarine remaining. Battle score for attacker is 15 Casualties for British: 1 destroyer and 1 transport Trigger Germans Conquer France: Setting switch to true for conditionAttachment_French_1_Liberation_Switch attached to French triggerFrenchDestroyPUsGermans: Setting destroysPUs to true for playerAttachment attached to French Non Combat Move - Germans 1 bomber, 1 fighter and 1 tactical_bomber moved from 111 Sea Zone to Western Germany 2 fighters moved from 110 Sea Zone to 112 Sea Zone 1 tactical_bomber moved from 110 Sea Zone to Western Germany 1 bomber moved from 110 Sea Zone to Western Germany 3 infantry moved from Norway to Finland Germans take Finland from Neutral_Axis 1 infantry moved from Romania to Bulgaria Germans take Bulgaria from Neutral_Axis 1 fighter moved from Yugoslavia to Southern Italy 1 tactical_bomber moved from Yugoslavia to Western Germany 1 aaGun moved from Western Germany to France 1 aaGun moved from Western Germany to Holland Belgium 2 infantry moved from Denmark to Western Germany 1 cruiser and 1 transport moved from 114 Sea Zone to 112 Sea Zone 1 aaGun moved from Germany to Slovakia Hungary 1 aaGun moved from Germany to Poland 1 infantry moved from Germany to Poland 1 artillery moved from Greater Southern Germany to Western Germany 1 artillery moved from Greater Southern Germany to Germany Place Units - Germans 1 carrier, 1 destroyer and 1 submarine placed in 112 Sea Zone Turn Complete - Germans Germans collect 39 PUs; end with 58 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 63 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 68 PUsThe new ELO-based ranking system
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@mr_stucifer said in Proposal for a new, ELO-based, ranking system:
middle number for 10+ games played (90)
Correction, 7-9 games I think is K of 90, somewhere around 90-110 would be a significant acceleration of change compared to 70.
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OK, so there is a “slider bar” on sensitivity that can easily be adjusted.
Reading MrRoboto’s recent post a second time, I see the sensitivity to the past 6+ games can be set to essentially make the current ELO rating (at 12/31/XX) reflect the results of the past 12 months, and the objective is met.So then would we just want another set of results/rankings that has a lower sensitivity, like for a life-ELO number? If the same sensitivity, K factor, is used and the last, say, 6-10 results are what mostly determine the current ELO rating, then older results are nearly irrelevant?
Just trying to understand
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@pacifiersboard said in Proposal for a new, ELO-based, ranking system:
thx! I meant a copy of the ELO file that is enabling some (local) experimentation
You can create your own copy.
File -> Make a copy
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@gamerman01 They aren’t irrelevant, but they do factor in less over time generally speaking. They are important because it tries to calibrate you to your appropriate rating quickly, then from there it is more of a maintenance process unless there is relative improvement.
At the extremes of the ELO Rating, even current games are worth little unless there is an upset. If a 1900 plays 1100 and wins they will not go up very many points, as it is expected. But if the 1900 loses the 1100 will receive a huge boost and the 1900 will fall quite significantly. This does reduce the incentive for the highest-ranked players to play the lowest-ranked players, but that was already the case.
I am not sure how, but think it would be awesome if we could implement a possible Bid allowance into drastically different ELO games. Say a 500+ rating difference could get double the usual bid but have the game be worth half the points. This might promote playing between the extremes in skill levels, if useful.
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@mr_stucifer has summarized it perfectly. You clearly understand some math!
I agree, the incentive is not very high to play a lower-skilled player. However, you WILL gain points, if you win. You just need to be ready to take that risk.
Remember, I can always change how huge the impact of an upset is, by lowering or increasing the F-Factor. Right now it is at 500, which means that the system expects a player with 500 more rating than another player to win in 90% of the cases.
A lower F-Factor would squeeze everyone closer together so the difference between #1 and the last player is lower. The number of points lost when the worst player wins against the #1 still remains the same however. So the gained/lost points relative to the total amount is a higher%
So upsets hurt the better player more and will help the worse player more.On the contrary, a higher F-Factor would increase the extreme ELO-Ratings at the top and bottom so the points lost/gained have not as big of an impact.
With the current F-Factor of 500, the difference between first and last player in BM4-rankings is 966 points. So the system expects then #1 player to win in 98,8% of games against the last one. Which sounds about right if you ask me.
Play this matchup 100 times and #1 will gain exactly 1 point 99 times and lose 79 points once.
The expected outcome is still positive for the better player… -
The system becomes stable with more games played, but still flexible enough to allow for adjustments when a player improves.
If your skill stays the same, you will oscillate around your “correct” ELO-Rating, gaining some points, losing some but always hover within a certain corridor around your skill level.
Your chance of breaking out of that corridor is when you actually improve your skill.
This is different than PPG, which becomes a lot more stable with many games.
If you play 50 games and you have, for example, a PPG of 4, that means you have 200 points.
Even a win against the best player around would increase that total to 208 points, but your PPG increases only to 4.08.With the new system it doesn’t matter if you play 30, 50 or 100 games. After a certain threshold is reached (when the system “Found” your correct place), your elo rating will not “solidify” more. It might only become more accurate in finding the correct spot.
That’s why the K-factor is so important: We want to reach that threshold as fast as possible. I think after around 15-20 games every player is where he/she should be. That’s a lot for a single year, but not for multiple years.
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@mr_stucifer said in Proposal for a new, ELO-based, ranking system:
I am not sure how, but think it would be awesome if we could implement a possible Bid allowance into drastically different ELO games. Say a 500+ rating difference could get double the usual bid but have the game be worth half the points. This might promote playing between the extremes in skill levels, if useful.
I support this idea. And I think together we can find the sweet spot.
My idea would be to take the average bid up until that game.
And then for every bid above that average, the ELO change could be multiplied by 2%.
Right now in BM, the Allied bid is 18.3 on average.
If I play Axis and give my opponent +30, thats 12 more than average.
If we are at the same ELO level, I would usually gain 40 for a win or -40 for a loss.Factoring in the bid, I would gain 401.12 = 49.6 (so 50) points, I would only lose -400.76 = 30.4 (so 30) points for a loss too.
An example for players with different ELO rating:
A 1800 wins against 1500.
Ratings change +16 and -16.With a bid that 12 higher than average, that changes to:
+20 and -12
Or a 1800 loses against a 1500
Usually that is +64 and -64.But with a bid 12 higher than average, that changes to
+80 and -49Do you think that 2% per bid is too high or too low? Quite right?
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@MrRoboto said in Proposal for a new, ELO-based, ranking system:
That’s why the K-factor is so important:
To be precise: The difference of the K-rating between the first and later games is the important part. That total value of K is not necessarily very important.
Right now K changes from 120 (first 3 games) to 80 in later games. So the first 3 games give 50% more points than later ones.
Lowering the 80 to a lower number would not only enhance the impact of early games compared, it would also narrow said corridor. You would oscillate a bit less around your “correct” rating.
If the difference between the early and the last games is too high, players with slightly more than 10 games might be far off from their correct spot when a couple of those early games are outliers.
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@MrRoboto Hmm, I like the idea of having the bid tied to the average, does bidding in your experience generally start slightly above average? 2% per IPC seems like it might be a little high, at least for OOB with such a high average bid, going from 40 -> 60 bid might not need to be worth 40% more points.
But in PtV going from 6 to 26 seems like it should be worth 40%. I am not very fluent in BM so I will not hypothesize. Perhaps some sort of relative scale is needed on this aspect as well.
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That is a valid point!
It has to be relative to the absolute amount.
And I made a slight error in the calculations above.
If I lose despite getting a higher bid, my loss will be more significantly of course.
The numbers are correct, but I mixed it up a little for winners/losers.Let me think about a formula that factors in the absolute amount, but now I have to go to bed.
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Just entered the criteria of 6 games completed this year.
Only 4 players in PtV
5 players in OOB
12 players in BM4Maybe we could reduce the requirement to 4 or 5 games completed?
Or we could see how many more games are being finished in these last 2 months -
I am sorry indeed for bothering you with this request, but it is not giving this option to me. @mr_stucifer, does it work for you now?
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@MrRoboto it is now 6 for BM and 3 I believe for oob and PTV. Gamerman could confirm the numbers.
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imo, bids should keep these two functions:
- determining sides by
- balancing between Allies and Axis (according to players’ individual preferences)
Balancing between different skills I see already covered by usual ELO system. Additional handicaps can hardly easily be ruled without distortion, so can be left to sportsmanship and fun’s cause without reflection in ELO?
Considering the incentive issue we already got that
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top players are already “forced” to encounter weaker players as part of the play-offs
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players with many games have to pick at least three different opponents in order to be eligible for more matches. Maybe this setting is appropriate to be modified for more alternation?
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@pacifiersboard I made my own document in google sheets, with the 6 columns, entered data and shared the document with Roboto. Then let him copy over onto the master
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@MrRoboto said in Proposal for a new, ELO-based, ranking system:
@mr_stucifer said in Proposal for a new, ELO-based, ranking system:
I am not sure how, but think it would be awesome if we could implement a possible Bid allowance into drastically different ELO games. Say a 500+ rating difference could get double the usual bid but have the game be worth half the points. This might promote playing between the extremes in skill levels, if useful.
I support this idea. And I think together we can find the sweet spot.
My idea would be to take the average bid up until that game.
And then for every bid above that average, the ELO change could be multiplied by 2%.
Right now in BM, the Allied bid is 18.3 on average.
If I play Axis and give my opponent +30, thats 12 more than average.
If we are at the same ELO level, I would usually gain 40 for a win or -40 for a loss.Factoring in the bid, I would gain 401.12 = 49.6 (so 50) points, I would only lose -400.76 = 30.4 (so 30) points for a loss too.
An example for players with different ELO rating:
A 1800 wins against 1500.
Ratings change +16 and -16.With a bid that 12 higher than average, that changes to:
+20 and -12
Or a 1800 loses against a 1500
Usually that is +64 and -64.But with a bid 12 higher than average, that changes to
+80 and -49Do you think that 2% per bid is too high or too low? Quite right?
I don’t think rating changes should be dependent on bid. Both players consented to that bid, presumably for balance reasons. It’s what both players are satisfied playing with. No need to put a rating factor on that.
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@Adam514 The primary impulse behind this idea, for me:
Find a way for high-rating players such as yourself to play lower-rated players like me, give them a generous bid, but not lose as many points if they lose.
I learn the most from games I lose and playing high-rated players is useful for me to learn stronger strategies. But I also would probably get walked over with a normal bid. If I underbid that opponent on an average bid and they accept they will steamroll me, but if I accept the average bid they will also steamroll me. So there is an inherent difficulty in finding a bid that works when there is such a large skill difference.
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Unless the player is generous and gives me a larger than average bid from the get-go. What I’m suggesting is that if there was at least a mild incentive to do so, it might happen more often. Not to call anyone out, but entering over 500 games I see people playing the bottom-ELO players and half the time that player gets a below-average bid, and they are always losing those games.
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dont complicate things with adding a “correction” for the bid. There is no such bid giving both sides a 50% win chance. Listen to Adam514 here
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dont complicate things with adding a “correction” for the bid.
I won’t argue, this is likely the sentiment of the majority. I want to add, I think an adjustment for all bids would be overkill.
There is no such bid giving both sides a 50% win chance.
100% true.
But the Econ heart yearns to give incentives for players to have a more even matchup across skill levels. Incentives matter.
A 500-rating difference is an expected 90/10 W/L ratio. If you give your opponent a bunch of extra units at the start of the game, it is more likely than not that W/L ratio would shrink somewhat–but there is a disincentive to accept that, as you would lose significant League ranking for losing to such an underdog. If instead you would lose fewer points from a loss, and gain more points from a victory at this more pronounced disadvantage, there is increased incentive to play the game across the skill tiers.
Is this me having a hammer looking for nails? Perhaps. I am new to League and tend to jump into my hobbies with a profound intensity.