Author Topic: Proposed change to team-balance algorithim  (Read 6974 times)

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Offline Jarold

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Re: Proposed change to team-balance algorithim
« Reply #60 on: March 07, 2014, 05:32:43 am »
+2
Team valor sounds awesome, does that mean no more individual Rambo valor? If so, GOOD!

Vanthor you are a saint for doing this and the community appreciates it. From what I read your balance system is looking really good so far, it actually makes sense. I hope you will be able to finish it and that chadz will accept it.

Good luck!

Offline San

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Re: Proposed change to team-balance algorithim
« Reply #61 on: March 07, 2014, 05:56:08 am »
+3
Sorry, worded that poorly. Valor is going to be if you have 3x the average score of your team.

Offline Vanthor

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Re: Proposed change to team-balance algorithim
« Reply #62 on: March 07, 2014, 03:05:28 pm »
+2
Just realized I could just share the data I've collected.

https://docs.google.com/spreadsheets/d/1e3lIiCPT0i2wxmgdBM2m2GlUsgQ0yH5T9dr6RiTSuzA/pubhtml

Sheet1 is raw data
Sheet8 is all unique player names from the raw data
Sheet9 is play data on each unique player.
Final is sheet 9 filtered on players I have 3+ games for.
Match info contain what team won
Match Displays useful data on each match. If you copy the spreadsheet you can change the cell B1 to see the data on each Game. Ok you can't copy it. Weird.

Offline Vanthor

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Re: Proposed change to team-balance algorithim
« Reply #63 on: March 07, 2014, 04:44:24 pm »
+1
With that many screenshots, getting them OCRed might be better than reading them

Tried it. Images are way too noisy.

Offline Tydeus

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Re: Proposed change to team-balance algorithim
« Reply #64 on: March 07, 2014, 05:30:11 pm »
+2
I'm trying to get approval to save average score per round, per character, on the website. Still, even if that's not done, it's possible to use the score gained from the previous round(player offset).

Code: [Select]
(multiplayer_is_server),
(agent_get_player_id, ":player_no", ":agent_no"),
(player_get_slot, ":score_offset", ":player_no", slot_player_crpg_player_score_offset),

With score_offset being the the ratio of player's score gained:average score gained * 100. So a player with an offset of 100 will have gained the same as what the average was, for that round. It's also possible to have a negative offset, this will happen only if your total score for the map is negative, though, as offset looks at both previous round score and total map score. +/- 30% reliability doesn't seem that great, tbh.


Alternatively, you can use either of these as well.

Code: [Select]
                    (player_get_slot, ":personal_score", ":cur_player", slot_player_crpg_player_score_round), #previous round score
                    (player_get_slot, ":personal_score_total", ":cur_player", slot_player_crpg_player_score_total), #map score
« Last Edit: March 07, 2014, 05:34:07 pm by Tydeus »
chadz> i wouldnt mind seeing some penis on my character

Offline Kafein

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Re: Proposed change to team-balance algorithim
« Reply #65 on: March 07, 2014, 08:15:42 pm »
+1
Tried it. Images are way too noisy.

What happens if you try to filter everything that isn't red or white?

Offline Elindor

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Re: Proposed change to team-balance algorithim
« Reply #66 on: March 07, 2014, 08:39:31 pm »
+1
I'm trying to get approval to save average score per round, per character, on the website

I think a lot of people would actually be interested to know their own stats on this...
Can be more representative than KDR anyhow.

I'd go as far as to say we should all be able to see our own:
- Battle KDR/Average Score per round
- Siege KDR/Average Score per round

Off topic, sorry.
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Offline Jarold

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Re: Proposed change to team-balance algorithim
« Reply #67 on: March 07, 2014, 09:27:33 pm »
+1
Sorry, worded that poorly. Valor is going to be if you have 3x the average score of your team.

Ah, well it still sounds a lot better than what it is now.

Offline Sniger

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Re: Proposed change to team-balance algorithim
« Reply #68 on: March 08, 2014, 05:02:05 pm »
+1
4-0 or 4-1

MAP AFTER MAP AFTER MAP AFTER MAP

W T F IS THIS SHIT?! SERIOUSLY?!

id love someone with insight to explain this. chadz for examble. but i guess he is too busy responding to threads about dating

Offline Rico

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Re: Proposed change to team-balance algorithim
« Reply #69 on: March 08, 2014, 06:25:53 pm »
+2
4-0 or 4-1

MAP AFTER MAP AFTER MAP AFTER MAP

W T F IS THIS SHIT?! SERIOUSLY?!

id love someone with insight to explain this. chadz for examble. but i guess he is too busy responding to threads about dating

It has its advantages. I only observe one-sided matches on Battle, and either I get x1 over multiple maps, or x5 over multiple maps. Better than juming between x1 and x2 all the time if you ask me... The real balance mechanism in Battle works only after round 1; the rest is fine-tuning.

On Siege, there is a new balancing every round and whole clans get switched etc. There you have less constant x1s or x5s, which makes it more interesting to play in balanced teams, but less effective for experience.

I don't think the balance mechanism is perfect (see my posts above), but as soon as it makes 4-0 or 4-1 outcomes, you have better chances for leveling. That's something positive too, isn't it?
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Offline Sniger

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Re: Proposed change to team-balance algorithim
« Reply #70 on: March 08, 2014, 09:31:58 pm »
+1
thats why the xp and gold gain also needs to be changed

Offline SP1N

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Re: Proposed change to team-balance algorithim
« Reply #71 on: March 09, 2014, 08:51:47 pm »
+2
Class/build
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Offline Vanthor

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Re: Proposed change to team-balance algorithim
« Reply #72 on: March 10, 2014, 03:26:51 pm »
+3
On Topic:
Better than juming between x1 and x2 all the time if you ask me... The real balance mechanism in Battle works only after round 1; the rest is fine-tuning.
The teams after round 1 are guaranteed to have roughly the same total level (Team 1 might have 2 level 30s, team 2 4 level 15s) and banner balanced. Every thing it does after that is random flailing caused by:
(click to show/hide)
That piece of code basically gives every person on the losing team -30 value per round. Thats about -5% of the players total value. Per loss. So if they loose twice, its -60, 3 times its -90. The problem with this strategy is that in low pop games, the type of player it will balance is peasants (Lowest value to make the teams even).

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« Last Edit: March 10, 2014, 03:35:13 pm by Vanthor »

Offline Elindor

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Re: Proposed change to team-balance algorithim
« Reply #73 on: March 15, 2014, 01:56:29 am »
+1
Bump because...

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Offline Sniger

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Re: Proposed change to team-balance algorithim
« Reply #74 on: March 17, 2014, 01:05:34 am »
0
*cough*