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League Ideas

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3 years ago
I'm not saying that the league is just about winning. Those are just factors that make league points work more smoothly for the top 5 than for the rest of the ladder.
+0 / -0
3 years ago
I'm worried that ZK loses competitiveness due to such a league system. We already have WHR for skill and level for experience. People don't care about level because skill is what matters. After combining skill and activity into a league rating to give activity the importance of skill, people might still care more about WHR. The more WHR is hidden, the more competitiveness is lost.

The only acceptable way for league rating I see currently is to make it as a side thing next to the actual competitive WHR rating to encourage some activity, but I'm not sure if that's worth the complexity.
+3 / -0


3 years ago
Disagree with the above. I would find this system to be an incentive to keep competitive play up. And that's coming from one of the existing competitive players.
+0 / -0
DErankBrackman what do you mean by competitiveness? In the current system you're not so much competing with people as playing and improving until you're happy with where you are.

As a general update on the thread, the league idea is in limbo until anyone is willing to do the infrastructure work to implement it. This is particularly spooky as it will involve some interaction with WHR.
+0 / -0
3 years ago
By competitive rating, I mean one that rates how good you play, basically exactly what basic WHR does. Skill is how good you can play. I think that we should think about how a good rating should precisely depend on activity and skill. Should a player who plays twice as much really get twice as much points? Currently, players already get a huge subtraction from their WHR if they don't play often and are excluded from the ladder if they don't play for some time. Whether you play much or extremely much doesn't really matter atm if you don't improve your skill during that.
+0 / -0
That sounds like a fine definition of "competitive rating", but what did you mean by "competitiveness"?

quote:
I think that we should think about how a good rating should precisely depend on activity and skill. Should a player who plays twice as much really get twice as much points?

What is a "good" rating? League points don't affect competitive rating.

+0 / -0
3 years ago
A game has competitiveness (which means it is competitive) if its goal is to maximize a competitive rating. A good rating (system) is one that fulfills your goals whichever they are. So the question can be reformulated to what the goals are.
My first goal for a rating is that it reflects accurately how good you are. This accuracy correlates to its predictiveness and allows for good balancing which is my second goal. There may be other goals additionally, such as that nobody can sit in the top50 without playing for half a year.
Ultimately, all those goals can be tracked back to the more fundamental goal of having fun: If other factors than skill, like random or grinding, have influence on the rating, it can be frustrating. It can also be frustrating if games are poorly balanced.
Apart from that, I think that a rating system is not the best source for fun or activity. Activity should rather come from fun in the game itself.
+1 / -0
So in short:
  • "I'm worried that ZK loses competitiveness due to such a league system."
  • "A game has competitiveness (which means it is competitive) if its goal is to maximize a competitive rating."
  • "By competitive rating, I mean one that rates how good you play, basically exactly what basic WHR does."
=> "I'm worried that ZK the focus on the goal of maximising WHR is reduced with such a league system."
(Some rephrasing was required to translate the relative quantity grammar of "loses competitiveness" into a discrete goal")

Yes, the focus on WHR is reduced by a league. That is part of the point. The only goal of the current ladder is maximising WHR, and this is a bad goal to have as the only goal.

quote:
Ultimately, all those goals can be tracked back to the more fundamental goal of having fun: If other factors than skill, like random or grinding, have influence on the rating, it can be frustrating. It can also be frustrating if games are poorly balanced.
Apart from that, I think that a rating system is not the best source for fun or activity. Activity should rather come from fun in the game itself.

I agree with the last part, but look at it a different way. A good ladder should not try to be the source of fun or make up for fun that otherwise isn't there. Rather, a ladder should motivate and coordinate people to do what they already find fun, and to do the particular thing that they find the most fun. Psychology isn't so simple that people will just do what they find fun and somehow overcome coordination problems in order to do it.

Queuing in the matchmaker is inherently risky. You might end up in an uneven game and not have that much fun. You might wait a long time for an opponent. You might lose. These factors affect players to different extents, and we can try to mitigate them, but the best we can do is make tradeoffs. We can't completely eliminate these problems. People have fun in the matchmaker, on average, but are discouraged from queuing due to these risks. The risks of queuing are exacerbated by lower ladder activity. Here is the coordination problem, everyone would have more fun if they all did the fun action, but taking the action alone is less enticing and repeatably being hit by the heightened risk could lead to burnout.

The problem with 'gain WHR' as the only goal for the ladder is that it does almost nothing to encourage activity. If you make a system that perfectly ranks player skill (ignoring the debate about whether WHR achieves this) then players are only rewarded by improving at the game. Essentially, we're handing players the monolithic goal 'Get Better At The Game' without giving them any guidance. If someone decides to get better by playing a lot of games, then that's great. Unfortunately, players could reasonably assume that the ladder is telling them to go and play the AI until they are better, or to just play a few times a month and hope that those above them fall off. The top 10 positions are prominently displayed on the site so seems to be a reward, but most of the players with this reward don't actually need to play more than few times a month to maintain it. People are risk-adverse so will generally be drawn to ways to satisfy the ladder without risk, that is, without playing the game, and thereby increase the risk of queuing for others. Avoiding risk is natural, even when taking it will, on average, lead the the most skill improvement and fun for themselves and others.

Augmenting the 'gain WHR' goal with 'play matchmaker games' (augment, not replace) encourages people to behaves in a way that gains them WHR and that makes the ladder more fun for everyone. Being told to get better is daunting, whereas playing games is easy. We're essentially breaking down the goal into smaller parts. Also, gaining points at the end of each game, no matter the quality or outcome, means that the perceived worthiness of having played a game that you're a bit sour about is bounded below by how much you value the points you received. It dampens losses and sets a minimum reward, mitigating some of the risk of queuing.

(As an aside, I'm not entirely sure that every player should receive league points. At first I thought it could be a system to solve inactivity in the top 10, and to enable us to crown a winner of the league that didn't get there simply by being good and then barely playing for three months. Being unseat the top player because they aren't playing is frustrating, and if there is no benefit to activity then the top player will be motivated to not play. FRrankmalric made some decent arguments about how league point could be good for everyone. If we also display the current ladder rating so that non-top players can track their progress, then I think having league points for everyone would be a reasonable thing to try.)

The league points in a league aren't the only part that attempts to overcome the coordination problem and make queuing less risky. The league also coordinates players through time. With the current system players wander in or wander back to Zero-K, play the ladder for a bit, and then go do something else for a while. A league with a set start and end date creates events that tell people to come along and play at the same time. More players at once makes for a better matchmaker and the effect could persist past the event. A league is also less daunting to join and generates less complacency. Players who are new to the current ladder have to climb past all the inactive players. On the other hand, existing players are free to wander away for a while and come back to their old rating.
+3 / -0
3 years ago
quote:
As a general update on the thread, the league idea is in limbo until anyone is willing to do the infrastructure work to implement it. This is particularly spooky as it will involve some interaction with WHR.


Is this still the case AUrankAdminGoogleFrog? If so, I can give a stab at implementing leagues if you still want them and have a relatively firm plan.
+0 / -0


3 years ago
Yes. Nothing has happened.

The system here could be implemented: http://zero-k.info/Forum/Post/230904#230904

Use the points system in the table here, or at least be able to support its configuration: http://zero-k.info/Forum/Post/230973#230973

One unanswered question is the extent of a matchmaker reset. Maybe it would only be a partial reset (eg a scaling towards 1500).
+3 / -0
What if matchmaker reset worked by just not counting any of your past games anymore but leaving you at the elo you ended the previous season at? Or the nearest x from where your elo was, with a downward correction at the top of the ladder.
+0 / -0
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