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B1403384 23 on Comet Catcher Redux v3.1 (Multiplayer)

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Date Editor Before After
7/10/2022 2:41:02 AMAUrankAdminAquanim before revert after revert
7/10/2022 2:39:27 AMAUrankAdminAquanim before revert after revert
7/10/2022 2:38:46 AMAUrankAdminAquanim before revert after revert
7/10/2022 2:37:27 AMAUrankAdminAquanim before revert after revert
7/10/2022 2:36:58 AMAUrankAdminAquanim before revert after revert
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7/10/2022 2:34:06 AMAUrankAdminAquanim before revert after revert
7/10/2022 2:33:04 AMAUrankAdminAquanim before revert after revert
Before After
1 [quote]Actually it's not exponential but a Binomial coefficient (N choose floor(N/2))/(2 - N mod 2).[/quote] 1 [quote]Actually it's not exponential but a Binomial coefficient (N choose floor(N/2))/(2 - N mod 2).[/quote]
2 According to [url=https://en.wikipedia.org/wiki/Binomial_coefficient#Both_n_and_k_large]Wikipedia[/url] this is ~ 2^(n)/(2*sqrt(pi*n/2)) for large even n; so there is a pesky sqrt(n) term in the denominator. 2 According to [url=https://en.wikipedia.org/wiki/Binomial_coefficient#Both_n_and_k_large]Wikipedia[/url] this is ~ 2^(n)/(2*sqrt(pi*n/2)) for large even n; so there is a pesky sqrt(n) term in the denominator.
3 \n 3 \n
4 [quote]Rather the average of all players in their team.[/quote] 4 [quote]Rather the average of all players in their team.[/quote]
5 I think this is (implicitly) correct for the LegacyBalancer code used for large teams. I was thinking of the PartitionBalancer which [url=https://github.com/ZeroK-RTS/Zero-K-Infrastructure/blob/master/ZkLobbyServer/SpringieInterface/PartitionBalance.cs#L95-L99]explicitly adds a dummy player before choosing teams[/url]. The practical difference is probably minimal. 5 I think this is (implicitly) correct for the LegacyBalancer code used for large teams. I was thinking of the PartitionBalancer which [url=https://github.com/ZeroK-RTS/Zero-K-Infrastructure/blob/master/ZkLobbyServer/SpringieInterface/PartitionBalance.cs#L95-L99]explicitly adds a dummy player before choosing teams[/url]. The practical difference is probably minimal.
6 \n 6 \n
7 [quote]I have the theory that the rating of players who tend to get 2nd coms is distorted to compensate the misconsideration on average.[/quote] 7 [quote]I have the theory that the rating of players who tend to get 2nd coms is distorted to compensate the misconsideration on average.[/quote]
8 As a ballpark estimate, even the #1 player only gets an extra commander about 1/4 of the time ( assuming half of all their games are uneven, which is probably a high estimate, and half of all uneven games put the #1 player on the team with fewer players, which is possibly also high) . According to DeinFreund's data the winrate in 4v5+ games for the larger team is less than 53% ( and uneven games below that threshold are no longer played by default, though historical games do still affect rating) . 8 As a ballpark estimate, even the #1 player only gets an extra commander about 1/4 of the time.
9 [spoiler]Assuming half of all their games are uneven, which is probably a high estimate especially in relatively small teams where it matters more, and half of all uneven games put the #1 player on the team with fewer players, which is possibly also high.[/spoiler] According to DeinFreund's data the winrate in 4v5+ games for the larger team is less than 53% (and uneven games below that threshold are no longer played by default, though historical games do still affect rating).
9 \n 10 \n
10 By definition these games must be priced in to the ratings of higher-rated players, but it seems hardly sufficient to explain the 500-600 rating gap between the top of the casual and competitive ladders. I think the simplest explanation for that is that a high rated player influences much more of a 1v1 game than they do a teams game, even a 2v2, so they have more opportunities to turn superior skill into a W. 11 By definition these games must be priced in to the ratings of higher-rated players, but it seems hardly sufficient to explain the 500-600 rating gap between the top of the casual and competitive ladders. I think the simplest explanation for that is that a high rated player influences much more of a 1v1 game than they do a teams game, even a 2v2, so they have more opportunities to turn superior skill into a W.