Loading...
  OR  Zero-K Name:    Password:   

Post edit history

Do 1v1 games improve multiplayer balance

To display differences between versions, select one or more edits in the list using checkboxes and click "diff selected"
Post edit history
Date Editor Before After
7/19/2022 10:56:04 AMAUrankAdminGoogleFrog before revert after revert
7/19/2022 10:55:29 AMAUrankAdminGoogleFrog before revert after revert
7/19/2022 9:38:40 AMAUrankAdminGoogleFrog before revert after revert
Before After
1 Let me have a go. I think @TinySpider has a pretty reasonable question that hasn't actually been answered. There are a lot of posts (especially from @Anarchid) that seem to assume that @TinySpider knows the answer and is stealthily arguing against it. The farmer analogy isn't helping either. 1 Let me have a go. I think @TinySpider has a pretty reasonable question that hasn't actually been answered. There are a lot of posts (especially from @Anarchid) that seem to assume that @TinySpider knows the answer and is stealthily arguing against it. The farmer analogy isn't helping either.
2 \n 2 \n
3 The question is simply: 3 The question is simply:
4 [b]How can some system claim to improve balance when no actual games have been balanced with it?[/b] 4 [b]How can some system claim to improve balance when no actual games have been balanced with it?[/b]
5 As far as I can tell nobody has actually answered this question. There are plenty of posts that assume we all know an answer though, and then attempt to justify it. Even if everyone knows the answer, stating it clearly can't hurt. 5 As far as I can tell nobody has actually answered this question. There are plenty of posts that assume we all know an answer though, and then attempt to justify it. Even if everyone knows the answer, stating it clearly can't hurt.
6 \n 6 \n
7 The answer everyone is defending here hinges on two claims: 7 The answer everyone is defending here hinges on two claims:
8 * 1. If you have a system that outputs an accurate win rate when you ask it about two teams of players, then you have all you need to make a good system for multiplayer balance. 8 * 1. If you have a system that outputs an accurate win rate when you ask it about two teams of players, then you have all you need to make a good system for multiplayer balance.
9 * 2. To evaluate how good a system is at generating accurate win rates, all you need is to run your system on the past history of ZK games, then grade how well it did with a particular scoring system. 9 * 2. To evaluate how good a system is at generating accurate win rates, all you need is to run your system on the past history of ZK games, then grade how well it did with a particular scoring system.
10 \n 10 \n
11 These two claims are how a thread called "Do 1v1 games improve multiplayer balance" can actually be about comparing two numbers generating by running an algorithm running on a list of ZK games and their outcomes. All improvement is assumed to be of the form of the score number increasing. There are reasonable arguments and counterarguments for each claim though. 11 These two claims are how a thread called "Do 1v1 games improve multiplayer balance" can actually be about comparing two numbers generating by running an algorithm running on a list of past games. All improvement is assumed to be of the form of the score number increasing. There are reasonable arguments and counterarguments for each claim though.
12 \n 12 \n
13 The justification for claim 1 is that, given you have such a system, balancing any new game is just a matter of asking the system about every potential team, then picking the teams that get you closest to 50% win rate. This is pretty reasonable, although note the subtle shift from "good ZK game" to "ZK game with 50% win rate for each team". The system is blind to every other aspect of what makes a good ZK game, so it would be very surprising if it actually generated the best ZK games. The threads about even skill distribution within teams seem to show a practical problem. 13 The justification for claim 1 is that, given you have such a system, balancing any new game is just a matter of asking the system about every potential team, then picking the teams that get you closest to 50% win rate. This is pretty reasonable, although note the subtle shift from "good ZK game" to "ZK game with 50% win rate for each team". The system is blind to every other aspect of what makes a good ZK game, so it would be very surprising if it actually generated the best ZK games. The threads about even skill distribution within teams seem to show a practical problem.
14 \n 14 \n
15 The justification for claim 2 is based on somewhat complicated maths and most likely needs a bunch of caveats to even be true. It is probably approximately right as long as nobody tries to do anything too weird, such as supply a dataset where Team 1 always wins. But who knows. What if the existing algorithm likes to generate a particular type of games with an actual win rate of 50%, a proposed algorithm would generate different games with actual win rates of 50%, but the proposed algorithm is confused by the games produced by the existing one. I haven't seen a solid reason that this couldn't happen. 15 The justification for claim 2 is based on somewhat complicated maths and most likely needs a bunch of caveats to even be true. It is probably approximately right as long as nobody tries to do anything too weird, such as supply a dataset where Team 1 always wins. But who knows. What if the existing algorithm likes to generate a particular type of games with an actual win rate of 50%, a proposed algorithm would generate different games with actual win rates of 50%, but the proposed algorithm is confused by the games produced by the existing one. I haven't seen a solid reason that this couldn't happen.