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The relevant code is somewhere around [url=https://github.com/ZeroK-RTS/Zero-K-Infrastructure/blob/7e8374e233a593208311f85a79cf6926cf4bb58f/ZkLobbyServer/SpringieInterface/Balancer.cs#L271]here[/url].
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1 |
The relevant code is somewhere around [url=https://github.com/ZeroK-RTS/Zero-K-Infrastructure/blob/7e8374e233a593208311f85a79cf6926cf4bb58f/ZkLobbyServer/SpringieInterface/Balancer.cs#L271]here[/url].
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2 |
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2 |
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3 |
The balancer does not count the highest-rated player's rating more than once. I think, under different circumstances, it can do either of the following:
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3 |
The balancer does not count the highest-rated player's rating more than once. I think, under different circumstances, it can do either of the following:
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4 |
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5 |
* Minimise the difference in the average ratings of both teams, weighted a bit by the standard deviation of ratings in each team. Not sure what that weighting is presently. Could be zero for all I know.
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5 |
* Minimise the difference in the average ratings of both teams, weighted a bit by the standard deviation of ratings in each team. Not sure what that weighting is presently. Could be zero for all I know.
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6 |
* Add a 'dummy' player with rating equal to the average rating of *all* players in the room to achieve an even number of players, then minimise difference in average ratings of both teams.
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6 |
* Add a 'dummy' player with rating equal to the average rating of *all* players in the room to achieve an even number of players, then minimise difference in average ratings of both teams.
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7 |
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7 |
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8 |
If the teams are balanced then the dummy player will have more-or-less the same average rating as *both* teams, so (besides whatever accounting for standard deviation takes place) there is little practical difference.
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8 |
If the teams are balanced then the dummy player will have more-or-less the same average rating as *both* teams, so (besides whatever accounting for standard deviation takes place) there is little practical difference.
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9 |
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9 |
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10 |
I
think
that
the
present
accounting
for
imbalanced
teams
is
not
very
good,
particularly
for
small
teams,
but
it
is
nontrivial
to
find
and
implement
a
convincing
improvement.
(
As
in,
I
expect
that
improvements
exist,
but
proving
that
they
are
improvements
and
implementing
them
is
unlikely
to
be
easy.
)
|
10 |
I
think
that
the
present
accounting
for
imbalanced
teams
is
not
very
good,
particularly
for
small
teams,
but
it
is
nontrivial
to
find
and
implement
a
convincing
improvement.
(
As
in,
I
expect
that
improvements
exist,
but
proving
that
they
are
improvements
is
unlikely
to
be
easy.
)
|
11 |
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11 |
\n
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12 |
The impact of double-com on a game is influenced by many things such as the size of the map, the number of lanes on the map, whether both teams have at least one competent player for each lane, whether both teams have a competent air player other than the double-com player, etc, etc. Even more fundamentally, some players are considerably better at managing double-com than others. [spoiler]Hi, my name is others.[/spoiler]
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12 |
The impact of double-com on a game is influenced by many things such as the size of the map, the number of lanes on the map, whether both teams have at least one competent player for each lane, whether both teams have a competent air player other than the double-com player, etc, etc. Even more fundamentally, some players are considerably better at managing double-com than others. [spoiler]Hi, my name is others.[/spoiler]
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