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Matchmaker balancing for uneven team counts seems broken

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Date Editor Before After
10/2/2023 12:02:01 AMAUrankAdminAquanim before revert after revert
Before After
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]. 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].
2 \n 2 \n
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: 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:
4 \n 4 \n
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. 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.
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. 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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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. 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.
9 \n 9 \n
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 \n 11 \n
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] 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]