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Point Based Scoring Proposal
Topic Started: Nov 29 2009, 12:25 PM (334 Views)
Beavers
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Based on the discussion in this thread, I have produced a proposal for point based scoring as follows:

SCORE = opponent score
VP = victory points you receive for defeating that player
Note: this designed to replace the 25 points received for each opponent regardless of skill as under the current system

If SCORE < 2000
VP = 25 + floor((SCORE)/100)

If SCORE < 6000 && SCORE >= 2000
VP = 45 + floor((SCORE - 2000)/200)

If SCORE < 15000 && SCORE >= 6000
VP = 65 + floor((SCORE - 6000)/300)

If SCORE < 30000 && SCORE >= 15000
VP = 95 + floor((SCORE - 15000)/500)

If SCORE < 50000 && SCORE >= 30000
VP = 125 + floor((SCORE - 30000)/1000)

If SCORE >= 50000
VP = 145 + floor((SCORE - 50000)/2000)

NOTE: "&&" is just a logical operator requiring both conditions to be true
NOTE: "floor" just rounds down to the nearest integer; thus:
if SCORE = 99, VP = 25
if SCORE = 100, VP = 26
if SCORE = 199, VP = 26
if SCORE = 200, VP = 27


To get a visual idea of this, I've included some graphs below; y-axis is VP, x-axis is score, small breaks in graphs are just a result of the graphing, as you can see above, the code and formulas don't have breaks:
SCORE = 0 to 6000
Posted Image

SCORE = 0 to 30000
Posted Image

SCORE = 0 to 100000
Posted Image

The MATLAB code has been added as an attachment if anyone here wants to (and can - I know MATLAB is expensive and non-ubiquitous) look at it.

Attached to this post:
Attachments: ToGPointBasedScoring.m (871 Bytes)
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Beavers
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Also, the steps in the graph are not connected by vertical lines - one is either above or below, never on the vertical part of the step.

A good visual is here: Wikipedia - Floor Functions

I know considering these various caveats may seem like I've made it all too complicated with my use of "floor" function, but the problems are in the visualization - computer code does not have such problems. This is also the only way to ensure that scores remain as integers - that is, there's no partial points assigned; all digits right of the decimal are zero.
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Patton
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I support this proposal. It's clear to me that we should reward Generals who beat stronger opponents, a key component conspicuously absent from the current points system. What Niels is proposing adds that reward while preventing point inflation at the same time.
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Beavers
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Thanks for the support Patton.
I've already got in mind a more complicated formula to employ for when players start getting over 200,000 points or so and the above will start to provide excessive rewards.

Anyone else have any thoughts on this?
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italiandude1

Sure, go for it. Thing is there aren't a TOO many players with over 30,000 points. Therefore there wouldn't be a lot of points dealt out. Maybe increase the points given just a tiny bit?
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Kapso
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Now I'm only the one that appears on the forums from time to time, and my backstage knowledge isn't top class, but I figured you guys might like my input, seeing as my name is purple and whatnot.

While I do agree that defeating better players should reward one with more points, I'm afraid some people would begin to only play with higher ranks for the bonus points. What about basing the extra points based on your points, in comparison to theirs?

Let's try some numbering shall we?
For this, let's let P1 equal my points, and P2 equal my opponents points.
Lets also assume P1 < P2 is true.
Therefore, we can do the following:

<[(P1/P2)*1000] + Standard game bonus> Up to a limit of X bonus points. maybe 200 or so.

However, if P1>P2
<-[P1/P2] + Standard Game bonus>
To a limit of -100

The reason for the 2 potential formulas, gives users who are playing people higher than them a substantial bonus, but not making it unfair. Perhaps slightly tweaking the standard game bonuses to better fit this method would be in order.

The second formula, would mainly effect those players in access of ~60k points, and their playing against users with very few points.

However I digress, and am simply trying figures and making you read them, so I'll leave you with one final statement.

Team Games?
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Beavers
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I'm be perfectly happy with some sort of a modification to the scoring system to reward people for playing against higher level opponents, and I think that this sort of comparison method may well do that.

I'd like others input, and I think that we could come up with a good compromise system.

With regards to team games, perhaps this method could be used with P2 being the score of the opponent with the highest score, and all others could be just +25, which would prevent runaway team victory point inflation, but still provide some reward for fighting stronger opponents.
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Kapso
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After thinking about it, we could base the values on total team score as well.

interesting to see what will come of this.
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mdwarf2

So am I, this is one of the most descriptive and best suggestion from a fellow player that has ever been made.
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Beavers
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I think that after seeing Kapso's proposal in Post #6, that the easiest and probably best option would be to base victory points on the sum of the opponents one faces. This way the same formula could apply for standard and team games, while simultaneously rewarding play against multiple opponents and stronger opponents.
A floor of 25 for one score for one 0 pt opponent should be in place, and a maximum of perhaps 200 for facing several enemies with scores equal to or greater than one's own. This of course in addition to the points awarded for the length of turn in the game (which goes from 75 for 5 min or less to 200-something for 24 hours).
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