integrated elo-tracking, for a better matchmaking

integrated elo-tracking, for a better matchmaking

Classic game design, maintained to please you...

Moderator: Content Developer

Post Reply
Hackfresser
Posts: 86
Joined: 23 Dec 2008, 20:26

integrated elo-tracking, for a better matchmaking

Post by Hackfresser »

it has been mentioned in another thread, but there was hardly any discussion about the topic at all.
what do you guys think?
what does TFC think?
User avatar
TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: integrated elo-tracking, for a better matchmaking

Post by TheFatController »

Afaik this is something that needs to be done by autohosts and Licho's autohost already does this, it's just a matter of getting optional support for autobalance in spads and lobby hosts.
User avatar
Nixa
Posts: 350
Joined: 05 Oct 2006, 04:32

Re: integrated elo-tracking, for a better matchmaking

Post by Nixa »

Best way to get better matchmaking - don't use autohosts and have host that isn't intent on stacking.
User avatar
bibim
Lobby Developer
Posts: 952
Joined: 06 Dec 2007, 11:12

Re: integrated elo-tracking, for a better matchmaking

Post by bibim »

TheFatController wrote:Afaik this is something that needs to be done by autohosts and Licho's autohost already does this, it's just a matter of getting optional support for autobalance in spads and lobby hosts.
Actually, Springie-ELO retrieving system has been implemented and tested in SPADS about 10 monhts ago. It's just disabled currently because I don't think using ELO indexed on player names would be effective in BA world, where players rename every day... As explained here, I'd rather use account IDs to index ELO. Maybe ELO is indexed on account IDs now, but I didn't get answer last time I asked.
Hackfresser
Posts: 86
Joined: 23 Dec 2008, 20:26

Re: integrated elo-tracking, for a better matchmaking

Post by Hackfresser »

It's just disabled currently because I don't think using ELO indexed on player names would be effective in BA world, where players rename every day
elo doesnt really need that many games to adjust... also new names could have their k-value, like, tripled for the first 5 games, or something like that... or have it doubled until they lose a game
User avatar
Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Re: integrated elo-tracking, for a better matchmaking

Post by Licho »

Elo used by springies adapts quickly due to changing weight factory we added.
Its still based on player name.

If you wish to improve the system, its open source!
http://code.google.com/p/summerspring/s ... e/springie web
User avatar
REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: integrated elo-tracking, for a better matchmaking

Post by REVENGE »

Make ELO tracking mandatory, but use of it in autobalance optional. Base it on playerIDs. Give client-side support and display ELOs for each player in the lobby.
User avatar
Rafal99
Posts: 162
Joined: 14 Jan 2006, 04:09

Re: integrated elo-tracking, for a better matchmaking

Post by Rafal99 »

REVENGE wrote:Give client-side support and display ELOs for each player in the lobby.
Already done in SpringDownloader.
REVENGE wrote:Base it on playerIDs.
Yes please.
Basing it on names is a bad idea imo.
I can't even change a tag without Springie forgetting me, and /stats treating me as newb with 0 games played...


I would very much like the Elo system integrated in all autohost. From my experience it works really well on Springie CA autohosts. On the other hand the rank based balance on Spads BA hosts is very unreliable and stacked games happen much more often.
User avatar
REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: integrated elo-tracking, for a better matchmaking

Post by REVENGE »

Nobody cares about SpringDownloader.

But I guess I'm glad the API is there?
Post Reply

Return to “Balanced Annihilation”