
may someone can do this absolutly ultimative best awesome
(sh*t im talking like apple) move to code this in

Moderator: Moderators
http://replays.springrts.com/ works fine here... i guess dns has/had some problems for you?!muckl wrote:Fehler: Server nicht gefunden
Der Server unter replays.springrts.com konnte nicht gefunden werden.
the server seems not working?
Oh sorry... didn't see this posting until now.djmad wrote:Howto add the Trueskill into Spads for Balancing :roll:
may someone can do this absolutly ultimative best awesome
(sh*t im talking like apple) move to code this in :-)
Code: Select all
$ python
>>> from xmlrpclib import ServerProxy
>>> proxy = ServerProxy('http://replays.springrts.com/xmlrpc/')
>>> for num in [5890, 168247, 198943, 102095, 204720, 38429]:
... proxy.xmlrpc_rate_single_user(num, "BA", "T")
...
38.2120494267062
40.4091281341573
40.1996157605119
17.7110639373982
24.1400297020706
26.847548034585
Code: Select all
xmlrpc_rate_single_user(accountid, game, match_type)
game == "BA" or "CD" (chicken def) "NOTA" "RD" "S1944" "TA" "XTA" "ZK"
match_type == "1", "T", "F", "G"
Code: Select all
$ perl
use RPC::XML::Client;
my $client = new RPC::XML::Client('http://replays.springrts.com/xmlrpc/');
my $res = $client->send_request('xmlrpc_rate_single_user', 5890, 'BA', '1');
print $res->value;
1820.53324626803
That cannot be fixed atm :(klapmongool wrote:I noticed a bug on the replay site while i had this topic open (am too lazy to make new topic for it).
In the description of a battle the side a player played corresponds with the side the player picked in the lobby instead of the side the player actually played.
Yeah thanks for that! I used it and modded SPADS to use a rank plugin (that can be exchanged) to fetch the ranks. So SPADS was querying your replay site to fetch the TrueSkill values.dansan wrote: A month ago vbs asked me about such a feature, and I implemented a little demo, but didn't publish anything, because he said bibim was already working on something, and I didn't want to put pressure on him, so.... anyway, the server side has a basic implementation, that can be extended if wished:
Oh cool! :)very_bad_soldier wrote:Yeah thanks for that! I used it and modded SPADS to use a rank plugin (that can be exchanged) to fetch the ranks. So SPADS was querying your replay site to fetch the TrueSkill values.dansan wrote: A month ago vbs asked me about such a feature, and I implemented a little demo, but didn't publish anything, because he said bibim was already working on something, and I didn't want to put pressure on him, so.... anyway, the server side has a basic implementation, that can be extended if wished:
How does the spads mechanism work? Do you identify two accounts to be the same player and have the same rank, or does it just add rank-points to player accounts?very_bad_soldier wrote:But I encountered some other problems:
-how to do smurf detection? SPADS does it and the replay site does it too. How to combine these two mechanisms?
On the autohost-side you could just calculate a TrueSkill-rank-mapping (new account starts with 25, a very low TS value is 15, top value are around 40) and assign a value that seems appropriate.... That'd be like rank0=TS15, and then +3 points/rank or similar... or use a reference-players value :)very_bad_soldier wrote:-the system wont be able to detect (well faked) smurfs (which is a huge downside for me and leads to the next point:)
-how to be able to manually chrank?
That means you have accountID-pairs (or nick-pairs?), that you wish to tell the system that they belong together?Jools wrote:All we need is a way to manually join smurf accounts. They are all known and numebers are not so big.
Code: Select all
unify_accounts(accountid1, accountid2)
I have no idea how automatic smurf detection could work....Silentwings wrote:Imho manually joining smurf accounts might be useful but as many automated ways as possible will be better. Of course you'll never get them all.
TrueSkill is designed to converge very quickly on good values. There is no need to retain a fixed value.Silentwings wrote:Smurfing isn't a big problem if admins can manually chrank in a way that is compatiable with the rating system. I suggest having two types of chrank:
1) a temporary chrank that effects only the next, say, 30 games of that player, after which time it reverts to whatever rank the automated system has calculated. Of course the chrank rank will affect the calculated rank but as long as the chrank rank is not way off what the real one should be then it won't matter too much.
Is it a bug or a feature? ;DSilentwings wrote:2) a permanent chrank that's only there as a counter for bugs, etc.
But it still takes some time to converge. Maybe 30 games is too much and 10 would do.TrueSkill is designed to converge very quickly on good values. There is no need to retain a fixed value.
Imo trying to do it using game stats will be very unreliable (and temporary chranks by admins are a much better solution for that). At the moment its done using IPs, account ids and so on. That seems to work pretty well and leaves only a few cases to be dealt with manually via chrank.i have no idea how automated smurf detection could work
OK... but... what is the reason to do this?Silentwings wrote:But it still takes some time to converge. Maybe 30 games is too much and 10 would do.TrueSkill is designed to converge very quickly on good values. There is no need to retain a fixed value.
Ah OK :)Silentwings wrote:At the moment its done using IPs, account ids and so on.i have no idea how automated smurf detection could work
If someone smurfs and teh automatic system doesn't catch it, an admin can give him a temporary rank close to his proper one, while te system figures him out.OK... but... what is the reason to do this?
Why not let the system figure him out starting from the rank assigned by the admin, instead if the default value?Silentwings wrote:If someone smurfs and teh automatic system doesn't catch it, an admin can give him a temporary rank close to his proper one, while te system figures him out.