Almo
Masterblazer
Hi!
I'll be working on a problem on my job for a bit. Since it's a relatively interesting problem, I thought maybe a few math weirdoes here might like to discuss it. I have to be vague about details of the game's mechanics because it's still a secret project, but I'm sure I can describe the challenge sufficiently.
Here's the issue. I'm working on a game intended to go out to an audience of about 500,000 people. More would be good, and obviously if it doesn't go over well, it might be less.
It is a game involving player-versus-player interactions, and we want a rating system that can automatically rate players' performance.
At its core, people will create challenges given a toolbox and an amount of points to spend. These will be uploaded to a server and will be persistent (note that I did not say that we will persist the challenges
). Then players can browse challenges, and attempt to overcome them. They do so by bringing a set of tools from their toolbox, which are selected using the same point system.
I've read about the Elo system and also found an interesting system for rating Bridge play.
We can't use Elo out of the box, because Elo responds to win/loss/draw. We have the potential for a player to attempt a 1000 point challenge with a 750 point toolbox. What happens if they lose, but with 100 points remaining on the other side? That looks like a win to me. The Bridge system up there deals with that by estimating how many points a player should win by, then counting it as a win or loss based on how close they get to that amount, not whether or not they actually win.
We intend to have a "stock market" that shows the current ratings of challenges, and we intend to give out bigger rewards for defeating higher-ranked challenges. Players also earn an income of sorts from maintaining a high rank. Of course this means abusers will want to try to break the system for personal gain. I'm aware it's hard or impossible to prevent that, but we'd at least like to minimize abuse.
Questions I have for anyone who might be interested in the problem:
1) Am I barking up the wrong tree looking at Elo and this bridge system?
2) How deep into conceptualization do I need to go? For example, Elo assumed chess play was nomally distributed around a player's "skill" (it turns out not to be).
3) Have I given enough information about the system for a meaningful discussion?
Ultimately, I know I'm asking for help with doing my job here, and that's on the weird side. So I won't take it personally if nobody answers.
I'll be working on a problem on my job for a bit. Since it's a relatively interesting problem, I thought maybe a few math weirdoes here might like to discuss it. I have to be vague about details of the game's mechanics because it's still a secret project, but I'm sure I can describe the challenge sufficiently.
Here's the issue. I'm working on a game intended to go out to an audience of about 500,000 people. More would be good, and obviously if it doesn't go over well, it might be less.
It is a game involving player-versus-player interactions, and we want a rating system that can automatically rate players' performance.
At its core, people will create challenges given a toolbox and an amount of points to spend. These will be uploaded to a server and will be persistent (note that I did not say that we will persist the challenges
I've read about the Elo system and also found an interesting system for rating Bridge play.
We can't use Elo out of the box, because Elo responds to win/loss/draw. We have the potential for a player to attempt a 1000 point challenge with a 750 point toolbox. What happens if they lose, but with 100 points remaining on the other side? That looks like a win to me. The Bridge system up there deals with that by estimating how many points a player should win by, then counting it as a win or loss based on how close they get to that amount, not whether or not they actually win.
We intend to have a "stock market" that shows the current ratings of challenges, and we intend to give out bigger rewards for defeating higher-ranked challenges. Players also earn an income of sorts from maintaining a high rank. Of course this means abusers will want to try to break the system for personal gain. I'm aware it's hard or impossible to prevent that, but we'd at least like to minimize abuse.
Questions I have for anyone who might be interested in the problem:
1) Am I barking up the wrong tree looking at Elo and this bridge system?
2) How deep into conceptualization do I need to go? For example, Elo assumed chess play was nomally distributed around a player's "skill" (it turns out not to be).
3) Have I given enough information about the system for a meaningful discussion?
Ultimately, I know I'm asking for help with doing my job here, and that's on the weird side. So I won't take it personally if nobody answers.