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PostPosted: 12.12.10 
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Ingame Mod
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Joined: 12.19.09
Posts: 806
Location: @Gauss:
-----tdm:  
nick: [dswp]Jan
skill: 330.877
kills: 220
deaths: 210
ratio: 1.04
-----bomb:  
nick: [dswp]Jan
skill: 664.203
I meant player KD is Kill:Death ratio and player KD actual is Kill:Death ratio in game.
//well the actual KD would be limited (or modified) because we dont want to have KD 13 (13:1)..

Of COURSE, we doesnt want to make machine which will know who will win.. we cant -> eg. AFAIK the engine doesnt support stats of healing, etc.
We just want the most precise autobalance we can..

Hmm the player KD maybe could be the one from the Maps stats (to be more precise -> how is the player good on this map), and of course count somehow skill too (because player with same ratios, i think the one with higher skill is better).
And yes a player could be switched only once per map, thats ok..



 


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PostPosted: 12.13.10 
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Leader
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Joined: 11.29.08
Posts: 1972
AimMe wrote:
I said it, only once per map. Not more.

Autobalance is ran every 2 minutes, no one complain about that (except when they just joined, are switched quickly and get the "stats points will be removed" message hehe)...
AimMe wrote:
About actual autobalance, does it switch admins? Since i'm admin, i wasn't changed one single time...

...but you don't know about it cause moderators and admins are not switched :)
AimMe wrote:
First thing is teamwork. There are tons of examples, like two players at same house, both with medkit, can gave more than 2x better score just because they are together. Or humppa and uncle on same roof on ramelle. You don't want to be on another team, just because of these two. Second is current map, but weapon too. If i play with negev or spas, i surely won't fix teams. But if i'm in weaker team, i'll take lr300 or sr8 and can get up to 2 times bigger ratio.
Thirdly is what i said year before, "noble sacrifice". When i rush some place all players turn to me and won't watch enter to that place anymore, which leaves huge space for incoming players. Still you should take healing, tactical play, current mood and so of player. Player to player relationship can affect game to. I like to pwn natirips, and play with him, as i can tell him where to go or what to do.

Ok you are talking about causes which make you get a good ratio or a bad one. Let's say we keep thinking in the scope of what B3 is able to do and try to improve the gameplay, because I'm not sure anything else would be useful =)
The most interesting base components for the algorithm are probably :

=> Player level
- total kills and deaths
- total number of rounds played
- xlrstats skills value
- rank (based on xlrstats skills)
- time spent on the server for the current month
- total number of teamkills/teamdeaths
- number of kills and deaths per map
- current kills and deaths
- date of the last auto team switching

=> Server level
- current red and blue teams scores
- current map
- amount of time since the current round started
- amount of time until the round ends

I'm sure I forgot some... So here is the challenge : find the algorithm which will keep the teams balanced and players happy, you have 1 week :D
If some are interested I could write a basic B3 plugin to implement easily algorithms and test them.
AimMe wrote:
I hate to play against norma or svarox, as they have great aim

Thanks, good to read that :) :)

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PostPosted: 12.13.10 
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Joined: 03.15.10
Posts: 1132
Location: Nijmegen
You just use special sneaky french cheats we dont understand, sva. :P

anyways: i read 'xlrstats' and then think 'hmm that isnt really reliable'
since i hav crappy stats and manage to shoot most of u, and b3 and autobalance also dont take into account good rounds/days bad rounds/days.. so basicly it will always be unbalanced for one reason or another.

But gl on that algorithm thingy.

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PostPosted: 12.13.10 
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BEH wrote:
b3 and autobalance also dont take into account good rounds/days bad rounds/days

I think the current ratio is a good indicator whether your are in good or bad shape for a given round, at least it's the less worse.
BEH wrote:
so basicly it will always be unbalanced for one reason or another.

Except if admins and mods online think about switching to balance the game =) (and are able to...)
BEH wrote:
You just use special sneaky french cheats we dont understand, sva. :P

Still pissed of against french people cause of strikes ? :D :D

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PostPosted: 12.13.10 
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[dswp]R.Stallman
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Joined: 04.13.09
Posts: 2946
Location: Solar System/≈Zagreb
-----tdm:  
nick: [ntr]Shortly
skill: 497.05
kills: 3446
deaths: 4411
ratio: 0.78
-----bomb:  
nick: [ntr]Shortly
skill: 707.602
kills: 526
deaths: 863
ratio: 0.60
Btw, just a hint if anyone intends to ever write that algorithm: IMO K-D would be better than K/D because there's no division by zero and there is no 1:0 score meaning infinite ratio, or 3:1 (by a lame camper in a non-populated place where noone cares to kill him) being better than say 30:15.

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PostPosted: 12.14.10 
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Joined: 05.15.10
Posts: 181
-----tdm:  
nick: draik
skill: 719.364
kills: 5
deaths: 14
ratio: 0.35
Quote:
Of COURSE, we doesnt want to make machine which will know who will win.. we cant -> eg. AFAIK the engine doesnt support stats of healing, etc.

Healing stats will be really good thingie and motivation for players to heal teammates.
Actually is it possible to make it?



 


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PostPosted: 12.14.10 
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[dswp]R.Stallman
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Joined: 04.13.09
Posts: 2946
Location: Solar System/≈Zagreb
-----tdm:  
nick: [ntr]Shortly
skill: 497.05
kills: 3446
deaths: 4411
ratio: 0.78
-----bomb:  
nick: [ntr]Shortly
skill: 707.602
kills: 526
deaths: 863
ratio: 0.60
Draik wrote:
Quote:
Of COURSE, we doesnt want to make machine which will know who will win.. we cant -> eg. AFAIK the engine doesnt support stats of healing, etc.

Healing stats will be really good thingie and motivation for players to heal teammates.
Actually is it possible to make it?
Game does not log healing, so b3/xlr can't find out about any healing done in-game.

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PostPosted: 12.14.10 
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Joined: 03.15.10
Posts: 1132
Location: Nijmegen
maybe write a little code into the game that _does_ log healing? :)

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PostPosted: 12.14.10 
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Joined: 10.14.08
Posts: 2006
Location: rooftops
-----tdm:  
nick: [dswp]ucf
skill: 472.479
kills: 532
deaths: 332
ratio: 1.60
it's in the game code

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PostPosted: 12.14.10 
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Joined: 03.15.10
Posts: 1132
Location: Nijmegen
natirips wrote:
Game does not log healing.

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