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Hiya cullman. Should have guessed it was you. Odd experiment you're running here : )
Too bad, Nate already cashed out most of his profits. I was hoping that that money would circulate around the system and cause everyone to play higher stakes games, not to mention the potential positive publicity of people winning money. (It's the same mostly negative result as the boxing day tournament prizes)
I don't think there's such a thing as a "unfair Elo boost". Your rating goes up and down randomly. If the system is working, then your average rating over time will be close to your true rating. If your rating happens to get knocked way up or way down by something, then it will tend to be quickly corrected.
The playerbase has some true distribution of relative ratings to each other. The total range of ratings for 99% of players may in the long term be something like 1000 points, but as long as there are sources and sinks of points, this distribution will move about relative to the ratings floor (the average rating will adjust) until the loss of points is equal to the gain, because the more players that have a rating equal to the floor, the faster the injection of points. I think that the distribution of ratings right now is way below where it will be eventually. At that point, only a small percentage of non-provisional players should have a rating equal to the floor (currently at 4 out 33, it's still very high). I'm surprised at how high the ratings of many provisional players are (they're probably genuinely that good), and the low maximum rating.
I compared the ranking of non-provisional players using the latest Elo scores to the first version (with fractional wins). Most players are within 3 places of their old rank. E.g. vegetable duty went from 3rd to 4th.
I also think that a fold button would be very nice, though I wouldn't always use it. But also some of my opponents will
. Folding 1 coin when you don't have to is only suboptimal in expected value, but can easily increase your profit per minute and probably also the rate at which you learn about your opponent's later game strategy.
You could add a "Really fold?" prompt to help indicate that it's a suboptimal move. Besides, any player will learn that betting nothing is not a commitment very quickly.
Well, OK, I'll continue investigations. Hope to post about endgames sometime. I'm revising upwards my estimate of the difficulty of writing a bot that can defeat a good human player. Pretty sure that Nate's strategy will fail miserably against a bot though ![]()
After this change (which has a bug causing Elo inflation, see my post in the other thread), I also jumped well up the leaderboard. To be honest, climbing up the Elo leaderboard has given me a big incentive to keep playing and improving my game, while my profit has been pretty negative for a while now. Players will lose money on average, so a leaderboard that they can definitely grind their way up is a very good thing.
Oh, I was thinking of the case where there is a floor on the minimum possible Elo rating. That causes new or bad players with a score already equal to the floor to inject points into the system. But since you aren't doing this, so new players aren't a scores of points. Instead, they're a drain: assuming that provisional players are more likely to lose to non-provisional ones, when provisional players play non-provisional one, the provisional player will typically lose points and decrease the average Elo rating of the whole playerbase. This is on top of the drain on points when both players end with less than 100 coins.
So, given this, why are Elo scores for both provision and non-provisional players on average above 1000? It's a bug in the server. I noticed today that after winning a game that my score increased by 24 points and my opponents decreased by 8. I worked out that my opponent should have lost 24. So I picked over cm_computeNewElo and finally found the bug:
$bS;
if( $payoutB > $buyIn ) {
$bS = 1;
}
else if( $payoutA < $buyIn ) { <--- should be payoutB
$bS = 0;
}
else {
$bS = 0.5;
}After you fix this bug and recompute Elo scores, they will drop massively so that the average is below 1000. You are going to have to introduce a source of rating points into the system. (You don't want the leaderboards to claim that most players are worse than a newbie.) The most traditional is a rating floor. The floor could be either equal to the starting score or a bit below it. Because new players are going to be rapidly improving (as compared to e.g. chess players joining a score board, who already know chess) I suggest making the floor equal to the starting rating: losing your first several games says little about what your skill will be in a week. A rating floor has the advantage that points are added at the bottom, so it doesn't cause the ratings of top players to keep ballooning, though what the top ratings are will depend on the total number of active players. However because provisional players don't add to the score of non-provisional ones this will have a slower effect.
See also http://en.wikipedia.org/wiki/Elo_rating … _deflation. Notice that it mentions another drain on points:
However, players tend to enter the system as novices with a low rating and retire from the system as experienced players with a high rating. Therefore, in the long run a system with strictly equal transactions tends to result in rating deflation.
Unless you have a big enough source of rating points to overpower those three point drains, I think it's likely that you'll have to get rid of the drain in the situation where both players walk away with less than 100 coins, by redefining victory as ending with more coins than your opponent. That means you played better, afterall.
I'm coming around to the idea that binary win/loss is better after all. Positive/negative profit will indicate which player performed best, which is the only information that the Elo system assumes is available anyway. Counting the loss of 1 coin due to leaving immediately as a lost game would discourage people from doing that, and is exactly the same as a chess player leaving on turn 1 and forfeiting the game. Ugh, we've argued our way back to the beginning! Adjusting K by magnitude seems fine (though if you go through the maths I expect you'd get some other result), and has the nice effect that those 4 consecutive loses of 10 coins could have a similar effect to one loss of 40 coins.
If the other leaderboards only updated when you left a game rather than both when you left and when you entered it, then they'd be harder to exploit... while adding yet another incentive to quit games immediately : ( Alternatively, don't include games in the last X minutes in updates.
EDIT: Oh, I didn't see that you've already changed it. I think the new formula if pretty good and there's little to complain about. I doubt that the total Elo ranking of players decreasing over time due to the non-zero-sum effect will be significant. It'll be balanced by Elo getting injected due to new players.
This is off-topic, but...
I was surprised that you said in the boxing day tournament thread that entering bots was "fine". What's the stance with bots in this game? You're fine with people running them because you have no hope of preventing them, but prefer that they don't? Or you only care about the way in which humans play/experience the game? Any difference between tournaments vs. regular games?
To be honest, I'm currently trying to analyse the game using game theory and software, and am seriously considering writing a bot for fun. I'm concerned that the game might turn out to be very easy for computer players, and you'd want to know whether that was the case early rather than later (and whether it can be 'fixed'). I don't want to scare people away from the game, though.
Great, thanks!
I was at first thinking it's a problem that a weak player can leave early and thus reduce the Elo of their strong opponent (opponent didn't take as many chips as expected, so their Elo would go down), BUT, as you point out, this is kinda the name of the game. If you get outta there before the strong player gets you, they're not really so strong, are they?
Actually, I've realised that I made an error: using profit still creates an extra incentive to quit games immediately. Someone could watch the profit or dollar leaderboard to detect when they've joined a game with a higher ranked opponent, and leave immediately with even coins, dragging up their Elo ranking. So there is an argument for decreasing the influence of very short games, though I hope few people would do that just to increase an anonymous score.
Closely related, regularly leaving and recreating a game (against the same player) will have completely different effects on the Elo ranking even if the overall profit would be the same. Lets say that your expected score against the other player is 0.3. If you play one game and lose 40 coins (actual score = 0.3), your ranking stays the same. If you split the game into 4 and lose 10 coins in each (actual score = 0.45), then your score increases by approximately 4 * K * (0.45 - 0.3) = 19! Maybe it's feasible to combine the results of multiple games played soon after each other (if that means a total score below 0 or above 1 that's totally fine for the calculation) but it's probably not very significant.
Ah, neat! These two new leader boards are much closer to what I was hoping for.
Let Q = R / num_games
R should be picked while taking into account the stakes that people actually play for: if everyone started playing for 10x more it should go up 10x. Computing and updating R continuously would be very messy so I'm not suggesting that, but it could be reviewed a couple times. I think the current value is fine, because even if you only play 10c games, it doesn't have much impact by the time you've played 30 or 40.
Great, I was hoping that you would implement something like this! I also wanted to suggest Glicko rather than Elo, though I don't know what your tolerance for converting mathematics to code is. Elo seems to be overly simple (and has dubious assumptions built into it), so you could always just use one of the improved versions of it.
Regarding trying not to introduce perverse incentives to players to act in a certain way to increase their rating, I suggest making sure that the incentive caused by the effects on a player's rating is totally aligned with their normal incentives: winning and losing money. In other words, you could just make the weight of the game equal to the profit. If a player realises that their opponent is much stronger then they'd want to leave before losing more money anyway, so IMO there's no additional incentive to leaving early or after you happen to reach 100 coins by random walk or martingale betting. On the other hand, artificial binary rules for determining win/lose/draw are doomed to introduce perverse incentives.
I wanted to put up a poll asking people why they didn't compete in the tournament, but the forum software doesn't allow it. Maybe someone could put one up on an external site.
Well, would a non-time-limited lasting tournament be better? With rising required stakes and players being ranked in the end by the time of their last game (with the last player standing winning first place).
Then, there'd be no way for the most skilled players to avoid each other. They'd have to face each other in the end.
I'm not clear on how this would work (but I'm not familiar with poker tournaments). Would the table stakes raises continuously or in increments? Once the size of the required stakes get large (e.g. larger than the size of the initial buy in) does it become impossible to come back from a lost game? I.e, turning into a single-elimination tournament. It would be nice if people were gradually eliminated due to persistent bad performance against the remaining pool of players rather than single bad games. However that seems to mean forcing players to play games rather than waiting for competition to be eliminated before resuming. One option would be to give a penalty for X minutes of inactivity or equivalently a bonus for starting a game.
Also, should amount of cash remaining also matter in addition to time of last game? E.g. player 1 has $13, plays a game for the required stake of $10, loses $4, and is out of the running with $9 remaining; meanwhile player 2 has only $11 but waits and begins a game a bit later for a required stake of $11, and loses it all. One would say player 1 performed better.
With the profit race, if we're playing with our main-server bankrolls, wouldn't the players who don't have a chance still drop out quickly? No sense in throwing good money after bad, if I'm down to -$2 and the goal is +$5. If I can use my bankroll for other stuff post-tournament, better stop now.
Actually that could be a good thing, as it encourages bad players to get out, so the good players will increasingly be playing against each other. However it will definitely decrease tournament activity. This is true for any tournament held on the main server, not just profit races.
Generally speaking, given a large enough player pool, this tournament format will more frequently be won by bad play getting lucky than by good play,
Yes, it would be nice if wins against good players could count for more somehow. But total profit is very simple to understand, while most other measures won't be. Or alternatively, a way to increase the mixing of players which match up. More unique opponents per player means less variance in the average strength of your opponents, making profits more comparable.
On that topic, I think that the extra tribute does almost nothing to prevent collusion, because it's easy to synchronise starting a game in two clients to within a few seconds and you would need hundreds of active players to make it unlikely. One possible solution to both that and the mixing problem is random delays on joining a game. That emulates a larger number of active players, and you can adjust the delay to the effective amount you want. But if there are only 20 players it would still have to be fairly long to have an effect. E.g. if average game length is 10 minutes and there are 10 games, that's 1 game/minute and delays should be at least ~30-60 seconds. I'm hoping that there are better solutions.
Huh, how do you know you were playing against him? Noone was even saying anything in the chat room.
Wow, the turnout was less than for the test tournament. That makes me think that maybe the date and time slot didn't suit a lot people. Afterall, there are currently 99 (edit: opps, I mean 64) accounts with positive profit; I would have figured that many of those people would think they'd be in the running.
A lot of people were going nearly all-in a lot of the time against me; there was no need to further encourage it! Uh, I called too many of those and didn't end up in the top 10.
Edit: is that $3.83 the total tribute, or just the extra 5 coins?
Where on earth is everyone?! Could this really be that bad a time for people to play?
Internet-facing companies which actually care about security run bug bounty programs. Sony Pictures' senior vice president of information security is infamous for not valuing security.
The key is sent to you by email because it is assumed that your email is secure. If hackers get into your email, I'm assuming that you stand to lose much more than just your Cordial Minuet money.
In terms of identify theft/malice, definitely. I'm OK with the way it is because I would have a hell of a lot of other problems. I use my email account for everything, yet the few dollars in my CM account are the only funds of mine that I can think of that could be accessed via it. There's a reason that banks don't provide a way to reset your password online.
Before invites were first sent out, binaries for the game used to be hosted at the more obvious http://cordialminuet.com/mildercaution/. I doubt that there's any meaning to the other anagrams.
I guess this means the game is nearly public now.
Wow, spectacular showing for one day.
A full screen mode would be nice, too.
No one makes size 666x666 screens!
I found out what the Hebrew letters indicate by poking around the source for the game.
I like the idea of a weekly contest. But I think that if you're going to take an extra tribute from participating games, then they should be indicated somehow.
BTW, what happened to writing "tribute" instead of "rake"?
Wow, looking forward to it; sooner than I expected. The timezone is narrowly OK for me, but too bad for the Australians.
Generous prizes. I assume that having no entrance fee and funding tournaments mostly out of pocket is going to be a short-lived arrangement? But it would be nice to continue to have low-level self-funded tournaments like that with small prizes. And the game is still going to be in private playtesting on boxing day?
I can't understand why you would want to penalise people for leaving the table. I went back and looked for the thread you referred to (it's Anticlimax) but I didn't see any explanation given there. There's no good reason for leaving and recreating the game after losing 1 coin, so in practice I can't see how it would be a problem. If people don't want to play any more, then why not let them quit. I certainly want to be able to leave whenever I want. For example I've had games drag on for an hour and still be around the 90 vs 90 mark; as well as frequently wanting to play for a few minutes inbetween other tasks.
On the other hand if you're only talking about tournament play I guess nevermind.
I wouldn't agree that the graph is too 'dense' on the 2nd round to be useful, however making decisions based on it is very dangerous because that's what others expect you to do.
The setting is potentially cool, but maybe need a setup, maybe one that start with like a interview in a dark room where you are offered to be part of the Ultimati.
I also wish that there was more to the theme than the webpage and graphs and magic squares, but if you asked me what I would add I wouldn't have any good ideas. Well, I guess that I agree that some kind of intro (even just a title screen) could work
Yes, it's not that unlikely to end with a decent score even with a 1. Plus winning with bad numbers is normal because the other player may have even worse numbers, so if the other player never folds on bad starts then there's no need for you do the same (but it might be to your advantage to do so anyway).
How would not allowing folding work? You have to allow not matching a bet/raise, otherwise there's no choice. I assume that you mean a low limit on bet sizes in the first round too.
If you timeout during a game you lose it, otherwise you could just pull the plug to avoid a loss.
I notice that the TCD and CM servers have adjacent IP addresses. A number of times over the last months the TCD server has stopped responding to me for long periods up to a couple minutes, while my internet connection seemed perfectly fine (though I do use wifi). Do you use an uptime monitoring service?