1700+ AIs (Alpha 5.2)

pier4r
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Re: 1700+ AIs

Post#81 » 04 Dec 2016, 23:31

ntk wrote:Pier u r the man of numbers... and don't understand u is back rm... no sorry... it so simply know who is... look his stat 77% see on list the same rank (same rank, same AI)... it's so easy :mrgreen:


Anyway just to give you some numbers that having an high ratio of victories with few games does not mean too much.

Imagine that someone, second account or just quick to sort out problems, arrives in league 4 with 100% ratio of victories and 50 games.

Now, since the guy is strong, his real winning ratio in league 4 is 65% . To accumulate enough games to lower the winning ratio from 100 to 66 he has to play the following amount of games that we are going to compute.

So we have: x / (x+y) = 0.65 , where X are the victories and (x+y) the total number of game played in league 4 . The ratio is 65%.

So we want : (50 + x) / (50 + x + y ) = 0.66 since the player already played 50 games with 50 victories.

Since we know that
x / (x+y) = 0.65
x = 0.65 (x+y)
0.35 x = 0.65 y
x ( 0.35 / 0.65) = y

then

(50 + x) / (50 + x + y ) = 0.66
50 +x = 0.66 (50 + x + y )
50 + x = 0.66 * 50 + 0.66 x + 0.66 y
50 * 0.34 = -0.34x + 0.66y
50 * 0.34 = -0.34x + 0.66 * ( 0.35 / 0.65) x
now I approximate because it gets ugly
50 * 0.34 = 0.0154 x
50 * 0.34 / 0.0154 = x

x = 1104
y = 595

So it means to "see" a value similar to the real winning ratio in league 4, the player has to play round about:
50 + 1104 + 595 games or 1749 games.

This is valid for every player that reach league4 with good winning ratios but actually the real league4 winning ratio is definitely lower.

So rm-rf or also other players (nullpointer for example) may have way lower real winning ratio but we will see them only after a lot of games. For this the elo is cool if well tuned, because it shows with some dozens of games the approximated "relative" strength of a player.

PS: today met rm-rf / 4 times, 3 won, 1 draw.
http://www.reddit.com/r/Gladiabots/wiki/players/pier4r_nvidia_shield_k1 -> Gladiabots CHAT, stats, insights and more ;

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NullPointer
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Re: 1700+ AIs

Post#82 » 05 Dec 2016, 22:18

My draw ratio is about ~12% if I counted correctly from that spreadsheet.
That means my losing ratio is 10% and winning ratio 78%.

Only recently I could transform a few of these draws into wins, that's why my winning ratio went up 2% this week.

But these things are hard to measure since I had other accounts already, but I only designed AIs carrefully in my desktop and never copied any full AIs to any other devices (lazy). When 5.2 was out I was travelling and would just keep deploying games from my phone without any changes after losing.

In the end, absolute ELO rating is what matters most.

pier4r
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Posts: 3390

Re: 1700+ AIs

Post#83 » 05 Dec 2016, 23:00

I guess the Elo is what reflects the most the probable strength of a player, especially after the recent tweaks (draw points halved, K factor adjusted).
http://www.reddit.com/r/Gladiabots/wiki/players/pier4r_nvidia_shield_k1 -> Gladiabots CHAT, stats, insights and more ;

Christian
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Re: 1700+ AIs

Post#84 » 06 Dec 2016, 07:37

I guess it would have to be more of an averaged elo. A losing streak can make a player easily go down like 150 points. Fighting back (at least in the top 5) is somewhat harder but possible. With such great ranges a snapshot of an elo for a player at a given time reflects mostly his faring in the last 20 matches. And those could have been lucky or unlucky.

pier4r
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Posts: 3390

Re: 1700+ AIs

Post#85 » 06 Dec 2016, 08:29

yes the average elo (or even better the median) of the last X matches would help too. But this is an additional info that maybe can be seen by the player himself.

I did the statistics here (viewtopic.php?p=857#p857) and one can see that the more one plays, the more the median elo (of ALL the games) slowly increases
http://www.reddit.com/r/Gladiabots/wiki/players/pier4r_nvidia_shield_k1 -> Gladiabots CHAT, stats, insights and more ;

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NullPointer
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Re: 1700+ AIs

Post#86 » 07 Dec 2016, 21:38

It would be amazing to have a web page with real-time statistics, something like battlelog.battlefield.com for Battlefield.

pier4r
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Posts: 3390

Re: 1700+ AIs

Post#87 » 07 Dec 2016, 21:44

So you mean like having the leaderboard in game as web page? Surely is useful to attract new players.
http://www.reddit.com/r/Gladiabots/wiki/players/pier4r_nvidia_shield_k1 -> Gladiabots CHAT, stats, insights and more ;

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Chunkymonkey
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Re: 1700+ AIs

Post#88 » 08 Dec 2016, 00:13

I guess that's a nice stepping stone for Gladiabots TV? =)

kjr
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Re: 1700+ AIs

Post#89 » 21 Dec 2016, 07:50

Thanks! Just wish I had more time to really work on the AIs!

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PEW
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Re: 1700+ AIs

Post#90 » 28 Mar 2017, 02:28

NullPointer wrote:High resolution here: https://ufile.io/36724

Any feedback is appreciated :D


Could you please reupload it? I really need some improvement in 7W and SyP and would like to compare my AI to yours.

Thanks :)

pier4r
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Posts: 3390

Re: 1700+ AIs (Alpha 5.2)

Post#91 » 28 Mar 2017, 08:45

Do you know that his AI was devised for alpha 5.2? In alpha 5.2 you could have deployed the entire team made up only of snipers.

Anyway I guess it would be still a good idea.
http://www.reddit.com/r/Gladiabots/wiki/players/pier4r_nvidia_shield_k1 -> Gladiabots CHAT, stats, insights and more ;

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