1) Player skills are rated (0-10); skill difference determines chances of winning a game, e.g. 10 vs 0 has 100% chances of winning the game, 10 vs 5: 75% and so on.
2) MMR=fMMR – we go one dimension with a single faction
3) fMMR after each game changes in accordance with K=15 ELO system.
4) Pairing is not random but also not deterministic – rating difference is minimized in a stochastic way
5) Season is composed of N timeslots. During a timeslot player may play or not. There is ‘activity’ variable associated which each player, which stands for probability of playing in every single timeslot.
6) We assume Gaussian distribution of the skills at the start. (μ=5, σ=1.5)
7) It is possible to add/remove players at any timeslot. The graphs will show results for open ladder – each timestep the number of players increase.
8) We trace achievements of four players using different strategies (skill=10)
- Xiwer plays at the start and stops at 1/3 of the season
- Ximer plays in the middle (1/3 to 2/3) of the season
- Wixer plays at the very end (2/3 to end) of the season
- Mixer plays uniformly (randomly) during whole season so that it roughly sums up to 1/3 of timeslots.
9) Parameters.
- Timeslots: 240
- Activities of other players: 50%
- Number of trials (independent season runs for each player): 100
- Added players: 10 per timeslot, μ=3.5, σ=1.2
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