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This change is fair in all the skill-only games but in anything to do with luck this new system will always pull the highest of two players down regardless of who they play. This will cause a general flattening of the ratings and make them less meaningful.
As shown in the examples below, the formula won't balance the ratings at a point where they reflect the respective skill levels but will continue to penalise the higher rated player until both ratings are equal!
This is the case for everybody whatever their rating and whatever their skill level. In any set of matches against the same opponent, whichever player is the the higher rated of the pair will always go down more than they can possible earn - because luck will not allow them to earn what the formula says they should be capable of.
BIG BAD WOLF: It's worse than that my friend. As a top 5 player it is against my interests to play outside the top 20 if I want to protect my rating. A system that makes that kind of thing even thinkable is not a good one.
In a fair system I'd be happy to play anybody, literally. With the widely used ELO Bg formula, if I were playing a single match against a beginner then I'd earn 1.25 points and lose 2.75 points. My share of the 4 available points would be about 30%. But I'd tend to win about 70% of the time so it would balance out. We'd both stay at our ratings, neither gaining nor losing over the long term.
That's what the formula is supposed to do - maintain the status quo when players are playing true to their rating.
Against an average player I'd earn 1.5 or lose 2.5 but I'd win less often - about 60% - which again makes it balance out.
A fair system doesn't penalise higher rated players when the lose against lower rated ones - the wins make up for it. Under such a system the best protection for your rating is to study the game and play it well.
But, back to BrainKing:
With this new formula I'd win 1 BKR point and lose 15 against the beginner. I'd still only win 70% of matches so ..
After 16 matches I'd have gained 11 x 1 = 11 points.
Yet I'd have lost 5 x 15 = 75 points.
I'm down 64 points - penalised for only having won what is reasonable.
In the proper system it would be win 11 x 1.25 = 13.75 and lose 5 x 2.75 = 13.75. Balance.
Against the average player I'd win 2 BKR points or lose 14. I'd still win 60% so ..
After 16 matches I'd have gained 10 x 2 = 20 points
But would have lost 6 x 14 = 84 points.
Again down 64 points.
In the proper system it would be win 10 x 1.5 = 15 and lose 6 x 2.5 = 15. Balance.
Against a top 20 player I'd win 6 BKR points or lose 9. This time I'd only be expected to win 55% of the matches.
After 16 matches I'd have gained 9 x 6 = 45 points
But I'd lose 7 x 9 = 63 points.
So even against someone closely matched I'd be losing 18 points just for winning only as many as expected.
In the proper system it would be win 9 x 1.75 = 15.75 and lose 7 x 2.25 = 15.75. Balance.
BIG BAD WOLF: It seems just as silly to get a ridiculously high rating in a particular game too, and then quit playing that game to "protect" your high rating. I guess if you can view it that way, the other scenerio can be viewed the same way.
For me it doesn't change much anyway, i prefer to play in the higher only tourney bracket, because the games are more challenging. I won't "purposly not play low rated players" because i'm not to bothered if there are lower rated players in the tourney. And as for teh "protection" of my higher rating.. tis a load of cobblers LOL, i've played people of high or low ratings since i joined the site, and it has still remained reletively high.
BIG BAD WOLF: I think before you speak you better not lump all people into that statement. I played "whoever", it didn't matter if I played a high rated player or a low rated player. My rating got high because of the amount of games I won - nothing to do with who I played. In the beginning - most of the people I played were lower rated players. So don't lump everyone into your little statement there.
Eriisa: It is kind of funny. They played against higher rated players to gain their high ratings, and then to see some turn and purposly not play low rated players just to "protect" their high ratings - seems kind of silly doesn't it.
Eriisa: Maybe they need to rethink the rating system then for backgammon. It was fine the way it was before, I had no problem with it then. I joined all tournies then. With the change, you are really penalized.
It seem silly though Eriisa to be able to gain 1 point (if that) yet lose 50 or whatever, i just lost a game of tablut and went down over 100 points and the ratings were only 250-300 apart anyway.
arpa: that is why I will only play high rated opponents now. You have a couple bad rolls and your losing a lot of rating. I still have games with low rated players going, but with the new rating system, will only be playing higher rated players. at least then I am only losing by 10 or so points, and will win enough games that I can maintain my rating.
BB: Aye. Hypergammon has a higher luck component than Backgammon. How do you quantify the luck in Battleboats? There's a small but discernable degree of luck in Dark Chess. Different formulas for each would be appropriate.
But just two - the Chess one for games of pure skill and the Backgammon one for games with chance in them - that would be a good compromise and easy to implement.
As an example:
A top player here (BKR 2540) plays a single match against someone of 2400 points. It will be a gain of +5 for a win and a drop, -11, for a loss. That means that the higher player must win 2 out of every 3 games. Such a small rating difference does not reflect such a degree of difference in skill. In the example given the two players are well matched. The lower rated one has won 9 matches so far and the higher player has won 8.
Using the well established Backgammon formula (top player's rating at 2100 and lower player at 2000) the points would be 1.88 for a win and -2.12 for a loss. That ratio better reflects the skill differential: 52.9% winning chance for the higher player, 47.1% for the lower (and the points in inverse proportion).
Also noteworthy is that the match itself, being a single pointer, is only worth 4 points in total rather than being worth 16 as in the BKR example.
I hope it is clear from the example above that the Chess formula is unfair - and this is of a top 5 player playing a top 20 opponent!
When it comes to a high rated player against a much lower player, say a player 300 points lower (which is still top 70 and a strong opponent), the formula makes it highly punitive. A drop of 14 points for a loss and only 2 gained by a win! That means the higher player must win 7/8 matches just to stay even. There is no way that a 300 rating point difference can be justified by that.
Even against an average player, and Reza gives himself as an example, the top player will lose a substantial percentage of games because of the Dice Gods. (The Backgammon formula predicts 30%). The Chess formula's ratio of -14:+2 and worse will make higher ratings plummet as a result of normal losses in tournament matches - and that's a good reason to feel wary about joining them.
The rating system that is currently on BrainKing is a system that is used for Chess - or games that use a lot of "skill", and very little luck.
But when you get into games like Backgammon which still takes skill to play good, but luck is added into it - then the "skill" rating system does not work as well.
Then when you get into even more "luck" games like battleboats, then the "skill" rating system really does not work.
There was been talk before by other users (with more knowledge them me) of different rating systems which would work good for different games.... But I'm not sure if Fencer wants to mess with a lot of different rating systems for a lot of different games.... even though in my opinion, it would be a good thing.
arpa: I agree with that. I with a BKR of 1800+ but not yet 1900 can win a player whose BKR is 2500+ in backgammon. As I have once dfeated Rex Nihilo. He's a great player but if it's my lucky day, I can win. If he loses a lot of BKR, it just encourages him not to play me any more.
In other games it's fair, but in Backgammon and Hyperbackgammon, I think not.
maybe you could try to figure out a solution for that my dear Fencer?
It does not appeal to the new way to me to calculate the BKR. the stronger players are a lot penalized and if 100-150 difference is one points forgiveness a lot rating. I nearly had arrived beyond the 2500 points in backgammon (modestly and with hard work against all) and in little time I have lost 160 points (watches my diagram).
Type can go well for chess or similars but absolutely not for the backgammon where the player with a rating of 1500 can strike one with 2600.
Therefore one stimulates the strong players not to play!!!
chupacabraVS2: Maxxina isnt trying to be tough police. There is a general discussion board for jokes and funny images ( and a jokes board for that matter). This board is for the features etc in BK. Please read the top of each discussion board before getting rude with ppl who are only trying to be nice and let you know it is off topic.
pauloaguia: Sorry for the delay, been busy at work. I like backgommon, although I haven't played in a few years. Feel free to send an invite if you'd like!
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1)Allow the Hordes' Pawns to move one or two steps from any square on their half of the board. As usual, allow "in passing" captures. This small change might be enough to change the balance of power.
2)Adding more Pawns might work as suggested by kkkeeek.
3)How about adding a King to the Horde, but still require the chess set to capture every Pawn and then checkmate the lone King? The King could be checked and captured if not moved out of check, but not checkmated until the last Pawn is captured. If he is checkmated but still has one or more Pawns left of the Horde, it will be a win for the Horde.
I think idea 1 would be the most workable and easiest to impliment. If it proved to give the Horde an advantage it might have to have some modifications made to it, like only allow each Pawn the two step move if they're on the second row or haven't individually been moved if on the third or fourth row. It'd certainly give the Horde some more options just being able to move two steps from the third and fourth row. Would it be enough to offset the chess set's advantage though. How's 'bout some beta testing? Fencer could you set up a section of this site for play testing some of these games or rules changes that people come up with?
Idea 3 would change the nature of the game and probably wouldn't be Horde Chess any more. All the same, how many times would the Horde have prevailed if it just had a little more power on the board to tip the scale a little towards it? The King is the weakest of the chess pieces and still the symbolic leader of the troops. This idea could work also if you just added the King as an extra piece and didn't treat his capture as any different than losing a Pawn and required the chess set to capture all the Pawns and the King in any order. If it isn't enough to tip the power, perhaps two Kings could added? Put them in the space on the back row? Or maybe add a Knight? I'd start with just adding one King and see what happens to the winning statistics, especially if the added King is treated as just another piece on the board. That should be an easy addition to the game.
Maharajah Chess
1) Adding a second Maharjah seems like giving to much power to the Maharajah's side. Especially if the Maharajah side can continue on in the game after losing one of the Maharajahs. I suppose it'd need testing. If it proves too powerful, a weaker piece could be tried. I'm amazed the Maharajah wins almost 30% percent of the games here. It obviously is a strong piece that can checkmate by itself without back up. Just adding a Rook to its side might be more than enough to balance its chances out. It could lose the Rook and continue on, but the Maharajah would be like the King and lose the game if checkmated.
2) How about adding a row of Pawns to the Maharjah's side? That should help slow down the advance of the chess set's pieces. And, as with the Chess Set's side, no promotions.
Hi,
usually only symmetrical games are balanced, because it is very difficult to figure out which arrangent is equal when there are different start positions or different pieces. But, sometimes I think also symmetrical games can extremly favour one side (usually white). One example: In Three Check Chess I think white is much better and black has a very difficult game...
Yes they are fun, but after a while they become boring as the result is always the same......Why don't you change Maharajah a bit: Just add one more Maharajah.........! 15 seconds or 1-2 more lines of code.......