Premise: I have read the related material
http://en.wikipedia.org/wiki/Elo_rating_system
https://sites.google.com/site/phpdiplomacytournaments/theghost-ratingslist
http://www.vdiplomacy.com/wiki/index.php?title=Rating
I do appreciate the work done/in progress, but I think we’re unnecessarily making it difficult.
The weak point here and source of countless discussion is the way the “Edif” is defined.
Compared to the game typology, it’s not clear what “expected result” and “real result” are supposed to represent. I understand the math, but not the logic behind those assumptions. Yet it’s not clear what those “result” concepts are in words definition. Translating those uncertain word definitions into algebraic definition looks to me as an hazardous mental operation. It’s not chess, where the word “result” is clear since we have either a victory, a loss or a fairly unlikely draw. In chess translating “result” in a number between 0 and 1 makes sense. In diplomacy there are thousands of possible game results.
I am still favorable to Devonian’s initial suggestion, which in retrospect is even simpler than the Ghostrating definition.
Because of this, I’m spending one more coin to sustain that proposal (Devonian, did you change your mind? Don’t waste this support!):
During each game, instead of an Elo-differential, we have a skill-pot to divide running in parallel to a Dpoints-pot.
The pot is composed by the sum of users’ bet, which is not arbitrary, being it a fixed % of the current skill rating (say 5%). This happens regardless the D-point arbitrary bet. So everyone pays in advance in proportion to the own measured skill…
…and we don’t need to elaborate a questionable “Edif” in order to split the pot. The pot is divided accordingly to the game style, PPSC or WTA, using the current pot distribution system.
What’s the cause why this thread was started? Dpoints are not an accurate measure of skill.
Why? The main reasons are because the game-bet is arbitrary, because currently beating a champion is worth the same as beating a noob and because the points are re-inflated when users drop below 100.
I think this system overcomes many problems of numerical interpretation, first of all the word “result”, either “real” or “expected”.
This system will reflect the skill distribution criteria that have actually been used by the players during past games.
This skill-distribution system is robust, simple and already exists... it’s the current one.
Nobody runs out of points, since the skill-bet each time is 5% of your skill-points. There’s no need for skill-points inflation.
If we use an Elo-based formulation we have to tune the coefficient 400, the coefficient 32, the formula of the “real result”.
Using this proposal instead the only coefficient we have to tune is the fixed skill %, assumed 5% each game: make it smaller if you want to slow down skill-rating change after a match; make it bigger if you want to speed up skill-rating change.