cashto wrote:QUOTE (cashto @ Apr 10 2012, 02:22 AM) It turns out we don't know how many (0)s equal a single (15).
We don't know that and we likely won't ever know. And even if we did know this, a game of 2 vets against the appropriate numbers of newbies still wouldn't be fun - it's much better to put the vets onto different teams.
cashto wrote:QUOTE (cashto @ Apr 10 2012, 02:22 AM) Until we get that figured out this idea is DOA. Either we have an autobalance that makes team sizes unbalanced, and all the attendent problems that creates -- or we have an autobalance that prevents newbies from joining the smaller team.
The basic idea behind my algorithm was do balance so that the games are balanced and fun (in my opinion): try to make the number of vets on both sides equal, and try to make the number of newbies on both sides equal.
This way we can balance without having to answer the question above. If you look at my algorithm, it can say a game is unbalanced
without having know which team is favored.
If there are 5 (0)s vs. a single (15), I don't know which side will win, but I know that additional (0)s should join the (15), and an additional (9) should join the zeros. (anyone from rank 1 to 8 gets free choice of team in my implementation)
In fact the (9) joining the zeroes probably makes the game more unfair in the short term, but additional players joining later will balance it out so that both teams can have both skilled and unskilled players.
This is what makes this algorithm work so well (IMHO) without any of the complexity of AllegSkill - it defines a useful measurement for balance without having to tackle the hard problem of guessing the game's outcome. (which AllegSkill does a good job of for the purpose of skill updates, but that doesn't lead to a good balance algorithm when players join already running games)
I think my algorithm should be re-added to R6 (as an option, not replacing anything existing).