Posted: Mon Jan 19, 2009 12:24 pm
That's roughly what it means, yes.ogorass wrote:QUOTE (ogorass @ Jan 19 2009, 12:21 PM) One more thing: do I get it right, that negative stacker rating means 'antistacker'?
Space battles since 2000
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That's roughly what it means, yes.ogorass wrote:QUOTE (ogorass @ Jan 19 2009, 12:21 PM) One more thing: do I get it right, that negative stacker rating means 'antistacker'?
There is still some work prending to upgrade the Alleg server and client to fully support the new system. Enhanced in-game stats, such as commander ranks, and a new autobalance system form part of this effort.finki wrote:QUOTE (finki @ Jan 19 2009, 11:36 AM) When will commander ranks be shown in Alleg?
QUOTE (AllegSkill Wiki)Note that players stabilise with a σ of approximately 1.[/quote]CrazyFingers wrote:QUOTE (CrazyFingers @ Jan 19 2009, 03:52 AM) I just read and reread it. It said that the sigma starts at 25/3 and stabilizes at 1 with 1 having the most certainty. But how can you have a sigma lower than 1 if it stabilizes there? Uber reliability?
No. Both mu and sigma remain static whilst a player is inactive.Zruty wrote:QUOTE (Zruty @ Jan 19 2009, 01:52 PM) BTW, does Sigma grow over time, when the pilot is inactive?
Please, I've read the wiki, and, being a mathematician myself, I pretty much understand the theory behind this.sgt_baker wrote:QUOTE (sgt_baker @ Jan 19 2009, 05:06 PM) The magnitude of sigma dictates how much your mu can change after any given game. High simas allow for large changes to mu, wheras once the system is confident in your rating (low sigma) your mu will change slowly.
The bit where it says rank, so weed is rank 23, 23/7 = 3.28 so is in expert range as 1>=novice 2>=inter 3>=vet and 3<Expert, 23 mod 7 = 2 so weed is Expert 2mcwarren4 wrote:QUOTE (mcwarren4 @ Jan 19 2009, 03:10 PM) Something the leaderboard needs to show is the ingame ranks. What is Weedman's rank? Is it Expert 9?
In the case of trueskill, a player's sigma is increased by a small constant value (25/300) every game (dynamics constant - gamma). This prevents stagnation of the rating and allows the system to adjust for a genuine change in skill. Remember that it takes approximately 2500 hours of game play, on average, for sigmas to stabilise. It is also worth nothing that the same rules apply to everyone. In an ideal world we'd have game and account data for every game since the release of allegiance in ~1999. This has obviously not been possible as a result of the game's turbulent history.Zruty wrote:QUOTE (Zruty @ Jan 19 2009, 03:06 PM) Please, I've read the wiki, and, being a mathematician myself, I pretty much understand the theory behind this.
My question was about rating increase. I mean, a real skill increase, like in my case: I know more and more each time I play, so my AllegSkill rating should increase. But my older games, when I was young and dumb, keep dragging me down.
This means that if I created a new account and played all the time the same way I do now, my AllegSkill would be higher. Sometimes, much higher.
I've met a similar project a while ago (anyway, the ideas behind AllegSkill and TrueSkill are not that new). There, if a user wasn't playing, his Sigma slowly increased, so that his later successes and failures would have more impact on Mu (and on the rating).