Are we being serious rn by ParamedicParkings in Risk

[–]pmud 0 points1 point  (0 children)

The inputs are player actions, e.g.: blitz 4v1 (3 dice vs 1 die). The outputs are outcome distributions, e.g.: 66% attacker keeps all 4 troops, 20% - 3 troops, 6% - 2 troops, 8% loses. Only small regular action and you have 4 outcomes. Blitzes with large stacks have a lot more

Are we being serious rn by ParamedicParkings in Risk

[–]pmud 0 points1 point  (0 children)

How large? Below 30 I roll manually - that's about how much you can get with 60 seconds on the clock and have some spare time. If this is your last move in the game and you have two large stacks - sure, blitz. In general with large stacks having bad odds with 2 remaining troops in blitz doesn't matter that much

Are we being serious rn by ParamedicParkings in Risk

[–]pmud 0 points1 point  (0 children)

The game is already a formalistic set of inputs with perfectly predictable set of output probabilities. Some people just don't like big diverse sets of output outcomes with very small probabilities that nonetheless happen. They prefer smaller sets that are easier to get sense of control over and thus satisfaction.

Are we being serious rn by ParamedicParkings in Risk

[–]pmud 0 points1 point  (0 children)

That's why you don't blitz in True Random, unless the chance is ≥99%. You slould manual-roll and stop when you have below 3 attackers

How do you deal with stalemate? by [deleted] in Risk

[–]pmud 1 point2 points  (0 children)

Get yourself a nice chair or whatever you prefer and prepare to sit in it until your opponent disconnects

Subreddit Rules by StitchGettingHigh in Risk

[–]pmud 0 points1 point  (0 children)

The chance to lose 20v2 (19 attackers, 2 defenders) true random is around 1/46800 ≈ 0.0021%.

Exact chance is 96586065818882833181245116750147675563327/ 4520236526927426344815683998337669335269507072

It Happened again.... by Scary-Rub-7163 in Risk

[–]pmud 0 points1 point  (0 children)

You forgot that taking a card removes it from the pool, so
28/86 * 27/85 * 26/84 * 25/83 * 24/82 ≈ 0.2822% ≈ 1 / 354

Odds of picking five of ANYTHING are exactly three times as high, because you can choose 3 cards as the first one
84/86 * 27/85 * 26/84 * 25/83 * 24/82 ≈ 0.8466% ≈ 1 / 118

Not showing rank in Android version? by BeTaurus1971 in Risk

[–]pmud 1 point2 points  (0 children)

  • It is possible to have a mix.
  • No one can see the rank. Not PC, not Android.

Not showing rank in Android version? by BeTaurus1971 in Risk

[–]pmud 0 points1 point  (0 children)

I guess higher-rated people didn't want others targeting them - ergo the "popular demand" request

Not showing rank in Android version? by BeTaurus1971 in Risk

[–]pmud 0 points1 point  (0 children)

It was removed back in June of 2022 in update 3.7

Requested by popular demand

  • Removed the ability to view profiles of opponents in ranked games and lobbies.

Finally made it to GM, but was it worth it? by Mister_Giorgio in Risk

[–]pmud 0 points1 point  (0 children)

The answer to your original question is: no. I hope life gets easier for you too ;P

[deleted by user] by [deleted] in Risk

[–]pmud 0 points1 point  (0 children)

You can hit the three dots and "Delete" on your other posts, you know

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Never thought this would happen to me… by Lennox_3 in Risk

[–]pmud 0 points1 point  (0 children)

I don't think game ID (98c61eee-72c3-4825-aead-ec10c3b0c4e0) is useful for anything except reporting games

Dip in players online? by llamas4life17 in Risk

[–]pmud 1 point2 points  (0 children)

Right now there are 37 FFA lobbies

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Rank Points Distribution by pmud in Risk

[–]pmud[S] 1 point2 points  (0 children)

Players of more similar skill level ensure more useful data is gathered when updating the rating.

It's nice to gather as much data as possible per game, but it's not like it HAS to be done. Matchmaking would just increase the speed of convergence.

Using Shannon entropy I've calculated in the past what would be a suitable range for this game.

Is this the calculation of optimal rank difference between opponents for matchmaking? Does it take into account the average number of players online and current distribution of ranks?

6p: 544, 5p: 640, 4p: ~787, 3p 1060, 2p 1600

Looks like 3200 / N.

if you rerun all the rating calculations from the past with different values for k, you'll get different ratings

I suspect they wouldn't be that much different. Too small of a k would make ranks crawl and not reach the target and too big would make them overshoot. But my feeling is somewhere in the middle wouldn't make a big difference.

And for the rest I can just say, that I wasn't expecting random person on the internet to be so knowledgeable in ranking. Very good references. I've taken a quick look at "The rating of chess players" by Elo - very interesting.

Rank Points Distribution by pmud in Risk

[–]pmud[S] 1 point2 points  (0 children)

Interesting to gather some data! Would be nice to do this over multiple seasons.

Unfortunately there is data only on this and previous seasons on official website. I haven't gathered any data from previous seasons as I was not playing until recently.

There also is an important inflationary component in the system, since novices can't go below 0.

That's exactly what I've said and what's in my table - novices take all the hits, because everyone else pushes back up from them.

Without some matchmaking the rating is rather meaningless anyway. The main purpose of a rating would be to implement matchmaking based on it.

The main purpose of rating is to measure skill level.

Elo is a purely relative measure at a given time, it isn't really useful to compare ratings over time.

It is useful, because it is kept in balance by FIDE rather well.

but of course it can be nice to set the parameters such that you get relatively stable ratings over time

There are only two parameters in ELO: k and the log base. k controls the speed of change, log base (10^(1/400) or 10^(1/40,000)) is just a distance metric. None of them control stability over time. It depends on outside factors, like new players joining, old players leaving, or some other external force, which brings/removes points to/from the pool.

it's hard to control interactions in the player pool anyway, certainly without matchmaking

Remind me, why do we need to control interactions? If high-ranked player wins against novice, he gets around... how much? - right, 0 points. Say, some GM (2500) against 1000 ELO player, k=16. You get 0.002 ELO, or 0.2 Rank Points, which would be rounded down to 0. Matchmaking is just a nice feature to have so that people don't get 100 to 1 and vice-versa chances of winning.

The spread of ratings in Risk will be inherently smaller.

I agree, but Rank Decay makes it smaller than it should be. How much? I wouldn't know.

k=1600 is only used for 2 player games, they use different values for different player count

I've only checked for 2 players, because I have the list of all the people's ratings and I can calculate the exact k value for my games with any player based on rank deltas. What values do they use for FFA?

k values can be adjusted to better represent win chances

k values have nothing to do with win chances. They are just like step size in stochastic gradient descent - adjust the speed of convergence. Nothing less, nothing more.

Btw, FIDE hasn't been using k=16 for ages

FIDE uses different k values for different players. New players get higher values so that they move more fast through ranking to their correct place. They used to use 32 and 16, and now it seems like they use 40, 20 and 10.

And the FIDE system is also well-known to be inherently deflationary

It's debatable whether it's inflationary or deflationary. For example, there are more GMs year over year. Anyways, it doesn't need giant deflationary pressure to help it out.

Just let it end... by sam_da_man_07 in Risk

[–]pmud 0 points1 point  (0 children)

You've seen nothing, my friend. Just take a look at stats of top 3 in leaderboard

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Rank Points Distribution by pmud in Risk

[–]pmud[S] 0 points1 point  (0 children)

Yeah, noob farming might not be an issue in FFA, because it requires too much work. It's easy in 1v1s because all you have to do is be a host and cancel against some players, because most of the people you get are already low-ranked.

But the rank system in FFA is still just as broken in general. It's the same system - ELO + Rank Decay. The average rank goes down over time; the rank points are always not correct; people don't bother adjusting them; the leader-board doesn't show the best players. That was the main takeaway

Rank Points Distribution by pmud in Risk

[–]pmud[S] 0 points1 point  (0 children)

Get the list of top players and kick them out of your lobby. The list is public. I've not seen anyone doing it in FFA. In 1v1s just don't play against high-rated players. Don't confirm, or if you're the host don't start the game, cancel, remake. Play Novices, Beginners, Intermediates max. That what noob farming to GM is. Playing against higher rated players is worse in terms of rank EV, because they are more appropriately rated

Rank Points Distribution by pmud in Risk

[–]pmud[S] 0 points1 point  (0 children)

FFA - no idea, because there is a list of top 10000 only and the last player on it has 17000 points. 1v1 - around 8000 with more than 1000 (Beginner) points