Forum
A place to discuss topics/games with other webDiplomacy players.
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sephiroth (866 D)
28 Apr 14 UTC
Join our HRE Game
If you want to play, you can join our game, pass: 612345
http://www.vdiplomacy.com/board.php?gameID=19217
1 reply
Open
SuperAnt (983 D)
05 Feb 14 UTC
(+1)
Fire and Blood - Game updates
The NWO game is underway. We have a healthy number of vdip players playing (thank you!), so I'll be posting the results here too. I just wanted to start up a clean thread for game updates and discussion. Here is the starting map:

http://i.imgur.com/TYOXILE.png
57 replies
Open
Alcuin (1454 D)
29 Apr 14 UTC
(+3)
And in other news
I am proud to announce the birth of a complete first and second draft of my novel 'Seven Sins' which I have been writing for the past 29 days. That is one reason I am only in one game at the moment.
4 replies
Open
Oli (977 D Mod (P))
19 Feb 14 UTC
Requesting ideas for a ReliabilityRating calculation...
Here is it's own thread, so the discussion is more visible.
Page 8 of 10
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The code seems to have killed the game I'm in:


Welcome, The Ambassador (1605 ) - (Log off)
BoardHomeForumGamesNew gameSettingsHelpVariantsMods
Autumn & Empire - Gobble Gunboat

Fatal error: Using $this when not in object context in /usr/www/users/vdiplo/vDiplomacy/lib/reliability.php on line 96
Stupid ipad cut and paste.
Oli (977 D Mod (P))
02 Mar 14 UTC
@Guaroz: We do not need to compare the players on the site with each other.
In school you have some classes with many very good kids. That makes a A in this class more common, but over all not worth less.
Sure, many players here are A, it's not the norm to go CD all the time. But this does not make it average.

I would say we should gather more information what people think in therms of reliability using this wording:
A = Excellent, B = Very Good, C = Good, D = Acceptable, F = Fail

I know this is a very subjective matter, and for a A-player a RR of 90% is unacceptable (that's why he can set a filter on his games), but if you CDed in 2 of your 10 games your rating will be a D, and at least you should be able to play with people that have a similar rating, and keep the F-rated people out of your games.
Oli (977 D Mod (P))
02 Mar 14 UTC
@Amby: Was just uploading the code. Should already work again.
drano019 (2710 D Mod)
02 Mar 14 UTC
(+1)
"I would say we should gather more information what people think in therms of reliability using this wording:
A = Excellent, B = Very Good, C = Good, D = Acceptable, F = Fail"

Please Oli, for everything that is good on this site, do NOT use that wording. A "C" rating, especially if we use the "A=90+, B=80+, C=70+, D=60+, F=59" suggestion that you made on page 7, is anything but "Good". Anything under 90% reliability is not good. And a 65% reliability is most definitely not "acceptable" to any except those who don't care at all about the games they're in.

I'm definitely more in line with Guaroz on this one. "A=Normal, B=Acceptable, C=Bad, D=Very Bad, F=Fail" makes way more sense to me, because while a "D" is passing in school, a 60% reliability means you're a major f*ckup in reliability if you're missing 40% of your phases/CDing in 40% of your games. I mean, really, missing 1 out of almost every 2 turns is definitely not "acceptable" right?
Oli (977 D Mod (P))
02 Mar 14 UTC
@drano, or anybody else: I need more ideas about how to spread the % between the given explanations. If we use a grading system people do expect D=aceptable so I need more ideas how to spread the %. Please @all make some suggestions.
drano019 (2710 D Mod)
02 Mar 14 UTC
(+1)
Oli -

If a "D" is going to = Acceptable, then a "D" needs to be like 90-93% at worst. Claiming that a 75% is acceptable makes a mockery of this site. You'll end up in exactly the same situation, where all your top players ignore the RR because it means nothing. You'd have people thinking they can CD in 1 out of 4 games and this site "accepts" that behavior. That's an insult to those of us who respect each others time and a mockery to Diplomacy in general.

I still vote we abolish the idea of a "grading system" and simply use percentages while educating people on what's considered "good". If we HAVE to use a "grading system" though, my vote is for the following:

Excellent = A = non-CD 100% and non-NMR 98%+
Very Good = B = non-CD 98-99 and non-NMR 96-98
Good = C = non-CD 95-98 and non-NMR 94-96
Acceptable = D = non-CD 92-95 and non-NMR 90-94
Fail = F = non-CD 0-92 and non-NMR 0-90

It may be a bit harsh, but it will actually teach people to be better players instead of "rewarding" them for being mediocre players.
Oli (977 D Mod (P))
02 Mar 14 UTC
Thanks does not look that much different than mine version from the last page. There we had D=79,99 or lower...
Please some more distributions from the other players...
drano019 (2710 D Mod)
02 Mar 14 UTC
Oli -

The difference is I'm using 2 factors instead of one joint factor for reliability. Since I think most people would agree that CDs are more severe than NMRs, the (CD + NMR)/2 ratio is probably not a wise decision. And I"m sure it'll be hard to come to a consensus as to what a good ratio is. My ranking therefore, uses both factors. In the event that you're in the "A" range for non-CD, and the "B" range for non-NMR, you'd be a "B" as we would use the worse of the two stats. After all, we don't want to make people seem more reliable than they really are do we?

Other than that, my rankings are just a bit more severe than yours. The "A" range is the same, but after that, we diverge pretty quickly. You'd give a 90 a "C" where in mine, they'd be a F basically. Big difference there.
Oli (977 D Mod (P))
02 Mar 14 UTC
Another idea comes to my mind. Maybe instead of a school grade (that's even different depending on your country and school system) it might be an interesting idea to use medals or symbols. This way we would be much more free in distributing the symbols to the %.
Oli (977 D Mod (P))
02 Mar 14 UTC
@drano: I thought about the difference of importance on NMR and CD for some time, but if you compare NNR to total phases played and CD with games played they are both equal important. Someone who misses a turn each year for a complete game (about 15 years each game) is not better than someone that CDs 1 out of 5 games. Regularly NMRs do ruin games the same way a CD does.
@Oli - thanks mate working fine now.
drano019 (2710 D Mod)
02 Mar 14 UTC
I do believe the point is being missed here. What matters isn't necessarily the % attributed to various "Medals" or "Grades". What matters is that we need to educate people that a 80% non-CD rate is absolutely horrendous! And that a 90% non-NMR rate isn't anything to be proud of either! The best way to do this is either with simple percentages, or by using words such as "excellent", "good", "bad", "very bad", "horrendous" etc. It might hurt some feelings if someone is labeled "horrendous", but hey, it's the truth! We can't sit and coddle everyone's feelings.
drano019 (2710 D Mod)
02 Mar 14 UTC
I just feel like we're getting too wrapped up in what things to use like "medal" and "grades", when the important thing is having people realize that anything under a 90 (if not higher), is simply bad. No ifs, ands, or buts, about it.

@oli -

"Someone who misses a turn each year for a complete game (about 15 years each game) is not better than someone that CDs 1 out of 5 games."

You're absolutely right, those people are both absolutely horrendous in reliability. A 50% non-NMR rate and a 80% non-CD rate are both terrible. And letting people see both those stats and basing their decision simply on percentages is still the best option IMO.
Oli (977 D Mod (P))
02 Mar 14 UTC
Sorry, I was unclear. I meant 1 missed phase per year = 80% = one missed game of 5.
drano019 (2710 D Mod)
02 Mar 14 UTC
Oli -

1 missed phase/year isn't necessarily 80%. If i don't have retreats or builds, it's 50%. If I have only builds, it's 66.7%, 1 retreat and builds is 75%. Only with 2 sets of retreats and a build is it 80%.

That said, it doesn't change the point I made in my post. 80% is still terrible.
Guaroz (2030 D (B))
03 Mar 14 UTC
- Oli -

1. Re: Stats.
You wrote"We do not need to compare the players on the site with each other."
Oli, I don't want to know "WHO is where". The purpose of a RR System is not to win it, it's to make clear to members whether and how much their behaviour meets what's expected from them.
What I want to know is "how many" active players do match a given percentage of rating. A stat like:
From 99.00 to 100.00 - x players (= y% of total)
From 98.00 to 98.99 - x players (= y% of total)
From 97.00 to 97.99 - x players (= y% of total)
...
From 80.00 to 80.99 - x players (= y% of total)
Less than 80 - x players (= y% of total)

This would not only be extremely useful while building a grading scale, it would also be indispensible for expert players creating games with the "Custom" option. They need to know how many "potential joiners" would have the game they're going to create if they set 98+ or 97+ or 96+ etc.
Either way, we need to know *how many* - not *who*

2. Re: Grading scale.
I'd abandon the idea of a school-like grading scale and just make our own scale. School wording means nothing in here: it's not a skill rating. Again, there's no excellence in being reliable like you're supposed to be, while we need to inform players who aren't reliable that their behaviour is frowned upon and barely tolerated.
It's not a competition, there's nothing to win in RR. There's only to make understand unreliable players why good guys stopped inviting them.
So my advice is still to abandon the backfiring school-wording and take instead a more clear wording like the one I said before, that simply calls normal what is normal and it calls bad what is bad.
If it'll be possible to have some stats, I'll propose some.
Oli (977 D Mod (P))
03 Mar 14 UTC
@drano: a year has 2 turns with 2-3 phases each...

@Guaroz:
1. I will try to code an overview for this. You are right, this is an usefull information, but given that most of the players do have next to none missed phases or CDs I just wanted to say the "normal" grade will be A anyways. There is no need to confirm this by an overview and set the "normal" grading to C. Becasue than we would have A=100, B=99, C=98,D=95. Not an ideal solution for some predifined filters.

2.Yes. I think this is right. We should create out own grading system. Or somehow ad a factor that moves the current RR-% to a already known system.

If you take for example (RRold = (noCD+noNMR)/2):
RRnew=RRold-(100-RRold)*1,5
You change the RR from now 98% to 95%, 88% => 70% 80%=>50% and you get a good match from my old proposal of 98%=A, 79%=D, just with more meaningfull %.
This would result in:
100% => 100% = A+
98% => 95% = A
94% => 85% = B
88% => 70% = C
80% => 50% = D
79% or lower = F
Guaroz (2030 D (B))
03 Mar 14 UTC
Thanks Oli, I will wait for stats result before making my proposal.

"given that most of the players do have next to none missed phases or CDs"
Yeah, I was under the same impression. Stat is useful also to check whether a given percentile has an abnormal numerosity. We both suspect that numerosity will be concentrated on the top percentiles, so perhaps there may be need to split some percentiles in 2 or 3 in order to have a meaningful stat. Opposite ratio for bottom percentiles, we might need to merge them to have a readable stat.
Anyway, it's too soon to worry about it, let's first see what's the outcome for each integer percentile.
I guess the biggest difficulty now it's having only *active* players into that stat.



Oli (977 D Mod (P))
03 Mar 14 UTC
I've changed the system again, and I think I will leave this as it's now for some time to get some real usability-results.
Basicall it works like this:
It takes the CD and NMR-ratio and substract this 2.5 times from 100.
This results in:
(CD+NMR/2) = 100%-99,6 => R100-R99 (Excellent)
(CD+NMR/2) = 99,5%-98% => R98-R95 (Good)
(CD+NMR/2) = 97%-94% => R94-R85 (Acceptable)
(CD+NMR/2) = 93%-88% => R84-R70 (Bad)
(CD+NMR/2) = 87%-80% => R69-R50 (Very Bad)
(CD+NMR/2) = 79% => R49 (Fail)
I will not group these values, but keep the actual numbers. Please note, there is no "%", as these values are no %. In the profile I will add the explanation-text for these ratings.

In the gamecreation-setting you can specify and value you like for RR and I will keep the noCD and noNMR setting too.
diatarn_iv (1458 D)
03 Mar 14 UTC
Oli, thanks for the great job.

I have two comments
1) you might give a theoretical justification to the new "R" formula
RRold = (noNMR + noCD)/2
R = 100 - 2.5*(100-RRold)
by first noting that (for RRold not too far from 100) it's quite close to
100*[(RRold/100)^2.5],
and then remembering that p^N is the probability that an event with probability p (e.g., regular submission of orders by the player) happens N times in a row (e.g. in a game with N phases). So, if you neglect the (rather large) difference between noCD and noNMR, the "R" formula somewhat gives you the probability that the player will not cause trouble in a game of ~ 2.5 turns (btw, I'd use an even larger factor.. at least 5; but that's a detail).

2) on a quite different topic, Joseph the most Excellent was suggesting to have separate rankings for takeovers, since TOs positions are usually "doomed".
I agree with that request; however, I would be very careful in saying that a victory from a TO position would "say something about my skill as a player". In fact, there are cases where you take over decent or even excellent positions (just an example: http://vdiplomacy.net/board.php?gameID=15663 )
Oli (977 D Mod (P))
03 Mar 14 UTC
@diatarn_iv:
That's a good oberservation and makes the calculation much more streamlined.
I did some tests in Excel and got similar results using ((NoCD + NoNMR)/2)^3.
That's a really easy to use calculation. I will change this to this calculation, because it's much easier and more intuitive this way.
@diatarn, no doubt there are outliers. In fact, I saw someone recently offering the best position in a game because he was tired of entering orders for so many units. But the general point remains.
drano019 (2710 D Mod)
03 Mar 14 UTC
Oli -

Each year has 5 potential phases: spring orders, spring retreats, fall orders, fall retreats, and winter builds. However, there aren't always retreats and builds thus, every year fluctuates between 2 phases and 5 phases depending on what happens. Unless the system counts retreat phases even if there's no retreats, and the same with builds?

That aside, I don't like how we're arbitrarily assigning multipliers here. Stats shouldn't have arbitrary multipliers assigned, they should be hard numbers. Randomly deciding 2.5 is the multiplier to me only serves to confuse people. If someone has a noncd of 100 and nonmr of 99, their "R" becomes 98.5 right? That's going to confuse people, and rightfully so. Its just a random multiplier decided upon for no real reason. Same of we changed it to x5 or any other suggestion. It doesn't make sense to me, even though I do like that it makes the scale a bit harsher.
drano019 (2710 D Mod)
03 Mar 14 UTC
Just noticed olis latest post. So now its (nocd+nonmr/2)^3?

What is the justification? Can someone explain? It seems like an arbitrary decision to me and doesn't make much sense.
Tomahaha (1170 D)
03 Mar 14 UTC
This was being discussed in the WW4 game going on now. It would seem some have no idea about this discussion going on. A person there was upset because he took great care to repair his reliability rating by taking over CD positions. Now it would seem that care was for naught. It does seem kind of harsh to offer a repair and have people take advantage of that and then pull it out from under them, but I also see the greater reason to fix what has been broken.

One thing that puzzled some people there was how could I have a perfect rating when I just started playing on this site and I have to agree with them. Yes I missed no phases but I am in my first game here and my "reliability" is still unknown, not perfect! This rewards people who simply sign up with new accounts, you encourage a lousy player who drops from any game that goes bad to simply rejoin as anew player and presto, he is now thought of as "reliable" when you really know nothing about him, isn't reliability EARNED?

I echo the sentiments a few have made to drop any sort of "rating" and simply post the stats. Let people know that player X missed 10 phases of 400, Player Y missed 2 phases of 88, Player Z missed 0 phases of 10 and let them figure out what they feel about each of these players themselves. Simple statistics that don't lie and don't give some sort of "rank" that is or is not really deserving.

Just my 2 cents anyways....
drano019 (2710 D Mod)
03 Mar 14 UTC
Spot on Tom. I agree 100% that new players shouldn't be considered "reliable" simply because they've entered orders on 5 of 5 phases for example. There should be a "on probation" period for new players until they reach a certain number of phases (again, 1v1 games don't count for this), whereupon their reliability becomes a normal stat like the rest.
steephie22 (933 D)
03 Mar 14 UTC
Is it possible to add a last CD/last NMR stat? I want to show I improved my reliability without having to play 100s of games, but I definitely don't want a clean record.

Just a way of showing I improved without removing the very bad record I deserve.
Tomahaha (1170 D)
03 Mar 14 UTC
I had suggested something earlier based on time and that was not possible. But it is a real good idea if maybe eventually possible down the road?
diatarn_iv (1458 D)
03 Mar 14 UTC
@ Drano:
I think Oli liked what I called an (a posteriori) theoretical justification of his (previous?) formula: if you assume that an "average" game lasts for N phases, noNMR^N (with noNMR between 0 and 1) gives you the probability that a player will have a "perfect" game (in terms of reliability). So, elevating to the N-th power just moves the question which is "answered" by the rating from "will this player give trouble in the next phase" to "will this player give trouble in the whole game?" [btw, I think the first to give the suggestion to raise to some power was Retillion, though I'm not sure he was completely serious].
Even if you accept this premise, you might still criticize both the fact that (noCD+noNMR)/2 is different from noNMR, and the fact that N=3 is low (the average duration of a "Classic" game is about 17 turns); but in my opinion they are tolerable faults, if the statistics about noNMRs and noCDs are displayed separately.

@ Tomaha:
about the example with players X, Y, and Z. The point you are making can be put into quantitative terms if you assume that there is a "gaussian" uncertainty in the number of NMRs by a player: if you do that, the noNMR rates of the three players are
X: (10+-sqrt(10))/400 = 2.50%+-0.79% --> between 1.71% and 3.29%
Y: (2+-sqrt(2))/88 = 2.27%+-1.61% --> between 0.66% and 3.88%
Z: (0+1)/10 = 0%+10% --> between 0% and 10% [btw, here I'm using a sort of "poissonian" error]
so, what you are saying is essentially that the upper limit for X is (slightly) better than that for Y, and (much) better than that for Z, even though the central values (2.50%, 2.27%, 0%) are in reverse order.
But what can you do? Friday I was suggesting that people with 0 NMRs should be "sorted" by the number of phases they played (so that 0 NMRs with 1000 phases played is better than 0 NMRs with 10 phases played).. essentially because of this "upper limit" argument; but I think Retillion was mostly right (the exception being players with too few phases played.. say, < 100) in answering that if you have 0 NMRs, you should be considered "perfect" regardless of the number of phases played.

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290 replies
Firehawk (1231 D)
18 Mar 14 UTC
Cold War Variant Poll
Hello vdip players. Safari and I have been working on our 1v1 Cold War variant for a while now and we are finished with most of the coding and such. We are currently going through some balance issues and have identified a problem we would like to fix.
9 replies
Open
Anon (?? D)
26 Apr 14 UTC
Bug report. Administration team. Please check
variant: http://vdiplomacy.com/variants.php?variantID=86
game http://vdiplomacy.com/board.php?gameID=19165
turn: spring 1902, diplomacy
error: alert Parameter 'fromTerrID' set to invalid value '32'
3 replies
Open
SandgooseXXI (1294 D)
21 Apr 14 UTC
Back in black
Hey guys, sorry I've been gone so freaking long. I would have come back sooner if I could. Main issue is that they blocked V-dip from work. I had no other place to log in besides my job so now that I found a work around I am somewhat back in business...sorry for leaving everyone hanging when it mattered most, there was just everything out of my control. :(
7 replies
Open
Miklagard (1011 D)
24 Apr 14 UTC
What are the victory conditions for Fall of the American Empire: Civil War?
Richmond and Washington DC appear to be the capitals. In 1066, one must be in control of both their own capital and the capital of an enemy country. Are the rules similar for the Civil War variant, or are they just likely any other supply center?
5 replies
Open
Chaqa (1586 D)
25 Apr 14 UTC
(+3)
Large Map Arrow Click
So the idea is, you can click through the maps but the full-size map or the large map. It'd be useful for larger variants like Gobble and WW4, rather than having to maximize each individual picture.
2 replies
Open
tobi1 (1997 D Mod (S))
18 Apr 14 UTC
Colonial Diplomacy - Optional Rules: Testers needed
Finally the Colonial variant with implemented Trans-Siberian Railroad and Suez Canal is ready for a test game on the lab:
http://lab.vdiplomacy.com/board.php?gameID=193

Feel free to join to test the new features! :-)
16 replies
Open
Tomahaha (1170 D)
23 Apr 14 UTC
World Dipcon (Chapel Hill)
The World Dipcon tourney is approaching Memorial Day Weekend (May 20-22) and is being held in Chapel Hill, NC.
Housing is relatively inexpensive as is the entry fee.(Foreign travelers stay for free)
I am making my very first face to face tournament appearance and hope many here also make that jump as well. Do consider it and if you ARE going let us know!
http://www.dixiecon.com/
0 replies
Open
SniperGoth (959 D)
21 Apr 14 UTC
Favorite Varient and Balance
What is your favorite variant and do you think it's balanced?
2 replies
Open
Tristan (1258 D)
16 Apr 14 UTC
New Variant Testing
anyone care to help me test run my new variant?

http://lab.vdiplomacy.com/board.php?gameID=192
7 replies
Open
Fluminator (1265 D)
21 Apr 14 UTC
Reliable Chaos Game?
Would anyone who is reliable be interested in a classic chaos game? I want to play one but don't want it to be ruined by large amounts of drop outs.
0 replies
Open
GOD (1907 D Mod (B))
07 Apr 14 UTC
WII recreation
Hi everyone. Since the variant exists, i want to make a team game of variantID=87 (GB,France, SU vs Germany and Italy). That obviously has one major weak point. it's three (21 SCs) against two (14 SCs), with a difference of seven SCs. Those are my thoughts on that so far:
41 replies
Open
Chaqa (1586 D)
11 Apr 14 UTC
Did vDip used to be called something else?
I have it in my bookmarks as OLDip... did it used to be called something else?

Just curious.
23 replies
Open
Spartan22 (1883 D (B))
09 Apr 14 UTC
Playing all the Variants
I've played almost every variant on the site and eventually, I want to have played all of them. Would anyone be interested in playing any of these variants?
10 replies
Open
BabylonHoruv (811 D)
11 Apr 14 UTC
Webdiplomacy
Anyone know what is going on with it? It gave me an SQL error and won't let me log in.
12 replies
Open
KingCyrus (1258 D)
06 Apr 14 UTC
WWII needs YOU!
gameID=18949

Come on people, join now!
0 replies
Open
Spartan22 (1883 D (B))
17 Mar 14 UTC
(+1)
Vdip March Madness?
March Madness (college basketball for those that don't know) is finally rolling around. I was curious if anyone here would want to do a bracket challenge.
93 replies
Open
Battalion (2326 D)
30 Mar 14 UTC
Grey Press - variantID=50
Anyone up for giving this a go? It's like the normal classic, with the ability to send anonymous messages in addition to normal ones. I was thinking it would be 1 day phase, Anon, and full press. I'm not bothered about buy-in.
21 replies
Open
gopher27 (1606 D Mod)
28 Mar 14 UTC
Grad Students, Former Grad Students or IT Professionals?
Are you a graduate student, were you a graduate student when you joined this site or are you an IT professional?


Gopher----grad student
15 replies
Open
Rules Question/ Possible Glitch?
gameID=18823
Does anyone have an explanation for why Prussia didn't take Holland from France? RH moved to HOL with support from KIE. It seems that the support was cut, but I don't see any moves to KIE.
Thanks
3 replies
Open
Decima Legio (1987 D)
26 Mar 14 UTC
(+2)
Games history
Before taking a break from the site, I’d like to propose a couple of enhancements for the end-game analyses.
5 replies
Open
RUFFHAUS 8 (2490 D)
25 Mar 14 UTC
Redscape Games III - PBEM Tournament Results
Redscape Games III has come to a conclusion. A summary of the final standings is below:

8 replies
Open
RUFFHAUS 8 (2490 D)
07 Mar 14 UTC
(+1)
Interesting Episode of Diplomacy From WWII
I found this encounter from the Second World War to be extremely interesting, and not at all out of the context of some of the negotiations in our Diplomacy games.
92 replies
Open
ZoMBi3 (1012 D)
26 Mar 14 UTC
live 1v1
0 replies
Open
The Ambassador (2241 D (B))
12 Mar 14 UTC
(+2)
If WW1 was a bar fight
Thought you guys here would appreciate this one. Apologies if you've read it already.

http://m.quickmeme.com/p/3vu14a
25 replies
Open
cypeg (2619 D)
23 Mar 14 UTC
Loading page in Orders section
Hi guys, all my games show "loading page" so I cant issue orders.
3 replies
Open
GOD (1907 D Mod (B))
23 Mar 14 UTC
Dutch Revolt question
This may be a stupid question, but can armies be convoyed to wadden territories?
4 replies
Open
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