RR and live games

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Expand view Topic review: RR and live games

Re: RR and live games

by Ezio » Thu May 30, 2019 4:50 am

I think there should be a a different RR for takeovers.

Re: RR and live games

by Chaqa » Thu May 30, 2019 3:10 am

Edit: I missed a bunch of comments on accident. Let me update

Re: RR and live games

by jmo1121109 » Thu May 30, 2019 1:51 am

1. It's actually easier to show you. Go to http://webdiplomacy.net/profile.php?det ... rID=106448 and you'll see your own RR breakdown. On that page it shows you "Added Penalties" and has a clickable set of questions with explanations. But basically, every un-excused NMR adds an 11% penalty. 6 out of the 11% goes away after 28 days. Leaving a 5% penalty lingering for a year.

2. I set the min default in a game on the game create page to 80%. Which means the average user who does not change advanced settings, will not have to play with people who have 2 short term un-excused NMR's. Those people will get back to the point of being able to play in "default" games within a month. If your RR is below 80 the game creation page defaults the suggested RR to whatever your RR - 1 is. So the general goal there is to quickly weed out new members who NMR once or twice in their first game (their base percentage will be garbage) and to protect new players from longer term members who are habitually unreliable, while still giving everyone punished routes to get their RR back up by playing more phases or waiting a month as punishment for multiple misses.

Re: RR and live games

by Carl Tuckerson » Thu May 30, 2019 12:44 am

jmo1121109 wrote:
Wed May 29, 2019 11:11 pm
Well, I'm definitely seeing some people not understand how the formula works too. RR is based on 2 things.

1. A base % which is a percentage of how many turns you've missed vs how many you've played with nothing else factored in. So it is not accurate that someone who plays a lot of phases and NMR's a couple times is impacted as badly as someone who plays a few. If you have played 2 turns and missed 1 then your base RR is 50%. This part of the RR is designed to be non-brutal and allow you to recover easily by playing more without missed turns.

2. Additional penalties, of which there are 2 types. 1 type is a short term penalty for 1 month's time of 6%. After 28 days this 6% goes away. The second type is a medium length penalty of 1 year for 5%. These are designed to demolish the RR of people who consistently get kicked into CD in their games. Because at the end of the day if you go CD in your game, you're messing that game up for other people and reducing their experience on the site.

Now that said, live games are more prone to them so I'm happy to make a more accommodating penalty format for live games. What I might do is make it so that the penalty for a live game NMR is only 5% and only lingers for 28 days. Then if you get too unreliable multiple times in a month, you're gonna be done with live games for that month, and you can try to be less rude to the other players again next month. But if it's only a couple times then you won't have a problem. If you really want to play in a tournament, they all give about a month's notice for joining so you'd be able to focus on being reliable that month to avoid having an awful RR for the TD.
Couple questions about this as someone who probably falls under the "some people" mentioned at the beginning of your post :p

1. What threshold of missing turns triggers each penalty? It sounds like the first penalty (6%) triggers if you miss orders without an excuse and get kicked from the game the first time, and the second penalty (5% but lingering) triggers after repeated offenses. If you explained this to me in the announcement thread and I've forgotten please forgive me lol.

2. How do you recommend the average user interpret, say, an 80% RR, 70%, etc.? I realize this is much more subjective, but if I'm remembering right you designed the RR system. It would be awesome to hear from the designer what a new user without game context can reasonably expect of users with varying RR values. (Obviously experienced users can figure it out through their own observation and make their own calls on how to value RR.)

Thanks.

Re: RR and live games

by jmo1121109 » Wed May 29, 2019 11:11 pm

Well, I'm definitely seeing some people not understand how the formula works too. RR is based on 2 things.

1. A base % which is a percentage of how many turns you've missed vs how many you've played with nothing else factored in. So it is not accurate that someone who plays a lot of phases and NMR's a couple times is impacted as badly as someone who plays a few. If you have played 2 turns and missed 1 then your base RR is 50%. This part of the RR is designed to be non-brutal and allow you to recover easily by playing more without missed turns.

2. Additional penalties, of which there are 2 types. 1 type is a short term penalty for 1 month's time of 6%. After 28 days this 6% goes away. The second type is a medium length penalty of 1 year for 5%. These are designed to demolish the RR of people who consistently get kicked into CD in their games. Because at the end of the day if you go CD in your game, you're messing that game up for other people and reducing their experience on the site.

Now that said, live games are more prone to them so I'm happy to make a more accommodating penalty format for live games. What I might do is make it so that the penalty for a live game NMR is only 5% and only lingers for 28 days. Then if you get too unreliable multiple times in a month, you're gonna be done with live games for that month, and you can try to be less rude to the other players again next month. But if it's only a couple times then you won't have a problem. If you really want to play in a tournament, they all give about a month's notice for joining so you'd be able to focus on being reliable that month to avoid having an awful RR for the TD.

Re: RR and live games

by FlaviusAetius » Wed May 29, 2019 11:02 pm

My rating is 65%, this is due to 3 games, all live, all of which I immediately joined back and finished the game to the end, and one in which I went on to even be cut into the draw.

Re: RR and live games

by Claesar » Wed May 29, 2019 10:42 pm

Exactly, it's up to the players to give meaning to the RR. I wouldn't join a game with less than 90%RR requirement right now, even though I can't myself..

Re: RR and live games

by Carl Tuckerson » Wed May 29, 2019 9:58 pm

New England Fire Squad wrote:
Wed May 29, 2019 9:27 pm
Gunboats typically have a phase length of 5 minutes - with zero excused turns this is only a 10 minute delay, and that happening 2-3 times isn't the end of the world. Press games are usually 7 minute phases, and there was a suggestion that was being taken seriously to make 0 excused phases impossible for live - this would mean that any nmr would delay the game by 21 minutes at minimum in a 7 minute phase game; now that happening 2-3 times would suck. The time issue is pretty real for live press games. Gunboat at least I can dick around on the internet while I wait.
I forgot press live games exist, mea culpa there.
I do think zero excused missed phases should be permitted for live games still. Seems like another situation where people who don't want to wait and aren't worried about missing orders can start no-excuses games and people who want the breathing room and don't mind the wait can start 1+ excuse games.
Squigs44 wrote:
Wed May 29, 2019 9:41 pm
There are two types of people in this debate
Type 1: Games take too long because other people are unreliable
Type 2: I get penalized too much when I am unreliable

[...]

The only changes that should be made to RR is if you think the rating is inaccurate. The point about the straight 11% being too harsh on long term players is a good point there
The issue I see is that it's not clear what an accurate rating looks like, and so it's difficult to say that the rating is inaccurate. How do we know a penalty of 11% is too harsh?
Look at my admittedly arbitrary reading of RR in my last post. An 11% drop for someone previously at 100% puts them just below what I would consider "golden," at the high end of "reliable but prone to occasional absences." The penalty doesn't hurt them at all in my view of what RR means. I don't evaluate people with 89% RR meaningfully differently from people with 100% RR.
Someone previously at 75%--the low end of "reliable"--goes to 64%--"dicey" and "unreliable." I do tend to see those as distinctly different.
Maybe, under my reading, the penalty is fine: people who get one penalty against them aren't meaningfully treated differently, people who get a penalty with a record that's already blemished might get a second glance before getting into a game. Or maybe it's too harsh because there aren't a lot of discrete steps.
Maybe other people don't care about the difference between 65% and 100%, in which case three penalties doesn't affect them. Or maybe some people have a low tolerance and view even 90% as unreliable, in which case a single 11% penalty could be very harsh.

It's up to the players to give meaning to discrete values or ranges of values for RR so that this conversation can even be had. It seems to me that the current system isn't matching everyone's intuition for what RR "should" look like, but at least so far there hasn't been a concerted effort to answer the question of what that intuition is.

Re: RR and live games

by Squigs44 » Wed May 29, 2019 9:41 pm

There are two types of people in this debate
Type 1: Games take too long because other people are unreliable
Type 2: I get penalized too much when I am unreliable

Why don't all the type 1 people play together, and not have delays, and all the type 2 people play together and not worry about RR? RR is meant to sort type 1s from type 2s.

You can't make both complaints either. You cant complain about other people being unreliable when you yourself are unreliable.

The only changes that should be made to RR is if you think the rating is inaccurate. The point about the straight 11% being too harsh on long term players is a good point there

Re: RR and live games

by New England Fire Squad » Wed May 29, 2019 9:27 pm

Carl Tuckerson wrote:
Wed May 29, 2019 8:55 pm
On the subject of time, the issue is really that people don't Ready orders in my experience. Gunboats do take a while sometimes, but I am very confident the extensions due to NMRs aren't the main culprit. If you're setting the game to allow one excused missed turn per player, then an individual player can only extend the game by at most 10 minutes before being kicked from the game. That doesn't seem like the reason games take an hour or more longer than one would expect (which is roughly my guess as to why they do, from my own experience).

To that end I think the few minutes saved per game from setting players to Ready instead of Save wouldn't do much. And if people are hitting Ready, then it's probably actively good to set them to Save instead of Ready, so that the game won't progress without them having an opportunity to change orders in light of an NMR. Part of the reason for the new system was to mitigate the imbalances created by players leaving abruptly by making sure everyone knew that the player had left or NMRed.

Gunboats do take some time but I think the main culprit is the players and not the new system. Unfortunately I don't see a realistic solution to that on the site's side. I think it is just on us to encourage people to Ready as a policy.

~~~~~

On the subject of the penalty, I have a question--what exactly do we intend different reliability ratings to communicate to people who are creating games? Not to be obtusely deconstructive, but on its own, a 70% RR vs a 30% RR vs a 90% RR doesn't really "mean" much--it tells you that the 90% guy misses orders less often than the 70% guy and the 30% guy, but that's just a comparison between players. What does it "mean" to have a "70%" RR? Is that "reasonably reliable but prone to missing a phase every now and then"? Is that "misses 30% of his orders"?

Chaqa offhandedly addressed this in his OP, asking if missing three phases recently makes him "only 75% reliable." Does it? Is that even what RR is intending to represent? I don't actually know how to answer this question.

I can't even tell you why I do this, but I read RR like someone's grades in school. Someone with a 90+% RR is golden. 75-89% is reliable enough, prone to occasional absences but good enough for most games, and probably the errors are in good faith when they occur. 65-74% is borderline to me and anything beneath 65% is dicey. I have often wondered why people start RR50% or RR60% games because I don't see how that gates unreliable players off at all. RR70% is what I normally set when I bother with the setting.

But there's nothing inherent about RR that makes my set of interpretations correct. It is ultimately an arbitrary bar, and I can't even promise you I'm completely consistent with that set of groupings.

I think that question has to be addressed before we can talk about tuning the per-miss penalty though... how are we to know what the penalty should be without knowing what we are intending the penalty to represent?

~~~

Regarding live vs nonlive games, I think this is another issue that's best handled by the users. In the acknowledgment that live games are more prone to people getting distracted and missing a turn, just set more excused turns, or set a lower RR threshold for playing. It seems to me that the tools already exist and maybe we aren't optimizing them and that's the crux of the issue. I am not sure that live games are so substantively different from nonlive games that having separate penalties or even separate RR systems for each type of game is necessary, and each has an additional problem. With separate penalties, the information that RR communicates becomes muddled; a guy with 90% RR who only plays live games has a different record of missing turns than a guy with 90% RR who only plays nonlive games. And with separate systems, we add a lot of extra work to the devs.

~~~

That is my 2c on the issues so far. I am especially interested in resolving the second one ("what does RR communicate and what do the different values mean?").
Gunboats typically have a phase length of 5 minutes - with zero excused turns this is only a 10 minute delay, and that happening 2-3 times isn't the end of the world. Press games are usually 7 minute phases, and there was a suggestion that was being taken seriously to make 0 excused phases impossible for live - this would mean that any nmr would delay the game by 21 minutes at minimum in a 7 minute phase game; now that happening 2-3 times would suck. The time issue is pretty real for live press games. Gunboat at least I can dick around on the internet while I wait.

Re: RR and live games

by Swede03 » Wed May 29, 2019 9:14 pm

I agree. The same thing happened to me. Also, I think that RR should be based on percentage of phases missed. I play a lot of games, and so I have missed a few phases, but my RR is 65% because I lose 11% for each miss regardless of how many I don't miss. For example: Player 1 plays in 2 games and misses a phase in one of them. His RR is still 89%. Player 2 plays in 60 games and misses a phase in three of them. His RR is 66%. This doesn't seem very fair to me

Re: RR and live games

by Carl Tuckerson » Wed May 29, 2019 8:55 pm

On the subject of time, the issue is really that people don't Ready orders in my experience. Gunboats do take a while sometimes, but I am very confident the extensions due to NMRs aren't the main culprit. If you're setting the game to allow one excused missed turn per player, then an individual player can only extend the game by at most 10 minutes before being kicked from the game. That doesn't seem like the reason games take an hour or more longer than one would expect (which is roughly my guess as to why they do, from my own experience).

To that end I think the few minutes saved per game from setting players to Ready instead of Save wouldn't do much. And if people are hitting Ready, then it's probably actively good to set them to Save instead of Ready, so that the game won't progress without them having an opportunity to change orders in light of an NMR. Part of the reason for the new system was to mitigate the imbalances created by players leaving abruptly by making sure everyone knew that the player had left or NMRed.

Gunboats do take some time but I think the main culprit is the players and not the new system. Unfortunately I don't see a realistic solution to that on the site's side. I think it is just on us to encourage people to Ready as a policy.

~~~~~

On the subject of the penalty, I have a question--what exactly do we intend different reliability ratings to communicate to people who are creating games? Not to be obtusely deconstructive, but on its own, a 70% RR vs a 30% RR vs a 90% RR doesn't really "mean" much--it tells you that the 90% guy misses orders less often than the 70% guy and the 30% guy, but that's just a comparison between players. What does it "mean" to have a "70%" RR? Is that "reasonably reliable but prone to missing a phase every now and then"? Is that "misses 30% of his orders"?

Chaqa offhandedly addressed this in his OP, asking if missing three phases recently makes him "only 75% reliable." Does it? Is that even what RR is intending to represent? I don't actually know how to answer this question.

I can't even tell you why I do this, but I read RR like someone's grades in school. Someone with a 90+% RR is golden. 75-89% is reliable enough, prone to occasional absences but good enough for most games, and probably the errors are in good faith when they occur. 65-74% is borderline to me and anything beneath 65% is dicey. I have often wondered why people start RR50% or RR60% games because I don't see how that gates unreliable players off at all. RR70% is what I normally set when I bother with the setting.

But there's nothing inherent about RR that makes my set of interpretations correct. It is ultimately an arbitrary bar, and I can't even promise you I'm completely consistent with that set of groupings.

I think that question has to be addressed before we can talk about tuning the per-miss penalty though... how are we to know what the penalty should be without knowing what we are intending the penalty to represent?

~~~

Regarding live vs nonlive games, I think this is another issue that's best handled by the users. In the acknowledgment that live games are more prone to people getting distracted and missing a turn, just set more excused turns, or set a lower RR threshold for playing. It seems to me that the tools already exist and maybe we aren't optimizing them and that's the crux of the issue. I am not sure that live games are so substantively different from nonlive games that having separate penalties or even separate RR systems for each type of game is necessary, and each has an additional problem. With separate penalties, the information that RR communicates becomes muddled; a guy with 90% RR who only plays live games has a different record of missing turns than a guy with 90% RR who only plays nonlive games. And with separate systems, we add a lot of extra work to the devs.

~~~

That is my 2c on the issues so far. I am especially interested in resolving the second one ("what does RR communicate and what do the different values mean?").

Re: RR and live games

by Foxcastle » Wed May 29, 2019 8:03 pm

One small change for live games that could help make up some time would be to not un-ready other players. That way when someone is late, they can just finish up their orders and hit ready and the game moves on.

Re: RR and live games

by FlaviusAetius » Wed May 29, 2019 7:38 pm

I think the main problems right now are two-fold;
1) Live games are lasting too long(due to the phases continually being extended)
2) Severe RR deductions for things that happen quite often in live games(missing turns)

I think the best solution is to have separate ratings for both live and regular games. And for the live one having less harsh deductions
The timing aspect is a tricky one to pass, the main problem is people not readying their orders in build phases and retreat phases

Re: RR and live games

by Carl Tuckerson » Wed May 29, 2019 6:31 pm

What are the issues y'all are seeking to resolve exactly?

jmo, what are the knobs that can be tuned under the current RR system? (e.g. minimum/maximum number of excused turns)
Also thanks for reaching out and opening the floor to live players, very cool to have admins willing to listen to the playerbase on issues like these.

I've enjoyed the new system greatly as-is but am not attached to it, and would like to help bridge any divide in sentiments on the system and provide feedback on potential system improvements.

Re: RR and live games

by ubercacher16 » Wed May 29, 2019 5:35 am

I agree that the system needs to be tweaked for live games. Not sure how to do so though.

Re: RR and live games

by Chaqa » Wed May 29, 2019 3:23 am

Let me think about it a bit. I'll PM some other live game frequents and see what they think too.

Re: RR and live games

by jmo1121109 » Wed May 29, 2019 2:48 am

I can make changes for live, my main concerns are

1. not making them take longer then they do with even 0 excuses delaying it with some phase resets.

2. still having some discouragement for CD's, specifically, from preventing someone pretty quickly from going CD, taking back over, delaying, taking back over, going cd, taking back over, on repeat causing a never ending game. That's currently only possible 3 times before you hit that 4th unexcused and then you can't do it anymore because you're temp banned. And from there on out you can't do it at all.

I could add a column called liveGameMissedTurn and just have it be true if it happened in a live game and make it so those missed turns only have a hit to base % and don't count toward temp ban overall, but will still result in a 24 hour temp ban each time someone abuses it? But I'd want someone playing in live games to come up with proposals instead of me just blindly stabbing at it.

Re: RR and live games

by Chaqa » Wed May 29, 2019 2:35 am

Well, I think having a hard minimum of 1 excuse for live games might be reasonable, as it's pretty likely anyone will miss at least one phase in a live game on average. Outside that, perhaps split the RR between live (less than 12 hours/phase perhaps) and non-live (others).

Live games could work with a much more lenient amount of misses before penalties, and maybe not have as severe 10/12% penalty hits against misses?

I'd need to think some more about it if a different system would be better, though.

Re: RR and live games

by jmo1121109 » Wed May 29, 2019 2:27 am

What's your proposal for live games instead?

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