"Skill" Ranking in Memoir '44 Online

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Introduction "Skill" Ranking in Memoir '44 Online This document describes the "Skill" ranking system used in Memoir '44 Online as of beta 13. Even though some parts are more suited to the mathematically inclined reader, we try to keep the basic concepts as clear as possible and emphasize that whatever the solution, it is no easy matter! General Constraints ny ranking/ladder system is always the subject of hot discussions in games and sports: the Chess ELO system, the Bridge competition, the tennis TP system, etc. To put it simply, there is no perfect solution, no matter what. The notion of "fair" is highly subjective to each player, depending on his/her vision of the game - which also evolves with time and experience. Non-linear spread: most players are average, and only a few are exceptionally good (or bad) players. So the skill system should reflect this. The original Chess ELO is good at this. Converge quickly, evolve slowly: basically, these are two opposite goals! The basic idea is that a player enters the competition with a given "level" of expertise. So you need to find quickly where he should fit in the ladder. Then over time, his expertise will evolve (usually grow), and therefore he should move (usually up) slowly. Inertia to account for the luck factor: if, after long time and efforts, a player reaches a high level, he will probably get mad to fall down abruptly because of bad rolls in a game. Such punishment should be limited, but at the same time, good players should not be protected in some king of ivory tower. Chess ELO is bad at this, which is why the Chess people invented groups (Master, Grand Master, etc.). Don't reward best players for killing newcomers: it should be considered normal for a good player to beat a bad player, so the reward should be minimized. Chess ELO is good at this. llow entry at any time: this is probably the constraint that causes the most headaches. If all players start at the same time and all play, then it's easy. It's like any tournament or sport competition (take the European Football league for example). Here, we have players that join the fray. Chess ELO is OK at this if you wait for a while for the to "converge". Newcomers-compatible: if the number of cumulated Skill points keeps growing with the number of games played, newcomers will never be able to catch-up. Chess ELO is good at addressing this issue. On top of this, Memoir '44 brings some unique constraints: Scenarios are unbalanced: the system should take into account the risk vs. reward factor. Need for symmetry: exact same s during a match and rematch should put the two players where they were before they played the two games. Reward the winner: the winner should always make points, even if he is on the favored side. We feel that doing it another way would go against the Memoir '44 spirit. Reward over-performance: if the losing player performs better than the average, he should be rewarded too. This is also part of the Memoir '44 spirit: the win margin should make a difference. This is also important to avoid the "rage quit" behavior that plagues most online games nowadays, i.e. players who quit games before the end when they start to lose. There is always a winner: it sounds funny put like this, but this is quite different from Chess. With Chess ELO, players of same expertise are expected to end up with a draw, and therefore no points won or lost. In Memoir '44, there will always be a winner. The Current ELO System in Memoir '44 Online We had to start with something. So we took the ELO system that was used in Ticket to Ride Online (even though we knew it was far from perfect), and worked on addressing the balanced and over-performance constrains. Roughly, our current ELO system is a classic one. During a game between two players, a given number of points is at stake. The winner's is increased by this amount, and the loser's is decreased by the same amount. So it is a zero-sum system. The amount of points at stake depends on the spread between the two players and on who won/lost. If the winner is the best ranked, his win is considered normal, so less points are at stake. If the best ranked player lose, much more points are at stake ("correction"). This number of points is even higher if the players were very far apart. The number of points also follows a "bell curve". Copyright 2010 Days of Wonder - ll Rights Reserved 1

People enter the system by the middle. We consider that their has converged after 20 games, which is the required number of games to enter the Leaderboard. They also drop out of the Leaderboard after 15 days of inactivity. Main Formulae We keep the basic principles of the classic ELO system: People enter the table with the average 1,500. Zero-energy rule: the same number of points is added (or subtracted) to the winner (the loser). bell-curve damping function is applied. The original ELO formulae: % ( r " = r + pts #' 1 s(sc ) * r B r ' * & 400 1+10 ) " 1 if sc > sc B ( wins) with s() function as: s(sc ) = # 0.5 if sc = sc B (tie) % 0 if sc < sc B (B wins) r : rank value of player r " : new rank value sc : of player pts = 32 sc B : of player B New concepts: We only change the number of points at stake. The pts constant of 32 points becomes a function that uses the Win/Loss Ratio. The idea is that if you play the llies on a scenario where they win two third of the time, then you should get only one third of the original points if you win. But if the xis win, then they get two third of the points. In other words, the number of points at stake exactly balances the win/loss probability. You have fewer chances to win with the xis, but you make more points if you do. pts(sc,ratio) = 64[s(sc ) " (1# ratio) + (1# s(sc )) " ratio] fter simplification: pts(sc,ratio) = 64[s(sc ) + ratio " 2 # ratio # s(sc )] There is one last finishing touch left: we want to reward the winner if he won with a high margin or not. The idea is simple; it depends on how far the loser is from his side's verage Score. If he is 1 medal behind, the winner gets a 10% bonus, 2 medals give 20%, etc. On the other end, if the loser did better than his side's average, he reduces the winners' points by 10% for one better medal, 20% for 2, etc. This gives: bonus(sc,av,av B ) = 1+ 0.1" s(sc )"(av B # sc B )+ 0.1"(1# s(sc ))"(av # sc ) with av the average in player s side and av B the average in player B s side Copyright 2010 Days of Wonder - ll Rights Reserved 2

Complete formulae: with: % ( r " = r + pts(sc,ratio) # bonus(sc,av,av B ) #' 1 s(sc ) * r B r ' * & 400 1+10 ) " 1if sc > sc B ( wins) s(sc ) = # 0.5 if sc = sc B (tie) % 0 if sc < sc B (B wins) pts(sc,ratio) = 64[s(sc ) + ratio " 2 # ratio # s(sc )] bonus(sc,av,av B ) =1+ 0.1" s(sc ) " (av B # sc B ) + 0.1" (1# s(sc )) " (av # sc ) r : rank value of player r " : new rank value sc : of player sc B : of player B av : average on " s side av B : average on B " s side ratio :Win /Loss Ratio of " s side vs. B " s side More examples are computed in ppendix I. They show various situations on 3 typical scenarios. We show only computation for players of same ranking: since the ELO part did not change, there was no point in creating another variable axis. Copyright 2010 Days of Wonder - ll Rights Reserved 3

PPENDIX I Scenario Scores Examples Pegasus Bridge: Usually a British victory, but by a short margin Battles fought: 1571 Victory Conditions: 4 medals Sides Victories Ratio verage Score Standard Deviation llies 1071 68% 3.4 2.8 Germans 500 32% 2.6 1.4 Distance bet. verages 0.8 Omaha Beach: Germans crush llies most of the time Battles fought: 686 Victory Conditions: 6 medals Sides Victories Ratio verage Score Standard Deviation llies 142 21% 3.1 1.7 Germans 544 79% 5.5 2.0 Distance bet. verages 2.4 Operation Cobra: well-balanced scenario Battles fought: 484 Victory Conditions: 5 medals Sides Victories Ratio verage Score Standard Deviation llies 233 48% 3.8 1.7 Germans 251 52% 3.8 1.7 Distance bet. verages 0.0 Copyright 2010 Days of Wonder - ll Rights Reserved 4

PPENDIX II Ranking Data Simulations r rb Medals Needed W/L ratio av1 av2 B s pts bonus pts ptsb r' r'b ELO standard 1500 1500 4 2 1.00 32.00 1.00 16.00-16.00 1516.00 1484.00 Pegasus Bridge ( playing llies) Equal players, wins, B as expected 1500 1500 4 66% 3.4 2.6 4 2 1.00 21.76 1.06 11.53-11.53 1511.53 1488.47 Equal players, wins, B better 1500 1500 4 66% 3.4 2.6 4 3 1.00 21.76 0.96 10.44-10.44 1510.44 1489.56 Equal players, wins, B lower 1500 1500 4 66% 3.4 2.6 4 1 1.00 21.76 1.16 12.62-12.62 1512.62 1487.38 Equal players, wins, B crushed 1500 1500 4 66% 3.4 2.6 4 0 1.00 21.76 1.26 13.71-13.71 1513.71 1486.29 Equal players, looses 1500 1500 4 66% 3.4 2.6 2 4 0.00 42.24 1.14-24.08 24.08 1475.92 1524.08 Equal players, looses better 1500 1500 4 66% 3.4 2.6 3 4 0.00 42.24 1.04-21.96 21.96 1478.04 1521.96 Equal players, looses - 1500 1500 4 66% 3.4 2.6 1 4 0.00 42.24 1.24-26.19 26.19 1473.81 1526.19 Equal players, crushed 1500 1500 4 66% 3.4 2.6 0 4 0.00 42.24 1.34-28.30 28.30 1471.70 1528.30 Omaha Beach ( playing Germans) r rb Medals Needed W/L ratio av1 av2 B s pts bonus pts ptsb r' r'b Equal players, wins, B better+ 1500 1500 6 79% 5.5 3.1 6 5 1.00 13.44 0.81 5.44-5.44 1505.44 1494.56 Equal players, wins, B better 1500 1500 6 79% 5.5 3.1 6 4 1.00 13.44 0.91 6.12-6.12 1506.12 1493.88 Equal players, wins, B as expected 1500 1500 6 79% 5.5 3.1 6 3 1.00 13.44 1.01 6.79-6.79 1506.79 1493.21 Equal players, wins, B lower+ 1500 1500 6 79% 5.5 3.1 6 2 1.00 13.44 1.11 7.46-7.46 1507.46 1492.54 Equal players, wins, B lower++ 1500 1500 6 79% 5.5 3.1 6 1 1.00 13.44 1.21 8.13-8.13 1508.13 1491.87 Equal players, wins, B crushed 1500 1500 6 79% 5.5 3.1 6 0 1.00 13.44 1.31 8.80-8.80 1508.80 1491.20 Equal players, looses 1500 1500 6 79% 5.5 3.1 5 6 0.00 50.56 1.05-26.54 26.54 1473.46 1526.54 Equal players, looses better 1500 1500 6 79% 5.5 3.1 4 6 0.00 50.56 1.15-29.07 29.07 1470.93 1529.07 Equal players, looses 1500 1500 6 79% 5.5 3.1 3 6 0.00 50.56 1.25-31.60 31.60 1468.40 1531.60 Equal players, looses better 1500 1500 6 79% 5.5 3.1 2 6 0.00 50.56 1.35-34.13 34.13 1465.87 1534.13 Equal players, looses - 1500 1500 6 79% 5.5 3.1 1 6 0.00 50.56 1.45-36.66 36.66 1463.34 1536.66 Equal players, crushed 1500 1500 6 79% 5.5 3.1 0 6 0.00 50.56 1.55-39.18 39.18 1460.82 1539.18 Copyright 2010 Days of Wonder - ll Rights Reserved 5

Operation Cobra ( playing llies) r rb Medals Needed W/L ratio av1 av2 B s pts bonus pts ptsb r' r'b Equal players, wins, B better 1500 1500 5 48% 3.8 3.8 5 4 1.00 33.28 0.98 16.31-16.31 1516.31 1483.69 Equal players, wins, B as expected 1500 1500 5 48% 3.8 3.8 5 3 1.00 33.28 1.08 17.97-17.97 1517.97 1482.03 Equal players, wins, B lower+ 1500 1500 5 48% 3.8 3.8 5 2 1.00 33.28 1.18 19.64-19.64 1519.64 1480.36 Equal players, wins, B lower++ 1500 1500 5 48% 3.8 3.8 5 1 1.00 33.28 1.28 21.30-21.30 1521.30 1478.70 Equal players, wins, B crushed 1500 1500 5 48% 3.8 3.8 5 0 1.00 33.28 1.38 22.96-22.96 1522.96 1477.04 Equal players, looses better 1500 1500 5 48% 3.8 3.8 4 5 0.00 30.72 0.98-15.05 15.05 1484.95 1515.05 Equal players, looses 1500 1500 5 48% 3.8 3.8 3 5 0.00 30.72 1.08-16.59 16.59 1483.41 1516.59 Equal players, looses - 1500 1500 5 48% 3.8 3.8 2 5 0.00 30.72 1.18-18.12 18.12 1481.88 1518.12 Equal players, looses -- 1500 1500 5 48% 3.8 3.8 1 5 0.00 30.72 1.28-19.66 19.66 1480.34 1519.66 Equal players, crushed 1500 1500 5 48% 3.8 3.8 0 5 0.00 30.72 1.38-21.20 21.20 1478.80 1521.20 Copyright 2010 Days of Wonder - ll Rights Reserved 6