Gaming Zone > Unreal Tournament 2004

A Bit of Better Balancing

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Piglet:
In Freon/TAM, PPR is used. One team gets the player with the highest PPR. The other team gets the next two highest, then it's alternate teams all the way to the lowest PPR.

Mid-game if the average PPRs are way out it balances by swapping two players whose PPRs would most closely balance the team average (or something like that!).

That's fine for TAM, but for Freon there are two main skillsets that ideally should be balanced: Fragging and Thawing.  A better balancer would somehow arrange that the two teams have similar fragging and thawing ability. Some players frag mostly and some thaw mostly. Some do both and some do neither.

With just those two attributes it's hard to code a balanced pair of teams.

For vCTF it's harder. There are different roles to try and distribute. The current code TheCowboy has written tracks:

Captures
Grabs
Covers
Seals
FlagKills
TeamKills
Points
Time Played
Frags
Suicides

Ok - given those stats for each player...balance teams. Hmmm. Hard.

Flenser:
Given that we have zero balancing now, I'd say go with The Cowboy's algorithm — best-ranked player on one, 2nd best on the other, then check the "scores" of the two teams and keep adding the next-best player(s) to the team that's down in score.

Then see if that helps by running it for a week. See if it needs more tweaking. If not, done. If so, then we can try to figure out which aspects of gameplay are still unbalanced, and factor those into the balancing. I have to believe that something is better than nothing, but I could be wrong. :)

I was up in the air as to whether to have the database server pick the teams (have the UT server send the list of players to the PHP server, have the PHP server look up their rankings and generate the teams, and send that back to the UT server. Or, keep the database server relatively dumb, and just store and fetch info about the players.

Piglet:
Currently the database is dumb. It collects the information.

The way I see this going is that as people join the unrealscript code will grab stats from the php&database and then order the players before the map starts.

The question here is the algorithm to use the data to derive a rank.

tirofijo!!:
i think the best option in vctf is letting people to choose teams, i guess the best players wont be joining in the same team right? R I G H T ???

The_Cowboy:

--- Quote from: tirofijo!! on October 13, 2021, 22:18 ---i think the best option in vctf is letting people to choose teams, i guess the best players wont be joining in the same team right? R I G H T ???

--- End quote ---

Yup, in an ideal world that would be a solution. But real life constraints are too intense which interfere with right decision making (saying from first hand experience  8)).

The goal here is to make the game more engaging and relevant for everyone who chooses to get involved.

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