Log Anal (CS STatistikprogramm, nix perverses)
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Re(3): Log Anal (CS STatistikprogramm, nix perverses)
29.11.2001, 16:25:55
Hi!

Ist gut! na dann werd ich mich noch ein wenig gedulden! Ist sowieso nett, so eine Statistik zu haben!

achja, hab gesehen, auf der TT seite gabs die frage, wie die Skill Werte berechnet werden.

Hier aus dem Manual von Log_Anal:

How does Log_Anal calculate ratings?

There is one basic formula that Log_Anal uses:

rating=(kills/deaths)*kills/deaths + (kills/time)*kills/time - (1/time)/time + (constant)

The parts of the formula in parentheses represent the definable coefficients via the configuration utility or log_anal.ini. You have the option of using the formula as it stands or incorporating map-weighting to reduce players' ratings that only play on a few maps. The map-weighting only affects the kills/deaths part of the equation. It calculates a separate kills/deaths rating for each map and adds them together. The form for each map's kills/deaths rating is as follows:

rating=(kills/deaths)*kills/deaths*killPer

The (kills/deaths) is the definable coefficient for kills/deaths. The kills and deaths are the number of kills and deaths just for that map. killPer is a percentage of total kills on that map. This number cannot be higher than that map's percentage of the total number of maps. In other words, if a player has 80% of his kills on a certain map and there are 5 maps in the rotation, his killPer would only be 20% (or .2). This is used to limit how high of ratings players can get by playing on a few select maps. With the addition of the opponent skill aspect the formula becomes a bit more complicated. As with the rest of the equation, you can weight or completely eliminate opponent skill considerations. These opponent skill considerations are done kill by kill. Each player has an opponent skill rating that is completely independent of any other stats. Kills/Deaths, frags/minutes, or any others do not affect this rating. The only thing that affects this rating is your oppenent's opponent skill rating that you kill or are killed by. Each time a player is killed, a probability of winning is calculated for each player. Here is the form of the probability equation:

probability=1/(1 + 10^[(opponentSkill - yourSkill)/400])

As you would imagine, the higher an opponent's skill, the lower your probability of winning a fight. The other major part of the equation is what you might call a development coefficient. The higher your skill, the harder it becomes for your skill to keep going up. The lower your skill, the easier it becomes to raise your skill. This formula is very simple:

dev_coeff=(eq_1/skill)/skill

The "eq_1/skill" is a user defined coefficient. The higher you set it, the more skill points you get for each kill. "skill" is your opponent skill rating. There are two different formulas for the killer and the killee. The person that won:

skill=skill + dev_coeff*(1 - probability)

The person that lost:

skill=skill - dev_coeff*probability

If your probability of winning is high but you lose, you lose a lot of points. If your probability of winning is low but you win, you gain a lot of points. This part of the formula can be weighted with the eq_skill variable. The opponent skill rating is simply added to the rest of the overall rating.


Wär interessant zu erfahren, wie ihr auf dem TT Server genau rechnet!

bis bald

grüße Berni

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