Proposition for team balancer

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Papino
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Proposition for team balancer

Post by Papino » Mon 01 Sep , 2014 4:03 pm

Hi everyone,

Here is a proposition to make a teambalancer, maybe admins will see it and will get inspired !

So, if you connect to this page (http://www.gametracker.com/server_info/ ... p_players/) you can see all players' stats. Balance teams is not that difficult, like everyone seems to think. The idea is simple.

Teams are balanced when the sum of the "levels" of all players of Team A is about the same as the sum of "levels" of all players of Team B. It is hard to know exactly the level of a player but we can calculate something close to, and we actually get it on the page : the score/min. So, let the level of a player be his score/min.

I don't know wich data structure are used by UT so I will just write a pseudo code (inspired by an article found on wikipedia (told you it is very simple, anyway..)) :

Code: Select all

var S = array containing all players online
var A = empty array of players
var B = empty array of players
var a = integer
var b = integer

begin
	Sort players in S by level in ascending order 
	a := 0
	b := 0
	for each element i of S :
		if a <= b
			add i to A
			a = a+level of i
		else 
			add i to B
			b = b+level of i		
		end if
	end for
end
Linear time, and integers.. It should be fast. Programmers admins, can this solution be implemented ?
Last edited by Papino on Mon 01 Sep , 2014 5:47 pm, edited 2 times in total.

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iRobot
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Re: Proposition for team balancer

Post by iRobot » Mon 01 Sep , 2014 4:10 pm

This falls flat based on the tracking being done by score.

A player who scores highly by abusing something like an ion cannon or a goliath will get a huge score/min and therefore be classed as the most skilled player on the server, when the opposite probably isn't far off.

Papino
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Re: Proposition for team balancer

Post by Papino » Mon 01 Sep , 2014 4:14 pm

Still better than no balancing, like currently. Moreover, abusing Ion does not happen everytime, and total score is more close to the level of player than a score after one round.

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bOnO
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Re: Proposition for team balancer

Post by bOnO » Mon 01 Sep , 2014 4:21 pm

What about the +100 points/obj on Minecraft race ;B Also Gametracker tracks players by their name so if you change one letter, you're a new player for Gametracker.
Its all about the game, and how you play it
All about control, and if you can take it
All about your debt, and if you can payit
Its all about pain and whos gonna make it...

Papino
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Re: Proposition for team balancer

Post by Papino » Mon 01 Sep , 2014 4:32 pm

Indeed, but after 4 or 5 rounds it will be fine. But let me be clear : by score/min, I mean total score / total time passed playing

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iRobot
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Re: Proposition for team balancer

Post by iRobot » Mon 01 Sep , 2014 4:43 pm

bOnO wrote:What about the +100 points/obj on Minecraft race ;B Also Gametracker tracks players by their name so if you change one letter, you're a new player for Gametracker.
Doing all 4 objectives in minecraft race is valid as it takes much more skill and effort.

fts

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Azarael
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Re: Proposition for team balancer

Post by Azarael » Mon 01 Sep , 2014 5:16 pm

Papino wrote:Still better than no balancing, like currently.
So what exactly has happened with the skill on AS/Race? Has it been hidden or has the entire system been removed, the balancer with it?

Papino
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Re: Proposition for team balancer

Post by Papino » Mon 01 Sep , 2014 5:35 pm

I really don't understand the meaning of your question aza :)

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iRobot
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Re: Proposition for team balancer

Post by iRobot » Mon 01 Sep , 2014 5:38 pm

You said there is no balancer active. He is asking what happened to the one that was there.

Papino
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Re: Proposition for team balancer

Post by Papino » Mon 01 Sep , 2014 5:44 pm

Erm, very good question indeed.
Switching players after some RQ is not really balancing. It's fixing.
I just propose something to better compose the teams before the round starts.
Last edited by Papino on Mon 01 Sep , 2014 5:46 pm, edited 1 time in total.

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