Then I guess we have different expectations for the scoring system. As a side note, this also goes against your point that the scoring system should be representative of the results of a multiplayer game, doesn't it?Aeson said:Yes.Is the assumption that the score is proportional to the skills outlandish?
I think I understand what you are saying. My point though is that there are no "in-game absolutes" except the finish date. In my opinion, everything else is personal perference. Your preference is larger territory and more population. Mine is not. That's about it.Aeson said:It was an example to depict the difference between the in-game "absolutes" we can measure from save games, and the "relative" opinions or judgements of players outside which cannot be. Is it really so difficult to understand for you?
In my opinion you fail to recognize that what you believe to be absolute is just your opinion.Aeson said:You still fail to recognize the difference between "relative" and "absolute" (from a game mechanics standpoint) that necessarily will affect a scoring system though.
Aeson said:It has achieved more. A scoring system has to look at in-game achievements and evaluate them. If launching is valuable, it rewards it. If expanding is valuable, it rewards it too. Someone who does both gets both the rewards.
Why? One player devotes all their resources towards a launch, the other devotes some resources towards a launch, some towards expansion. The player who achieves the same thing in one area, and more in another area, should score more because they have achieved more in their game.
I don't agree with this. I think expanding is not valuable on its own, only if it leads to domination victory. I don't really want to convince you that I am right about this, after all this is a matter of taste. But if you want to explore the consistency of your point of view, you might want to ask yourself why you don't give extra points for spaceship parts if the player achieved domination victory. After all domination plus spaceship parts is a bigger achievement than domination alone, isn't it?
Correct. One excellent example for such a scoring system is the Jason score.Aeson said:Otherwise you have a scoring system which ignores achievements in one area or another.

My choice of words was unfortunate, the statement (and the example) was relevant.Aeson said:So do you see the complete irrellevence of your statement then? You were off-topic to bring up OCC unless you think that a scoring system should reward self-imposed restrictions.
As I said X would be relatively higher than Y, so I belive this is simply not true. Especially if you choose Y=0.Aeson said:Then again, further down you mention a scoring system that does favor using self-imposed restrictions...
Aeson said:Again, the scoring system is not to measure the player's skills. It's to measure what they accomplish in the game (which may or may not be indicative of their skill level).
I assume you imply here that the player might choose to impose self-restrictions on his play. I think I made it clear earlier that I am not discussing that case. If the player does not do that, then the accomplishment in the game is indicative of his skill level, IMHO.
Aeson said:I have constantly said that population and territory are not the only factors of what determines a strong position in the game. The reason the scoring system focuses on them is because they are stable and predictable factors that allow the scoring system itself to be stable, and players to know what is required to score high.
I can't comment on the stability of other scoring systems but the players would learn to adapt to any scoring system you throw at them. They are humans, after all.

Punished? I play GOTM because it gives me a chance to play against the best. If I wanted to get high scores in comparison to incompetent adversaries, I would simply play against the AI at chieften level. I also believe that basing the score on the rank within a victory condition will result in an even distribution of skill across victory conditions, but of course I don't have any data to support this claim. What we do know though is that currently the domination and conquest victories dominate the top of the score board, so the current system clearly failed as far as balancing victory conditions is concerned.Aeson said:Problem with this is that you assume the best turn achieved by player in Conquest will be equally impressive as that achieved by the best results in Cultural 20k, Cultural 100k, Diplomatic, Domination, and Spacerace. There is no guarantee that it will happen, and history shows that it is far more likely not to happen. Even if you had 6 identical versions of a top player and each of them took a different victory condition, luck, like a Settler from a hut or a MGL from the first elite victory, could mean one of them does significantly better than the others. Everyone who chose the victory condition where their top player got lucky will be punished.
Aeson said:Plus players would have to wait until the end of the month to know how they scored.
Are you you implying here that the Jason score is an absolute measurement of achievements that is valid across games? If yes, I have serious doubts. If not, then getting a number immediately doesn't help much given that this number is meaningless on its own. In other words, I have to wait anyway to see how I scored compared to the elite.
I think this example shows that in my scoring system, luck would help you to get a higher score. Now show me a scoring system that is immune to luck.Aeson said:A defeat can be more impressive than a win. Especially considering the variable nature of the AI. Consider a Deity game where a player has created a nice empire, ran things well, and would be launching in 1600AD but an AI which had gotten a Settler from a hut and wasn't pulled into bitter wards, thus doing far better than usual, launched the turn before. Then another player who was behind most of the game, barely pulling out a SS in 1900AD because all their AI's were all fighting against each other and never got around to launching.
Correct. That is my opinion about milked games.Aeson said:As for histographic victories, many of the most impressive games ever played in the GOTM were milked games. You are saying that these type of games are all worthless if they choose to not trigger a different victory condition, and not worth much at all even if they do.
Aeson said:As they should be. I have no problem discussing it's merits though.![]()
Well, I am glad you had fun shoting down the strawman.

I will address a couple of points you made so that you don't feel that your efforts was wasted but I am not going to get into a full-blown discussion about this. I know that subtracting the Firaxis score is not a viable option.
No, fastest finish would get 0. I knew that the fact that all score would be negative in this system will confuse people, I am sorry that I was too lazy to adjust it so that it becomes more conventional.Aeson said:First of all, (best_turn-finish_turn) will lead to negative scores for everyone but the person who finishes first. I'll assume you don't mean that because it would make for a huge difference between first and second (and any thereafter) place. If X is 10k for instance (which gives a nice spread to avoid lots of ties), first fastest finish would get 10k.
You can't minimize territory and maximize unhappiness because then you will lose or at least win slower and your score will be low due to that. The key is that the two elements of the score contradict each other, they require a balance.Aeson said:As for the gameplay rewarded... Minimize territory, maximize unhappiness, start dibanding the cities you had to build to get near victory ASAP. Don't claim any luxuries you don't need to stay out of disorder cause it will hurt your score! That's a way to a good score?
Aeson said:It also completely cuts out Domination and 100K from the competition, maybe an exception for Small maps if X and Y are balanced right. It has no scaling for any map conditions, so if X and Y are balanced for a Small map, when playing on a Large map you'd have to go for Conquest (razing everything) ASAP as any other victory path will send you way into the negatives. If X and Y are balanced for a Large map, playing on a Small map, the second half of the equation would basically not even factor in at all so you could get away with playing Domination or 100K.
It is possible that you are right in this point. I admire your enthusiasm to think through the consequences of a scoring system that is dead in the water anyway. Sadly, I am too lazy to do the same.
Well, at least it improved your self-esteem, so it wasn't totally useless after all.Aeson said:I'd say this is the worst suggestion for a scoring system I have seen in the 3 years of these debates I've been involved in. By a very large margin even. No wonder you don't want to discuss it's merits.

Seriously, I am getting the impression here that you feel hurt because I disagree with you. I want you to know that I recognize the merits of the Jason-score and I am glad that you developed it, even if I think it's not perfect. So take it easy.
Cheers.
