Thrasybulos
Warlord
- Joined
- May 4, 2023
- Messages
- 248
When I launched my AI Jumbled Rumble last year, it was to provide :
- An alternate (better ?) ranking system for the AI leaders
- An assessment of the balance of the maps used in AI Survivor (which would help explain the Alternate Histories results, and hopefully help us "read the maps" better).
After two "seasons" of Jumbled Rumble, I would say the second objective is largely fulfilled, but I'm not satisfied as far as the first, primary objective is concerned.
While some interesting insight was provided about the importance of the diplomatic context (beyond the obvious high peaceweight leader in a low peaceweight field = bad), playing 20 instances of a specific context leads to a distortion effect which runs contrary to an attempt at establishing an overall ranking for the AIs.
Chess was an obvious inspiration for the Elo rnaking, so Chess will help here too : I'm going to borrow from the Open (or "Swiss") tournament system.
Each Tournament will feature 8 "arenas".
The "top" 4 arenas will host 6 players.
The "bottom" 4 arenas will host 7 players.
A tournament will be played over a fixed number of rounds.
I'm aiming at 10 rounds, but depending on how things go for the first tournament, that might be extended a bit (to 12 ?).
For the inital round, each leader will be randomly assigned to an arena.
For subsequent tournament, I might introduce a seeding system, but at this point, I'm inclined not to.
After that, the top performers will be assigned to the top arenas, the worst performers to the bottom arenas.
For instance, for round 2, Arena 1 will host 6 of the 8 winners from round 1, while Arena 8 will have leaders which were all eliminated in round 1.
Assignment of a leader to an arena for each round will be a function of that leader's running score.
Ties will be randomly broken. As the tournamnent progresses, there should be fewer and fewer of those.
At the end of the last round, the leader with the highest score will be that tournament's winner, a purely honorific title.
That should fix many of the shortcomings of the previous system :
- Every leader will play the same number of games.
- We'll get to see a wide variety of match-ups (in the initial rounds).
- But we'll also have leaders compete with leaders of a similar strenght (in the later rounds).
(It should be noted though that this last point means that compared with playing purely random games, this will lead the better leaders to somewhat underperform, and the worst leaders to somewhat overperform : in an all-star game, there can be only one winner, and conversely, in an all-loser game, one has to win.)
Each arena will be assigned a map randomly drawn from Sullla's AI Survivor series, and that map will stay the same for that arena for the duration of the tournament.
In that way, what started with the Rumbled Jumble will continue here.
Leaders assigned to an arena will then be assigned a random starting position on the map, with no repeats : if a leader played on that map previously, it will be assigned a different starting position.
The "League" (inspiration has failed me, there) will be a succession of tournaments ("seasons").
Game parameters & setup :
- An alternate (better ?) ranking system for the AI leaders
- An assessment of the balance of the maps used in AI Survivor (which would help explain the Alternate Histories results, and hopefully help us "read the maps" better).
After two "seasons" of Jumbled Rumble, I would say the second objective is largely fulfilled, but I'm not satisfied as far as the first, primary objective is concerned.
While some interesting insight was provided about the importance of the diplomatic context (beyond the obvious high peaceweight leader in a low peaceweight field = bad), playing 20 instances of a specific context leads to a distortion effect which runs contrary to an attempt at establishing an overall ranking for the AIs.
Chess was an obvious inspiration for the Elo rnaking, so Chess will help here too : I'm going to borrow from the Open (or "Swiss") tournament system.
Each Tournament will feature 8 "arenas".
The "top" 4 arenas will host 6 players.
The "bottom" 4 arenas will host 7 players.
A tournament will be played over a fixed number of rounds.
I'm aiming at 10 rounds, but depending on how things go for the first tournament, that might be extended a bit (to 12 ?).
For the inital round, each leader will be randomly assigned to an arena.
For subsequent tournament, I might introduce a seeding system, but at this point, I'm inclined not to.
After that, the top performers will be assigned to the top arenas, the worst performers to the bottom arenas.
For instance, for round 2, Arena 1 will host 6 of the 8 winners from round 1, while Arena 8 will have leaders which were all eliminated in round 1.
Assignment of a leader to an arena for each round will be a function of that leader's running score.
Ties will be randomly broken. As the tournamnent progresses, there should be fewer and fewer of those.
At the end of the last round, the leader with the highest score will be that tournament's winner, a purely honorific title.
That should fix many of the shortcomings of the previous system :
- Every leader will play the same number of games.
- We'll get to see a wide variety of match-ups (in the initial rounds).
- But we'll also have leaders compete with leaders of a similar strenght (in the later rounds).
(It should be noted though that this last point means that compared with playing purely random games, this will lead the better leaders to somewhat underperform, and the worst leaders to somewhat overperform : in an all-star game, there can be only one winner, and conversely, in an all-loser game, one has to win.)
Each arena will be assigned a map randomly drawn from Sullla's AI Survivor series, and that map will stay the same for that arena for the duration of the tournament.
In that way, what started with the Rumbled Jumble will continue here.
Leaders assigned to an arena will then be assigned a random starting position on the map, with no repeats : if a leader played on that map previously, it will be assigned a different starting position.
The "League" (inspiration has failed me, there) will be a succession of tournaments ("seasons").
Game parameters & setup :
- The games follow Sullla's parameters : Aggressive AI, No Tech Trading, No Events, No Vassals, Deity Difficulty but without bonus starting techs for the AI.
- As was the case for Jumbled Rumble, I have also disabled the Diplomatic Victory condition.
- Contrary to Sullla, I'm not using settled Great Spies to get access to the various graphs. Also of very minor note, I've removed the Observer civ's starting techs.
- When using an AI Survivor Wilcard game map, Raging Barbs are turned OFF.
Last edited: