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With the introduction of the QSC (Quick Start Challenge), a new method for incorporating the results of the GOTM and QSC into one Global Ranking is needed. At this time, other fixes to problems in the old rankings are also being included in the change. We (The GOTM Staff) have come up with two different proposals for this change, and offer them up for discussion here.
Comments and suggestions are welcome.
Addition of the QSC to the Global Rankings:
To accomodate for the inclusion of seperate events with seperate scoring systems, the Global Rankings will use a base event value that all results in that event will be normalized to. The values of these base event scores are 100 and 20, for the GOTM and QSC respectively. Those values were arrived at as the QSC encompasses 15% of the turns that the GOTM does, and also includes 5 points for the added participation shown by those who send in their QSC writeups.
Changes to the Global Rankings System:
Normalization
Previously in the GOTM, normalization of scores was done based off of the average event score. This resulted in very high scores in the more difficult games, especially Deity ones. Also, using the average doesn't result in a score with an upper limit through the mathmatics involved. This wouldn't allow us to use the 100 and 20 point system, as often the results would be well in excess of those limits.
To 'fit' the scores into the 100 and 20 point range, each result will be divided by the highest result in that event, and then multiplied by the event value. That way each event's winner will get 100% of the event value, with everyone else receiving a percent based off of how their score compares.
Event Combination
Events will no longer be averaged together. The events scores will be added to determine the overall global ranking. This way, submitting a 'poor' event score won't bring down your average. A submission will always increase your total.
Event Count
Events will now count towards the global rankings based off of an event 'lifespan'. This lifespan is linked to the difficulty of the game. The goal here is to encourage players to play and submit even if the difficulty is one they have trouble with. The losses are just as valuable for comparison purposes as wins.
Also, all events that haven't exceeded their lifespan will continue counting towards the Global Rankings, rather than just the best 3 out of 5. This is to encourage and reward consistant gameplay.
A more involved explaination of how event lifespan is calculated will follow later in the post.
Event Fade
Because the lifespans are somewhat long, the effects of each event score on the Global Rankings will slowly fade over time. For example, an event with a 6 month lifespan will count 6/6 the first month, 5/6 the second, till it reaches 1/6 on the sixth month, leaving the rankings altogether on the seventh. This means that playing current events will always be rewarded in the rankings, while past events will still count as well, just not as much. It also means more stability in the rankings, as when an 'exceptional' score ceases to count, the effect won't be all at once.
Implementation
GlobalRanking = Event1 + Event2... + EventN
For each event Score:
EventX = (PlayerScore / TopScore) * EventValue * Life
Life = (Lifespan - Age) / Lifespan
PlayerScore = Player's score in the event
TopScore = Top score in the event
EventValue = 100 for GOTM, 15 for QSC, 5 for QSC writeup
There are two different implementations of Lifespan, '6789' and '679'.
6789 Lifespan = 4 + Difficulty
679 Lifespan = 6 for each difficulty, 7 for Emperor, and 9 for Deity
Comments and suggestions are welcome.

Addition of the QSC to the Global Rankings:
To accomodate for the inclusion of seperate events with seperate scoring systems, the Global Rankings will use a base event value that all results in that event will be normalized to. The values of these base event scores are 100 and 20, for the GOTM and QSC respectively. Those values were arrived at as the QSC encompasses 15% of the turns that the GOTM does, and also includes 5 points for the added participation shown by those who send in their QSC writeups.
Changes to the Global Rankings System:
Normalization
Previously in the GOTM, normalization of scores was done based off of the average event score. This resulted in very high scores in the more difficult games, especially Deity ones. Also, using the average doesn't result in a score with an upper limit through the mathmatics involved. This wouldn't allow us to use the 100 and 20 point system, as often the results would be well in excess of those limits.
To 'fit' the scores into the 100 and 20 point range, each result will be divided by the highest result in that event, and then multiplied by the event value. That way each event's winner will get 100% of the event value, with everyone else receiving a percent based off of how their score compares.
Event Combination
Events will no longer be averaged together. The events scores will be added to determine the overall global ranking. This way, submitting a 'poor' event score won't bring down your average. A submission will always increase your total.
Event Count
Events will now count towards the global rankings based off of an event 'lifespan'. This lifespan is linked to the difficulty of the game. The goal here is to encourage players to play and submit even if the difficulty is one they have trouble with. The losses are just as valuable for comparison purposes as wins.
Also, all events that haven't exceeded their lifespan will continue counting towards the Global Rankings, rather than just the best 3 out of 5. This is to encourage and reward consistant gameplay.
A more involved explaination of how event lifespan is calculated will follow later in the post.
Event Fade
Because the lifespans are somewhat long, the effects of each event score on the Global Rankings will slowly fade over time. For example, an event with a 6 month lifespan will count 6/6 the first month, 5/6 the second, till it reaches 1/6 on the sixth month, leaving the rankings altogether on the seventh. This means that playing current events will always be rewarded in the rankings, while past events will still count as well, just not as much. It also means more stability in the rankings, as when an 'exceptional' score ceases to count, the effect won't be all at once.
Implementation
GlobalRanking = Event1 + Event2... + EventN
For each event Score:
EventX = (PlayerScore / TopScore) * EventValue * Life
Life = (Lifespan - Age) / Lifespan
PlayerScore = Player's score in the event
TopScore = Top score in the event
EventValue = 100 for GOTM, 15 for QSC, 5 for QSC writeup
There are two different implementations of Lifespan, '6789' and '679'.
6789 Lifespan = 4 + Difficulty
679 Lifespan = 6 for each difficulty, 7 for Emperor, and 9 for Deity