计算游戏中相对于之前得分和其他玩家的最终得分
假设一场多人游戏,你最公平的方式就是根据所有玩家之前的分数给出最终分数。
例如,在两人比赛中,选手 A 的得分是选手 B 的两倍。“A”先完成比赛不会给他很多分; 如果他排名最后,他就会丢掉很多分。
Supposing a multi-player game, what you be the fairest way give final scores based on the previous scores of all players.
For example, in a two player match, player A having two times the score of player B. "A" finishing first would not give him a lot of points; finishing last, he would lose quite a lot of points.
如果你对这篇内容有疑问,欢迎到本站社区发帖提问 参与讨论,获取更多帮助,或者扫码二维码加入 Web 技术交流群。
绑定邮箱获取回复消息
由于您还没有绑定你的真实邮箱,如果其他用户或者作者回复了您的评论,将不能在第一时间通知您!
发布评论
评论(3)
您是否读过有关国际象棋中使用的 Elo 评级系统?
我认为这并不完全适合您的场景,但它可能会给您一些想法。
Have you ever read about the Elo Rating System, used in chess?
I don't think it's an exact fit for your scenario, but it might give you a few ideas.
您可能想要使用类似 FIDE 用于国际象棋分数的东西,即 Elo 评级系统
You probably want to use something like the FIDE uses for chess scores, which is the Elo rating system
微软有一个非常酷的评级系统,我已经准备好有一天要实施它了。 它被称为TrueSkill。 它可以让您调整玩家在对战中和在团队中的评分。 您可以在这里阅读:http://research.microsoft.com /en-us/projects/trueskill/details.aspx
优点是它可以快速吸引您的真实技能(通常在 20 场或更少的比赛中)。 缺点是比较复杂。
ELO 系统(以及其他类似系统)有一个缺点,即它们会遇到称为积分膨胀的问题。 例如,如果 1500 本来是指普通玩家,那么随着时间的推移,情况将不再如此。 有了足够多的游戏,真正的平均值(对于整个人口来说)最终会增加。 因此,玩家的平均水平可能确实是 1600,但我们的目的是让 1500 成为平均水平。 因此,许多普通玩家认为自己比实际情况更好:)。
然而,ELO系统的优点是它非常容易计算。
Microsoft has a pretty cool rating system that I have in my queue to implement someday. It is called TrueSkill. It lets you adjust ratings for players in head to head and when on teams. You can read about it here: http://research.microsoft.com/en-us/projects/trueskill/details.aspx
The advantage is that it is supposed to gravitate towards your True Skill quickly (usually in 20 games or less). The disadvantage is that it is quite complicated.
The ELO System (and others like it) have a disadvantage in that they suffer from a problem called point inflation. For example, if 1500 is intended to mean the average player, over time that will no longer be the case. With enough games, the true average (for the population as a whole) will eventually increase. Thus, the average player really may be 1600 but the intent was for 1500 to be average. Thus, many average players think they are better than they are:).
However, the advantage of the ELO system is that it is very easy to calculate.