投票经济:适当平衡信用
如今,许多网站(包括 stackoverflow)和游戏允许人们根据分数进行投票、提供反馈、启用附加功能等:例如。 声誉,或 MMORPG 积分。
作为一名可能需要在不久的将来实现基于社区的网站的程序员,我有兴趣了解基本算法的存在以及要做出的决策,以便一切都平衡。 例如,一票赞成授予 10 个声誉,一票反对授予 -2 的事实是任意的还是适当加权的? 在MMORPG中如何决定给定物品的价格和奖励,使一切保持平衡? 我猜想《魔兽世界》的设计师依赖的是他们的经验,但我也确信这种经验可以在某个地方被写下来。 虽然这是一个社会问题,但给定功能的定价和给定任务的奖励是技术/数学问题,因为您需要根据一些数学标准为每个功能赋予一个值(虽然不容易设计,我猜)
当然,这个问题可以让我们在经济学理论方面走得更远,但我有点希望这个问题有明确定义和已知的简化模式和规则。 我只是不知道要查询的关键字。
Many websites today (including stackoverflow) and games allow people to perform voting, give feedback, enable additional features etc, according to a score: eg. reputation, or MMORPG credits.
As a programmer that will probably need to implement a community based website in the near future, I am interested in knowing about the existence of basic algorithms and decisions to be made so that everything is balanced. For example, the fact that one vote up grants 10 reputations and one down grants -2 was arbitrary or properly weighted ? How to decide the price of a given item and the rewards in a MMORPG, so that everything is balanced? I guess that WoW designers relied on their experience, but I am also sure that this experience can be found somewhere written down. Although this is a social problem, the pricing of a given feature and the reward for a given task are technical/mathematical ones, as you need to give a value to each feature according to some mathematical criteria (although not easy to devise, I guess)
Of course, this question could bring us far in terms of theory of economics, but I am sort of hoping that there are well defined and known simplified patterns and rules for this issue. I just don't know the keywords to query for.
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也许这里要指出的最重要的一点是,这是一个社会问题,而不是技术问题。
我的意思是,你可以在 MMORPG 上使用与 SO 完全相同的系统,但它会失败或产生真正不良的副作用。 系统是否有效取决于您将其放入的社区和预期目的。 人们能否抓住它也可能取决于一些运气。 您可能会在早期出现消极行为,从而为未来的消极行为定下基调并阻碍积极参与。 或者事情也可能完全相反。
除了关于如何鼓励某些行为的长时间讨论,然后进行一些测试和微调之外,没有什么神奇的公式可以使投票/代表权重。 例如,投反对票需要花费 1 个代表,而收件人则获得 -2 个代表。 指导原则是反对票应该付出代价。 之后就进行了错误的尝试。
您可能想阅读价值否决,或者,黑客新闻如何出错和投票欺诈 杰夫和乔尔对此主题的一些想法。 Joel 在 Google 举办的Stackoverflow 技术讲座也颇具启发性。
Probably the most important thing to point out here is that this is a social problem not a technical one.
By that I mean that you could use the exact same system as SO on an MMORPG and it would flop or have really undesirable side effects. Whether a system works or not depends on the community you drop it into and the intended purpose. It can also depend on some luck whether people latch onto it or not. You may get early negative behaviour that sets the tone for future negativity and discourages positive involvement. Or it could go completely the other way.
There is no magic formula that made the vote/rep weighting what it is on SO other than long discussions about how to encourage certain behaviour and then some testing and fine-tuning. For example, a downvote costs 1 rep and is -2 rep to the recipient. The guiding principle was that downvotes should cost. After that, it was trial by error.
You might want to read The Value of Downvoting, or, How Hacker News Gets It Wrong and Vote Fraud for some of Jeff's and Joel's thoughts on that subject. Joel's Tech Talk on Stackoverflow at Google is also enlightening.
投票实际上是一个非常困难的问题。 投票的模式有很多种,它们都会产生不同的结果。 例如,选择您最喜欢的一位候选人与对候选人进行排名会产生不同的结果。 选择你最不喜欢的候选人会产生不同的结果。 将选择分为好/坏会产生不同的结果。
然后,平衡就成为可以通过询问社区来完成的事情。 平衡如此规模的游戏非常困难,因为即使是最详尽的测试也无法涵盖所有情况。 拥有一个适当建立的论坛,用户可以在其中发表意见,并让测试人员注意平衡问题,这可能是最好的方法。
哦,如果你想要我提到的投票问题的摘要,就在这里:
http://www.cs.rochester.edu/~lane/computational-politics.html
Voting is actually a very difficult problem. There are so many models of voting, and they all produce different results. For example, choosing your one favorite candidate versus ranking candidates produces a different result. Choosing your LEAST favorite candidate produces a different result. Organizing choices into good/bad produces different results.
Balancing then becomes something that can be done by asking the community. It's very difficult to balance games of that magnitude, simply because even your most exhaustive tests wont cover all of the cases. Having a properly established forum where users can give their opinions as well as having testers who watch out for balancing issues is probably the best way to go.
Oh, and if you want an abstract about the voting problem I mentioned, it's here:
http://www.cs.rochester.edu/~lane/computational-politics.html