I had a few more ideas I would like to toss out there.
First, I went back and modified the SODOS calculator I wrote for the ASR to work with the insei league. here are the results for june:
Code:
June 2010 w/SODOS
1 supertjc 71 (14-3)
2 flashback 61 (9-4)
3 roln111 52 (13-2)
4 breakfast 46 (11-3)
5 Kalmah 35 (13-8)
6 Nata 34 (7-4)
7 Syptryn 31 (5-21)
8 remake 29 (3-16)
9 ha 20 (3-3)
10 zazie 20 (3-2)
11 minismurf 9 (4-5)
12 artem92 8 (1-1)
13 Teamrocket 2 (1-4)
14 Snowbars 0 (0-11)
What I found most interesting about using plain old SODOS is that if you won games against a small number of strong players (like flashback) you could still do well, and you could also do well by beating a lot of weaker players (like kalmah) or you could still lose a lot but beat some strong players and stay in. But, you couldn't really prey on weaker players. Also, if you also lost a lot of games (again, like syptryn) this ended up pushing you down, as your score got added to the players above you. You can see this in the difference between roln111 and kalmah, not only did roln111 beat a stronger set of opponents, he lost fewer games, pushing down the people he beat versus everyone else (by denying them points).
But then I had an even better idea. What if we invented a system where we used SODOS, but also winning percentage, and yet, we didn't have the problem about incentives or disincentives based on # of games played? Wouldn't that be perfect? for example, SODOS-DOG -- SODOS, but distributed over the number of games you played. This way, playing stronger players (in general) is desirable, but not necessarily playing someone stronger than yourself. Here's the June results using SODOS-DOG (SODOS divided by games played):
Code:
June 2010 w/SODOS-DOG
1 flashback 4.70
2 supertjc 4.18
3 zazie* 4.00
4 artem92* 4.00
5 roln111 3.47
6 ha* 3.33
7 breakfast 3.29
8 Nata* 3.09
9 Kalmah 1.67
10 remake 1.53
11 Syptryn 1.19
12 minismurf* 1.00
13 Teamrocket* 0.40
14 Snowbars 0.00
(and below, the above table subsorted by players* who played less than 12 games)
1 flashback 4.70
2 supertjc 4.18
3 roln111 3.47
4 breakfast 3.29
5 Kalmah 1.67
6 remake 1.53
7 Syptryn 1.19
8 zazie* 4.00
9 artem92* 4.00
10 ha* 3.33
11 Nata* 3.09
12 minismurf* 1.00
13 Teamrocket* 0.40
14 Snowbars* 0.00
A question here is what to do with players like snowbars or artem92. What would happen if snowbars lost a 12th game? Should we count artem's results at all? The problem here is what is the rule regarding minimum number of games. We have to agree on a rule and stick to it. We can't allow someone to have 3-3 and another 1-1 and 3-2 and say this is a league, when other people are playing 12, 15 and 20 games. So, if we stick to a minimum game rule, we are faced with a situation like if Snowbars had won a 12th game he could stay in A-room. But this is not a fault of SODOS or SODOS-DOG. But, in this respect I don't like SODOS-DOG as much as SODOS. There are other problems.
Finally, I had a third idea. Something unique. Please comment on this one! I think I've really done it this time!You see, I played World of Warcraft for a number of years, and I was in a top raiding guild on a top server. The idea I had is based on a DKP system. To explain quickly, a DKP system is a system where by the players who are present for the event acquire points they can use to spend on valuable in-game items. The idea I had is related to how items are spent. When a player spends an item, they pay the item's cost (going negative if they have to) but the point value of the item is then re-distributed among all the
other players
who attended the event. In this way players who contribute receive a portion of the reward based on their contribution.
So the way I thought of applying this was to award each player who did not play at least twelve games a loss for his missed game. In this way they "spend" the right not to play a game. Then, for every loss awarded this way, award a fractional win to every /other/ player in the system. This can easily be done by adding to the players wins the number of awarded losses in total (minus their number of awarded losses) divided by 13 (for a 14 person league). Then you calculate the "new winning percentage".
um, like this:
New Losses = MAX (0, 12-games played)
New Wins = Old Wins + ((sum of awarded losses) - (player's own awarded losses)) / 13
New Winning % = (New Wins / New Losses) + 1% for each played game
here are May 2010's results in this system.
Code:
x. roln111 14 0 114.00%
x. breakfast 16 1 111.51%
1. danigabi 15 3 102.39%
2. Kalmah 16 14 85.15%
3. OohAhh 7 2 71.16%
4. ha 8 8 69.53%
5. Nata 7 7 67.99%
6. Syptryn 7 13 58.72%
7. Teamrocket 5 8 56.72%
8. fantastigo 4 11 47.16%
9. Arlequ1 3 24 41.94%
10. YraUkr 3 6 40.89%
11. RamenBoya 2 7 33.32%
12. DRHazar 1 3 20.76%
And here are June's:
Code:
x. roln111 13 2 114.00%
1. supertjc 14 3 111.51%
x. breakfast 11 3 102.39%
2. flashback 9 4 85.15%
3. Kalmah 13 8 71.16%
4. Nata 7 4 69.53%
5. minismurf 4 5 67.99%
6. Syptryn 5 21 58.72%
7. teamrocket 3 4 56.72%
8. remake 3 16 47.16%
9. ha 3 3 41.94%
10. Zazie 3 2 40.89%
11. snowbars 0 11 33.32%
12. artem92 1 1 20.76%
I have, of course, numbered the players by promotion (1-4 promote, 9-12 demote).
Now, if you wanted to apply SODOS to this system, here is my suggestion. When you award a fractional win, the "defeated opponent" is the average SODOS of the room, not including the SODOS of the player for which you are calculating the value of the fractional win.
I.E. Player's SODOS, plus: Fractional Wins * (sum of all SODOS - player's SODOS) / players / *(total of all games played - player's games played)
It's easier if you do it with a spreadsheet.
Here are the results I came up with using my new SODOS-DKP calculator:
Code:
June 2010 with SODOS-"DKP" system:
1 supertjc (76.37)
3 flashback (66.52)
14 roln111 (57.67)
13 breakfast (51.76)
2 Kalmah (40.93)
4 Nata (39.78)
9 Syptryn (36.99)
10 remake (35.02)
5 zazie (24.93)
6 ha (25.10)
8 minismurf (14.79)
7 artem92 (12.53)
11 Teamrocket (7.15)
12 Snowbars (6.28)
In practice, this system is the same as SODOS or SODOS-DOG, but if players A and B both win and lose the same number of games, but one of them lose one more game, it will properly differentiate between them. And if someone wins 2 and loses 5, and another wins 2 and loses 10, the one who lost 10 will tend to be placed below the one who lost 5. Assuming they both played the same people, the one who lost 10 will be rated lower. So I think there are a lot of advantages to this one as well, but the math is very complex.
Maybe because of that the version using winning percentages is better, but this final system seems to me to solve all of the problems mentioned so far in this thread.