Well, except they think starting at the bottom is also a good idea...Abs. wrote: So according to the SAMT, I should never be killed or lynched on the first Night/Day, right? Right?
Mafia Statistics (Super Cool Table)
- Callid
- Ratio vincit omnia.
Posts: 1433
Re: Mafia Statistics (Super Cool Table)
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Re: Mafia Statistics (Super Cool Table)
What? You're a great club manager.Abs. wrote:TheBlind wrote: Or you can do what I did and ask Abs., the club manager, to let you be part of it..
![]()
The most dangerous people are on the bottom. Just Abs. and Sakina alone are a tip off that the lower half of the list is the awesome half.conia wrote: My 6 BO partners last Round are located in the last 10 positions![]()
![]()
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Last edited by TheBlind on July 19th, 2010, 7:13 pm, edited 1 time in total.

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Posts: 1492
Re: Mafia Statistics (Super Cool Table)
What about us all stars at the top.TheBlind wrote:What? You're a great club manager.Abs. wrote:TheBlind wrote: Or you can do what I did and ask Abs., the club manager, to let you be part of it..
![]()
The most dangerous people are on the bottom. Just Abs. and Sakina alone are a tip off that the lower half of the list is the awesome half.conia wrote: My 6 BO partners last Round are located in the last 10 positions![]()
![]()
![]()
.

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- Community Hero
Posts: 4200
Re: Mafia Statistics (Super Cool Table)
still number 3... still too high imo.Callid wrote:OK, the very new methodCallid wrote:I had another idea, based on yours:Akonyl wrote: Rather than your current weighting system (which seems to keep the exact same ranking ordering from win amounts, aside from tie-breaking), I'd suggest something like win amount * win percentage, seems like it gets the best of both worlds imo.
(Win percentage)2 x (Number of games played (including GMing))0.5
Then it would be:
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
Schillok
pofa
Akonyl
Callid
conia
Blufberg
Xcommando
Beastly
mangaluva
c-square
PhoenixTears
Rohoph
Kleene Onigiri
Commi-Ninja
Holmes
Detective Tommy
Elika12
Ctu
Bluekaitou1412
xpon
Laurell
nomemory
ranger
xGinx
KainTheVampire
Paix672
Sebolains
TheBlind
Abs.
Chekhov MacGuffin
James Rye
Sakina
1,94381729
1,837327299
1,778781184
1,567673435
1,530612245
1,414213562
1,349873118
1,138419958
1,125
1
1
1
0,923568041
0,863918795
0,790569415
0,769800359
0,769800359
0,624647439
0,612372436
0,612372436
0,5
0,357770876
0,353553391
0,353553391
0,19245009
0,19245009
0,19245009
0,19245009
0,089442719
0
0
0
Another idea would be
(Win percentage)2 x ((Number of games played (including GMing))0.5-1);
to deal with the One-Game-One-Win-Guys.
(Win percentage)2 x (((Number of games played/GMed)-1)0.5)
would create the following order:
1. Schillok
2. pofa
3. Akonyl
4. conia
5. Callid
6. Xcommando
7. Beastly
8. Blufberg
9. mangaluva
10. Kleene Onigiri
11. Commi-Ninja
12. Holmes
13. Detective Tommy
14. Elika12
15. Ctu
16. Bluekaitou1412
17. xpon
18. Laurell
19. nomemory
20. ranger
21. xGinx
22. KainTheVampire
23. Paix672
24. Sebolains
25. TheBlind
26. Abs.
Chekhov MacGuffin
c-square
James Rye
PhoenixTears
Rohoph
Sakina
Any one who has participated in only one game is not rated (as the second half of the formula becomes zero).

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Posts: 73
Re: Mafia Statistics (Super Cool Table)
See, the thing is that I wanted to prize playing. In the end, our games are about participation, and I liked the idea that only through participation could one go up in the table. What I mean is that it is impossible to pass other people that are playing, regardless of their poor participation, when one is not playing. That is the main reason why I chose this weighted ratio. However, I do acknowledge that it is far from a perfect system, and I would love for the ultimate decision as to what the WR should be to be community based. I do take very much into consideration your input, as with other inputs, and I'll do my best to find a better system. Right now, I think I'll compile all of the suggested modifications to the WR and will decide via a pole. I would ask from anyone who thinks they have a good idea as to what the WR should be to suggest it in this thread. Previously stated ideas need not be restated. I'll go through them.Callid wrote: Hmm, I'm surprised you didn't simply go for wining percentage. But true, those who've played only one-two rounds would rank pretty high then.
On the other hand, players (like me) who simply aren't able to play in every single game due to RL rank lower than they would otherwise. For example, my winning ratio is much higher than Holmes', but because I missed four games I'm "not as good" as (s)he is. Also, GMing will cause your rank to fall as well, cause you'll also miss a game, despite GMing being much more difficult than playing. Perhaps you could think of a way to do something about those points, like counting GMing as a win or increasing the importance of the winning percentage?
Summary: I know my system is very flawed, but I reached that weighted ratio because I like rewarding participation, not only results. However, I'm more than open to changes.
Note: I am really opposed to the idea of including GMed games on the W.R. Why? Because I really don't think it has anything to do with what we are aiming for here. The SAMT is about playing mafia, not GMing it; they're two completely different things. I am extremely grateful to each and every person who ever GMed a mafia game, and I do understand the tremendous effort they made to be able to do that. The SAMT does show who GMed and how many times. I have not ignored your wonderful contribution to our community. However, I do think that the WR should have anything to do with that. If I see that most people disagree to this point, I will change that, I'm just stating my opinion.
Note's Summary: GMing is awesome and I thank you for that, but my opinion is that it should have nothing to do with the WR.
'Songs of Myself' by Walt Whitman wrote:You shall no longer take things at second or third hand, nor look through
the eyes of the dead, nor feed on the spectres in books,
You shall not look through my eyes either, nor take things from me,
You shall listen to all sides and filter them from your self.
Poem by Emily Dickinson wrote:Success is counted sweetest
By those who ne'er succeed.
To comprehend a nectar
Requires sorest needs.
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Posts: 3270
Re: Mafia Statistics (Super Cool Table)
Obviously GMing has nothing to do with the win ratio, etc. Because the GM can never win, or lose, a game they GMed.
Your opinion is always requested in Abs.' Random Polls of Whenever
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Posts: 5848- Contact:
Re: Mafia Statistics (Super Cool Table)
Dont you agree.. that now we have more than 4 good player?
in earlier round.. i heard someone say kill akonyl or kill schillok because they are experience!.. but now.. almost half the palyer is great deductor and some are good newbie..
only xpon that dont change ... still act like a clown!
in earlier round.. i heard someone say kill akonyl or kill schillok because they are experience!.. but now.. almost half the palyer is great deductor and some are good newbie..
only xpon that dont change ... still act like a clown!
- Callid
- Ratio vincit omnia.
Posts: 1433
Re: Mafia Statistics (Super Cool Table)
You're completely right there, but if the number of games played affects the ratio, and GMing is not counted into them (cause you only count wins and losses), then GMing will affect your ratio in the same way as if you hadn't played. However, the GM did participate, and as you said yourself, this should be considered (or even rewarded), which is why I think including GMing is important, but not as a loss or win, but in a different way (in my suggestion, for example, GMing will change the number of played rounds, but not the winning percentage, so someone who was just as good as you before the round you GMed will be better as you if he won and not as good as you if he lost).Sebolains wrote: Note: I am really opposed to the idea of including GMed games on the W.R. Why? Because I really don't think it has anything to do with what we are aiming for here. The SAMT is about playing mafia, not GMing it; they're two completely different things. I am extremely grateful to each and every person who ever GMed a mafia game, and I do understand the tremendous effort they made to be able to do that. The SAMT does show who GMed and how many times. I have not ignored your wonderful contribution to our community. However, I do think that the WR should have anything to do with that. If I see that most people disagree to this point, I will change that, I'm just stating my opinion.
Note's Summary: GMing is awesome and I thank you for that, but my opinion is that it should have nothing to do with the WR.
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Posts: 73
Re: Mafia Statistics (Super Cool Table)
I agree with this statement, but I sort of think it's impossible.Callid wrote: I think including GMing is important, but not as a loss or win, but in a different way.
Think about it: Regardless of the way you end up making the GMed games modify the WR, in the end they're always going to increase it, right? I mean, we're not gonna let GMing hurt one's WR. So, if GMing is gonna affect the WR in any way, it will be positive. This is where I disagree. As much as I respect people who have GMed (and as much as I understand that these are all amazing mafia players, undoubtedly amongst the best) I believe it should be left out of the WR, because the latter should only represent the ability to play, not the willingness to GM.
I ask you to please not take any offence to this. I know you've been a GM before (and if I may say so, one one the best 8) ) but this is still my opinion. And let's face it, I didn't choose this WR system to have a higher rank; my rank is terrible either way. I did it because I thought it was fair. Of course, (not to reiterate, but oh well) I do understand that this is not mine nor yours decision to make, but the community's. In the end, it will be be them who will choose the system.
Are you currently set on (Win percentage)2 x (((Number of games played/GMed)-1)0.5) ? Or do you think we should come up with a completely new WR from scratch? I definitely wouldn't be opposed to that. I think you're a smart and great to work with individual.
'Songs of Myself' by Walt Whitman wrote:You shall no longer take things at second or third hand, nor look through
the eyes of the dead, nor feed on the spectres in books,
You shall not look through my eyes either, nor take things from me,
You shall listen to all sides and filter them from your self.
Poem by Emily Dickinson wrote:Success is counted sweetest
By those who ne'er succeed.
To comprehend a nectar
Requires sorest needs.
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- Community Hero
Posts: 4200
Re: Mafia Statistics (Super Cool Table)
If you're really worried about having a serious-business WR, it's not very hard to incorporate GMing as a game played imo, just coutn it as a game played that doesn't effect your win/loss ratio.
For example:
So, (wins/games played) * (games played + games GMed)
so, let's say I play 5 games, lose 2 and GM one. Then, my WR would be (5/7)*(8), or 5.7.
If, next game, I win: (6/8)*(9), or 6.75.
If, next game, I lose: (5/8)*(9), or 5.625.
If, next game, I GM: (5/7)*(9), or 6.42.
Effectively, it makes games GMed count as much as your average game, thus if you have 100% wins, and you GM a game, you'll get just as much out of it as if you'd actually played in it and won again. And, if you always lose, and you GM a game, it'll act like you just entered a game and lost again. And, if you win some, lose some, like in the example, it counts as much as your "average" game would have gone.
For example:
So, (wins/games played) * (games played + games GMed)
so, let's say I play 5 games, lose 2 and GM one. Then, my WR would be (5/7)*(8), or 5.7.
If, next game, I win: (6/8)*(9), or 6.75.
If, next game, I lose: (5/8)*(9), or 5.625.
If, next game, I GM: (5/7)*(9), or 6.42.
Effectively, it makes games GMed count as much as your average game, thus if you have 100% wins, and you GM a game, you'll get just as much out of it as if you'd actually played in it and won again. And, if you always lose, and you GM a game, it'll act like you just entered a game and lost again. And, if you win some, lose some, like in the example, it counts as much as your "average" game would have gone.
-
Posts: 73
Re: Mafia Statistics (Super Cool Table)
I understand that there are multiple ways of incorporation the GMed games into the WR. My point is that, whichever way you end up choosing to do that, the GMed games will affect the WR positively, and I don't like that being the case. I don't want the GMed games to affect the WR because I don't think they have anything to do with each other. But, oh well, if most people think they SHOULD affect the WR, I'll change that.Akonyl wrote: If you're really worried about having a serious-business WR, it's not very hard to incorporate GMing as a game played imo, just coutn it as a game played that doesn't effect your win/loss ratio.
For example:
So, (wins/games played) * (games played + games GMed)
so, let's say I play 5 games, lose 2 and GM one. Then, my WR would be (5/7)*(8), or 5.7.
If, next game, I win: (6/8)*(9), or 6.75.
If, next game, I lose: (5/8)*(9), or 5.625.
If, next game, I GM: (5/7)*(9), or 6.42.
Effectively, it makes games GMed count as much as your average game, thus if you have 100% wins, and you GM a game, you'll get just as much out of it as if you'd actually played in it and won again. And, if you always lose, and you GM a game, it'll act like you just entered a game and lost again. And, if you win some, lose some, like in the example, it counts as much as your "average" game would have gone.
'Songs of Myself' by Walt Whitman wrote:You shall no longer take things at second or third hand, nor look through
the eyes of the dead, nor feed on the spectres in books,
You shall not look through my eyes either, nor take things from me,
You shall listen to all sides and filter them from your self.
Poem by Emily Dickinson wrote:Success is counted sweetest
By those who ne'er succeed.
To comprehend a nectar
Requires sorest needs.
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- Community Hero
Posts: 4200
Re: Mafia Statistics (Super Cool Table)
it wouldn't really affect it positively, though. Sure, the number goes up, but because it's only counted as an "average game", and the fact that in the current system, WR inflation exists, all the GMed-game inclusion does is it keeps the player from falling behind due to inflation. If everyone else on the table plays, and one player GMs, on average the GM will stay the same ranking.Sebolains wrote: I understand that there are multiple ways of incorporation the GMed games into the WR. My point is that, whichever way you end up choosing to do that, the GMed games will affect the WR positively, and I don't like that being the case. I don't want the GMed games to affect the WR because I don't think they have anything to do with each other. But, oh well, if most people think they SHOULD affect the WR, I'll change that.
Though, as I said I don't really care much how the WR is done or if it's there at all. I'm just saying, it's not impossible to include GMed games, imo.
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Posts: 73
Re: Mafia Statistics (Super Cool Table)
Wow, I really liked your take on this. That actually makes a lot of sense.Akonyl wrote:it wouldn't really affect it positively, though. Sure, the number goes up, but because it's only counted as an "average game", and the fact that in the current system, WR inflation exists, all the GMed-game inclusion does is it keeps the player from falling behind due to inflation. If everyone else on the table plays, and one player GMs, on average the GM will stay the same ranking.Sebolains wrote: I understand that there are multiple ways of incorporation the GMed games into the WR. My point is that, whichever way you end up choosing to do that, the GMed games will affect the WR positively, and I don't like that being the case. I don't want the GMed games to affect the WR because I don't think they have anything to do with each other. But, oh well, if most people think they SHOULD affect the WR, I'll change that.
Though, as I said I don't really care much how the WR is done or if it's there at all. I'm just saying, it's not impossible to include GMed games, imo.

'Songs of Myself' by Walt Whitman wrote:You shall no longer take things at second or third hand, nor look through
the eyes of the dead, nor feed on the spectres in books,
You shall not look through my eyes either, nor take things from me,
You shall listen to all sides and filter them from your self.
Poem by Emily Dickinson wrote:Success is counted sweetest
By those who ne'er succeed.
To comprehend a nectar
Requires sorest needs.
- Callid
- Ratio vincit omnia.
Posts: 1433
Re: Mafia Statistics (Super Cool Table)
That's exactly what my method does, I've only weighted them differently, and now settled for this: (Win percentage)2 x (((Number of games played or GMed)-3)0.5+3). This means al players who have played three or less games are not taken into account, as they create an "math error" (cause there is no square root of negative numbers). However, this is not a bad idea anyway.Akonyl wrote: If you're really worried about having a serious-business WR, it's not very hard to incorporate GMing as a game played imo, just coutn it as a game played that doesn't effect your win/loss ratio.
For example:
So, (wins/games played) * (games played + games GMed)
so, let's say I play 5 games, lose 2 and GM one. Then, my WR would be (5/7)*(8), or 5.7.
If, next game, I win: (6/8)*(9), or 6.75.
If, next game, I lose: (5/8)*(9), or 5.625.
If, next game, I GM: (5/7)*(9), or 6.42.
Effectively, it makes games GMed count as much as your average game, thus if you have 100% wins, and you GM a game, you'll get just as much out of it as if you'd actually played in it and won again. And, if you always lose, and you GM a game, it'll act like you just entered a game and lost again. And, if you win some, lose some, like in the example, it counts as much as your "average" game would have gone.
I've also thought of the following, complicated new formula (although it bases on my above, it's much better ;)):
((((WT/PT)*(PT/P∑)/(GT/G∑)) + ((WB/PB)*(PB/P∑)/(GB/G∑)) + ((WL/PL)*(PL/P∑)/(GL/G∑)))/3)2 * (((P∑+PGM)-3)0.5+3)
WT is the number of times the player Won as a Townie.
PT is the number of times the player Played a Townie.
P∑ is the number of times the player Played altogether (∑).
GT is the number of Games the Town won.
G∑ is the number of Games that were played altogether (∑).
WB is the number of times the player Won as BO.
PB is the number of times the player Played BOe.
GB is the number of Games the BO won.
WL is the number of times the player Won as a Lover.
PL is the number of times the player Played a Lover.
GL is the number of Games the Lovers won.
PGM is the number of times the Player GMed a game.
So, now I'll explain that monstrous formula. WT/PT is the winning quote of the player as a townie. This is then multiplied with PT/P∑, the percentage of games the player was a townie. Then the whole thing is divided by GT/G∑, witch is the likeliness of the town to win. This terminus is meant to create a number showing how well the player did as a townie weighted by how much of all his games he was a townie (or, you could say, the importance of his town games in relation to his other games) relative to how difficult it was to win as a townie. The same is then done with both BO and Lover games. However, as a always winning player who played all games
Spoiler: special other variant
Therefore, we still need to take the number of played games into account, and I decided to pick my weighted variant from above (which doesn't include players who played/GMed less than three times), giving us a really work-out ratio.
Note:
Lover Wins are Lover-only wins! So a lover+townie win is a town win!
Last edited by Callid on July 20th, 2010, 7:09 pm, edited 1 time in total.
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Re: Mafia Statistics (Super Cool Table)
To your first equation:
Yeah it's basically the same as mine, but I just don't see much of a need for the +/-/sqrt on the # games played. The sqrt I guess, to make # of games not matter as much after a point, but I don't really see the point of the +3-3. It's not like anyone's going to complain about data being skewed at the bottom of the table.
To your second equation:
Yeah admittedly, the chance to win as a townie vs the chance to win as a BO is different, however this is largely inconsequential imo. Not to mention, this equation fails to take into account (as it's really impossible for it to) the effectiveness of town makeups when people win, or whatever variation on the ruleset the GM decides to play. Maybe all the times I play town, the BO is loaded with worthless roles and the town is loaded with good ones, while when you play the BO has gin/vodka/vermouth/tequila/chianti, and the town just has detective boys, kazuha, eri, and a bunch of other "less useful" roles? You would certainly have to play as a "better townie" than I would, but this owuldn't be taken into account. Certainly it's an impressive formula, but I just think it's overly complicated for what small benefit (if any) it would give.
Yeah it's basically the same as mine, but I just don't see much of a need for the +/-/sqrt on the # games played. The sqrt I guess, to make # of games not matter as much after a point, but I don't really see the point of the +3-3. It's not like anyone's going to complain about data being skewed at the bottom of the table.

To your second equation:
Yeah admittedly, the chance to win as a townie vs the chance to win as a BO is different, however this is largely inconsequential imo. Not to mention, this equation fails to take into account (as it's really impossible for it to) the effectiveness of town makeups when people win, or whatever variation on the ruleset the GM decides to play. Maybe all the times I play town, the BO is loaded with worthless roles and the town is loaded with good ones, while when you play the BO has gin/vodka/vermouth/tequila/chianti, and the town just has detective boys, kazuha, eri, and a bunch of other "less useful" roles? You would certainly have to play as a "better townie" than I would, but this owuldn't be taken into account. Certainly it's an impressive formula, but I just think it's overly complicated for what small benefit (if any) it would give.