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Support handicap games #117
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This is more than just allowing creation of such games: The UI also has to be able to handle playing such games. |
Thanks, I was aware but forgot to mention that. Probably a prerequisite to this is #105, whose implementation should also keep this in mind this extension (one could imagine an interface that involved clicking on or even dragging and dropping on the captured piece display as a way to swap pieces in and out of the starting setup). |
I would love to support handicapped games. It does add some additional wrinkles though. Would this break bots or tools? Certainly the AEI doesn't provide any way to tell a bot: "It's your turn to set up and don't use your camel." A bot playing gold would interpret a handicapped silver setup as an illegal move. There are ways around this (by telling the bot to start a new game with an arbitrary setup) but this is clunky and not within the normal design of AEI. Also I thought Omar didn't want any changes to the Arimaa rules? If the server allows rated handicapped games, we should also think about how the rating system #114 will handle this. |
As far as bots and handicap games, I was thinking that most likely bots should always set up with the standard amount of material, but the handicap-giver can set up with less. Now that I think about this more, I see a few potential wrinkles:
(EDIT: *To clarify this remark, I tend to think of the rated flag as primarily signalling that both players are trying to play a good game, and trying to win. In the context of handicap games and directSetup games, this would go only for moves after the setup. So even if rated handicap games aren't actually used for ratings, they are still 'good' games for other types of data mining.) |
Some thoughts:
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Some thoughts: I think of a rated game as one whose outcome will affect my ranking. I take games more seriously when they affect my ranking. (Also if I'm playing an unrated game, especially against a beginner, I wouldn't think twice about intentionally making a suboptimal move. When I play rated it's an insult to my dignity and the dignity of the game for me to intentionally play less than my best. It could also be construed as cheating.) I don't understand what would be the point of allowing a game to be marked as rated but not affect the player's ranking. I think that's misleading and confusing.
I disagree. The "good" that you're referring to comes from the fact that people have an incentive to win, not the setting of a boolean flag. No incentives, no "good."
That's fine, but then they'll be unrated and unreliable. Reliable data comes when people have an incentive to win.
That's a good point. Winning against a weak bot with a large handicap shouldn't give a large rating gain unless the handicap is large enough. How do you know if the handicap is large enough? You would need to gather data first. I was assuming that each player would get a normal rating and a completely separate handicap rating. I wonder if Go-style ratings would work here? I think it would be great to be able to say that a rating difference of 200 points corresponds to a cat handicap. It would also be great to allow one player to start without M and the other player to start without HC. It would be nice to have direct evidence of whether M is better than HC instead of having to resort to statistical arguments. |
Support creation of games in the frontend that allow on the step phase players to place less than the full set of pieces. There is actually already server support for this, so this is purely frontend work.
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