I feel that this should be stressed even more so. I kind of feel bad for some of the Smogonites who have gotten out of battling over the years, but people are going to have a much greater chance of seeing through it if too many of the 'wise old veterans' take an interest in posting in PR all of the sudden. A few coming in when things start to heat up would be great, but overall we should be cautious.If you haven't been active in Policy Review or the Smogon battling community, then don't think you can suddenly spring up and be a key actor here. Be realistic.
The intro won't actually contain any statistics. It is a post where X-Act is asking for help from experienced members of the community to help make a statistical definition of a "hax win". As the formula develops, we may generate some fake reports to "prove" the accuracy of the formula. But, that comes later. The thread needs to live in PR.I think the intro (being just statistics) should be placed in Stark Mountain rather than PR, as all stats are posted.
...is all I can think to do >_< (except I'm not terribly good and just took a week off! And I have like 2? PR posts so... extra maybe?)"Battling Hero" & "Battling Villain" - People that battle actively and support/oppose the formula based on their assumptions of how the formula will impact their actual teams and battles. They refer to the latest-and-greatest battle strategies to support their arguments.
Makes sense. I'll probably only make one or two posts in the last week or so.I feel that this should be stressed even more so. I kind of feel bad for some of the Smogonites who have gotten out of battling over the years, but people are going to have a much greater chance of seeing through it if too many of the 'wise old veterans' take an interest in posting in PR all of the sudden. A few coming in when things start to heat up would be great, but overall we should be cautious.
Along the same lines, people will definitely expect me to be posting, and I will support such a formula to the best of my ability! I could very likely be the 'fake out' type poster, though, because I think my stances on competitive pokemon tend to go there as it is. I know that some non-badged users with PR access, like Blame Game, will be vehemently against this, and I typically am on the other side of the spectrum.
Also, when it's originally posted, make sure not to rush the thread too hard - I could easily see us accidentally overloading the thread too early, and even the most exciting PR threads take a while for everyone to weigh in on them. As mentioned in Doug's OP, let's make sure to give it some time and not get too adamant about things initially.
I don't think it's particularly hard. Basically, you want to call wins and losses accordingly to the expectation of the score rather than the real (noisy) score. Some progress can be made in that direction simply by taking the expectation of damage rather than the real damage towards the win statistic. For every pokemon, you have two HP meters: one that works as normal and one that is depleted at a rate corresponding to the expectation of damage. For example, if you have an attack that can do 30, 60, 90 or 120 damage with uniform probability, regardless of what is truly dealt, you count the mean (75 damage) on the "haxless" hp meter. If a pokemon is confused, you always deal half of the normal damage to the foe and half of whatever a pokemon hitting itself does. An asleep pokemon would deal damage proportional to the probability that it would wake up that turn. The game still goes on normally, but for every pokemon you tally an additional hp meter that is always depleted by the expectation of damage (maybe augmented by its variance). Even if a pokemon faints, you still count the expectation of the damage it would have dealt, multiplied by the probability that it would have survived. At the end of the game, you simply discard all the real hp meters and you use the "expected" meters to compute who "should" have won.I've been thinking about the fake formula, and, to be honest with you, I'm finding it hard to write down a believable formula (simply because it's not believable!) I'm gonna start surely from the win formula used by Glickman and "try to adapt it for Pokemon" (yes, there is a real win formula based on the two players' ratings/deviations alone).
I fully acknowledge that we may be asking for trouble, by setting up such an elaborate scheme. If we can't pull it off, I won't go on a rampage looking for the snitch. If the cover gets blown, then next year we may just gather a dozen trusted badgeholders and pull a joke on everyone, badgeholders included. No sweat.I think the probability of this getting leaked has grown exponentially with how extravagant you've made it. That's not a criticism by any means, that's just the truth. It's gone from a one-day joke into a month-long ordeal, there's much more room for errors.
I don't want to flood the topic too early, so we need to let this settle for a day or so before adding too much more to the thread. At that time, we'll get a few more mad scientists into the mix to clutter it up with more obscure ideas for improving the formula. We'll also bring in our loudmouth theorymon experts to get philosophical about "To hax or not to hax, that is the question.""I'm hesitant about the actual formula proposed so far, but I like the general idea of this, and I look forward to seeing what X-Act, Caelum, and Doug come up with."
Firstly, we must absolutely introduce a variable to account for the overall number of turns where attacks were used. Most moves have a secondary effect and almost every player considers the secondary effects and critical hits to be "hax", so as the number of turns increases the probability of some hax occuring increases. Thus, the formula needs a new variable O
O = Overall Numbers of turns where Attacks were used.
So, amending the formula to account for this
k = (L * p * O) / a
However, let's not forget your opponent could get hax against you. So, we should be looking at the ratio of your potential hax O1 to your opponents O2.
k= (L*p*O1)/(a*O2)
If you move an equal number of turns, O1=O2, you receive (on average) equal hax. If you move more often, O1>O2, you have a higher chance of hax so "hax" goes up. Vice versa for O2>O1 obviously, your "hax" would go down and there is a greater likelihood your win was on merit alone.
O1 and O2 can also be influenced by individual modifiers based on their individual moves secondary effects and/or high critical hit ratios which I'll have to get with Doug to figure out the logistics of and run some simulations to determine the appropriate modifiers for individual moves in question. For example, a simulation could discover the appropriate modifier for Iron Head to account for a flinch in terms of the formula would be 1.2 so instead of 1 move added for an Iron Head, you would add 1.2. This is just an example of the modifier and the finer points would have to be worked out based on empirical results and simulation to determine ideal values.
Now, note this doesn't account for Serene Grace / Super Luck or similar abilities. Which was a concern of Lemmiwinks. I'm currently working out a way to incorporate those abilities in a new term "s" (Serene Grace, Super luck get it ??).
It doesn't matter if it "fits" or not. It's more geek material to cloud the picture for the know-it-alls that are offended this idea is even being discussed."This is great stuff guys. In fact, I've got this idea that I've been working on that should fit perfectly alongside the other parts of the formula...."
what to do!!Naxte said:Hey there. I was reading the "Hax In Pokemon Battles" thread in the Policy Reivew section, and after reading it, I really wanted to reply to it. I don't have PR posting privileges, however, so I was hoping that you could post it for me. I can understand if you don't don't really think that would be proper, though.
Here's what I want to say:
"I'm very opposed to such a formula being used to determine the actual winner of a match. In it's current form, the formula is essentially just calculating the likeliness of a certain player having won a match without hax being involved. However, that's all it is; the likeliness. Even if the formula says its extremely unlikely for a player to have won without it having been hax, it's still possible. Thus, the formula could screw some people out of some wins that were in fact legit and that, in my opinion, is far worse than having to accept the fact that I'll occasionally loose a few matches due to hax. I'd much rather have the RNG cost me a few matches than have Shoddy be telling me my win wasn't a win, just because it was unlikely for me to pull it off.
Next, there's the fact that no matter how much you strive to make this formula objective, it won't be (at least using the criteria it currently is), and will be costing some people some matches, based on an arbitrarily set parameter. What is this parameter? The role of the Prob_Win value in the formula developed for determining whether or not the player should be given the win.
In order for the amount of hax in a match to be used to determine if a player should be given a win or not, you have to pick a value for Prob_Win that below which will resort in the player who won the match not actually being given the win. This cut-off point will end up being arbitrary, and as a result, it's really no better than the hax it's supposed to counteracting. No matter what the value is that is chosen, there will be matches that, if the value had just been a few points higher or lower, could have been awarded to the other player. Thus, who wins the future matches is dependent upon the value that is chosen now; if you're lucky, it could end up winning you those close matches, and if not, you'll loose them.
Thus, assuming I'm understanding the formula correctly and what I'm saying is true, I cannot support such factors being used to determine the winner of a match. However, if there really is a strong movement for such a thing to be implemented, I'd be willing to accept a bit of a compromise, and have it affect the points gained/lost from such a match instead; basically, if the formula turns out a result that it was extremely unlikely for Player A to beat Player B without a very large amount of hax being a factor, than Player A won't gain as many points and Player B won't loose as many than as if the value generated had been lower. Since it's the actual net point gain that matters when attempting to ladder, and not the amount of matches won/loss, I feel that would be a reasonable compromise. Still not sure if I really even like that idea, but it's still definitely better than it determining the actual winner of a match, in my opinion."
Thanks either way.