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Old Feb 13th, 2009, 5:32:25 AM   #17
X-Act
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Join Date: Feb 2006
Posts: 4,679
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Well, in that case, we could just make the GLIXARE rating to be simply this percentage. I didn't want to do this because I don't like decimals when showing a rating. Whole numbers are much simpler. That's why I multiplied this percentage by 20 and rounded to the nearest whole number.

I could have also multiplied by any other number in theory. 20 seemed to be a good all-round number though. Numbers less than 20 would have made ratings too near (or equal) to each other (remember that the number is then rounded to the nearest whole number). Numbers greater than 20, on the other hand, produced ratings that were too big for my tastes. Also, 20 has the advantage that you can know immediately whether you're better than average or not just by counting the number of digits in your rating (4 digits = better than average, less than 4 digits = worse than average). You can also say "I'm over 1200 so I have more than a 60% chance of winning" or "I'm over 1500 so I have more than a 75% chance of winning", or something like that.

Another option would be to multiply the percentage by 100. That way you'd get a rating between 0 and 10000, and the percentage would be calculated very easily. Like if your rating is 4598, you'd have a 45.98% of beating a random player. This would have the following advantage:

0 - 1000: Percentage of beating someone is between 0% and 10%
1000 - 2000: Percentage of beating someone is between 10% and 20%
2000 - 3000: Percentage of beating someone is between 20% and 30%

etc.
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Last edited by X-Act; Feb 13th, 2009 at 5:46:43 AM.
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