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Band_Era

балансный вес и баланс

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Пример:     Балансировщик ВГ тупо суммирует очки техники команд(9 сообщение), и смотрит укладываются ли они в  условия:   Условия(их несколько, приведу 2): 1. разница по суммированным очкам команд не должна превышать 15% 2. Если есть ЛТ в одной команде, то должно быть такое же кол-во лт в другой команде.   Если данные  удовлетворят условиям, команды уходят в бой. Если нет - балансировщик распускает состав и набирает заного.
,

 

, это сообщение мне понятно. Я жду ТС, что бы узнать, это ли он имел ввиду под балансным весом.

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А есть ли возможность расчитать так называемый балансный вес команд и выводить его по ТАБу рядом с %побед? Зачем? Ни для кого не секрет что балансер ВГ работает...ну как то работает и перекосы имеют место быть, хотя Вг всегда от этого отбрыкивается "с балансом все ОК" вот что б видеть что действительно все ОК и нужна такая фишка, ну и опять таки если привязать расчет балансного веса команды/играков к скилу % на победу будет работать более точно.

Ответ ТСу в 9 сообщении.

 

с форума:

Работа балансировщика "случайных боёв" базируется на следующих принципах:

Любая боевая машина может попасть в бои только своего уровня (см. таблицу), за исключением взводов;

Место машины в списке команды определяется её балансным весом;

Боевые машины подбираются в команды на основе статистики составов уже собранных команд за прошедшие полчаса;

Суммарный балансный вес двух противоборствующих команд различается не более, чем на 10%, за исключением особых случаев;

Суммарный балансный вес арт-САУ двух противоборствующих команд различается не более, чем на 20%, количество - не более чем на 1, число арт-САУ на команду - не более 5;

Чем больше конкретная машина ждёт своей очереди, тем более высоким становится её приоритет, а если ожидание превышает 1 минуту, балансировщик стремится отправить в бой именно её;

Если обе уже собранные команды не удовлетворяют условиям баланса, они расформировываются и набираются заново;

Балансировщик не учитывает:

Национальную принадлежность танка;

Модули танка (орудие, башня, двигатель и т.д.);

Установленное на танк дополнительное оборудование и/или снаряжение;

Уровень прокачки экипажа;

Уровень мастерства игрока.

 

 

Если копать глубже - то в файлах конфигов клиента игры остались у каждой машины те самые числа балансового веса.

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Сорь что долго не появлялся и то заскочил на минуту проезжая по сопредельной территории-воспользовался халявным инетом, увы теперь не до игры и буду тоько иногда заходить-танков теперь и в реале хватает.

по вопросам, да я имел в виду именно балансировщих ВГ формирующий команду и именно потому что он работает криво. Т.к. расчет шансов на победу в основном учитывает статистику игроков, но при этом не учитывает что перекосы команд довольно часто выходят за рамки приличия то хотелось бы видеть насколько разнятся шансы на победу по этим двум показателям.

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Окончательно. все точки над И. тему можно закрепить.

 

Сорь что долго не появлялся и то заскочил на минуту проезжая по сопредельной территории-воспользовался халявным инетом, увы теперь не до игры и буду тоько иногда заходить-танков теперь и в реале хватает.

по вопросам, да я имел в виду именно балансировщих ВГ формирующий команду и именно потому что он работает криво. Т.к. расчет шансов на победу в основном учитывает статистику игроков, но при этом не учитывает что перекосы команд довольно часто выходят за рамки приличия то хотелось бы видеть насколько разнятся шансы на победу по этим двум показателям.

 

Прошел уже не один год, а я предоставил устаревшую информацию.

 

По балансировщику - Балансировщик работает так как нужно разработчикам (а не игрокам), он делает все возможное чтобы сильного игрока кинуть в более слабую команду, а слабого в более сильную.

 

Он учитывает кол-во победных боев на каждой технике на которой ты играешь на аккаунте.

В текущей редакции балансировщика - каждому типу техники присвоен балансовый вес в зависимости от уровня.

в некоторых случаях каждой индивидуальной технико присвоен свой балансовый вес

премиальная техника в связи с пониженным уровнем боев имеет свой балансовый вес.

Балансоёвый вес - это число, на примере 8 уровня техники:

средний танк - 16

тяжелый танк - 18

сау - 18

арт-сау - 3

 

Если вы начинаете побеждать ваш  уровень боев начинает повышаться (кидает постоянно в низ списка или середину) и весовое значение техники увеличивается (или по другому вас смещают к более высоким уровням боев, меняя ваш балансовый вес уровня техники, увеличивая его на 1).

 

"По балансировщику" У нас 13 уровнев боев, а кто его знает может и 15, времени много прошло, новую формулу необязательно патентовать....

ст 7 уровня с балансовым весом типа техники 15 и по балансовому весу уровня боев от 7 до 11 уровня кидает

в уровни боев в "нашем понимании" 7-10.

Если мы побеждаем то к нашему балансовому весу уровня боев конкретной техники прибавляется допусти 1 очко и нас уже кинет в следующий бой в диапазоне боев по балансировщику с 8 по 11.

и так далее. если проигрываем - то вычитается.

Поэтому днищ всегда кидает в топ, а нагибаторов чаще в низ списка.

 

То есть учитывается не скилл игроков а динамика побед на конкретной технике - балансировщик манипулирует динамичискими значениями и подставляет их в формулу.

 

Вот статья на английском по поводу балансировщика

 

Сравните скудное описание балансировщика на русской вики достаточно подробное на английском.

А почему на европейских серверах, где онлайн максимум доходит до 100 тыс., а на СНГ до 1 000 000 доходил, а в среднем 500. так мало инфы на русской вики? 

 

Обратите внимание на таблицу в вики варгейминга и в патенте:

Не правда ли чего то не хватает?

А присмотритесь внимательнее - замечаете ли вы разницу в таблицах балансировщика на вики и в патенте?

Почему в таблице техники 10 уровня диапазон боев 10-13????

А потому что если вы нагибаете то вашей технике 10 уровня присваивается в итоге значение 13, и вас начинает кидать к таким же нагибаторам :))))

Все очень просто.

 

Формула расчета балансировщика и объяснение.

 

Dynamic Matchmaking

Based on the ability of players to increase the attributes of their respective characters and/or objects (in this example, tanks), players will each have different capabilities to use in game sessions. Some players may have more advanced tanks than others, resulting in a weak tank being targeted by a very strong and powerful tank, while other plays may have more advances characters than others, resulting in perhaps more accuracy or speed in a particular tank than another player using the same tank with less experienced characters acting as the crew for that tank. Based on the near infinite combination of character attributes as used with various types and strengths of vehicles, it becomes difficult to match players for a gaming session so that each player is challenged without becoming bored or frustrated.

...

Using battle levels as described herein, matchmaking servers can assign players to sessions to provide players with varied gaming experiences without frustrating or boring the player. Battle sessions are balanced while the difficulty levels of the battle session for each player are controlled.

....

For example, when a use acquires a new tier 4 light tank, the first time the user plays a game with that tier 4 light tank the matchmaking server might force the vehicle to be assigned to a battle session of battle level 4. When the player plays a second game session using the same tier 4 light tank, the matchmaking server might force the vehicle to be assigned to a battle session of battle level 5. The third game session, battle level 6, the fourth game session, battle level 7, and so forth until the seventh battle session where the vehicle is in battle level 10. After that, the matchmaking server might start over at battle level 4. Alternatively the sequence might proceed in decreasing battle level order, and/or might start in the middle of the applicable range of battle levels.

 

According to another aspect, the matchmaking server may store a win/loss percentage for each user (or vehicle) at a given battle level. As the player's win/loss ratio decreases, the player becomes more likely to be placed in battles having battle levels at the lower end of the allowable range, whereas as the player's win/loss ration increases, the player becomes more likely to be placed in battles having battle levels at the upper end of the allowable range. Thus, when a player has been repeatedly put into too many difficult battles, the balancing is done in favor of easier battle sessions, thereby encouraging the player by providing an easier game environment. Similarly, when the player has been repeatedly put into too many easy battles, the balancing is done in favor of harder battle sessions, thereby keeping the player challenged instead of letting the player become bored with easy games. A first possible algorithm is to divide the permissible battle levels evenly across a range from zero (0) to two (2), and place the vehicle into the battle level corresponding to the win/loss ratio, where any ratio greater than two (2) automatically results in the vehicle being placed in the highest possible battle level. Another possible algorithm is to increase the battle level by one (within the permissible range) for a vehicle each time a player wins a battle with that vehicle, and decrease the battle level by one (within the permissible range) each time a player loses a battle with that vehicle. If the battle level is already at the upper end of the range and the player wins the battle, the battle level may remain constant. Similarly, if the battle level is already at the lower end of the range and the player loses the battle, the battle level may remain constant.

...

According to yet another aspect, with reference back to FIG. 8, a variable may be defined (here, referred to as range variable N) that defines a number of battle sessions that a vehicle must participate in before the vehicle may be assigned to the highest possible battle level within its allowable range of battle levels. Range variable N is used to define a sub-range within the otherwise permissible range of battle levels for a given vehicle. In one variant, a vehicle may be placed in any battle level except the highest allowable battle level, based on any placement algorithm described herein or otherwise, until the player plays at least N battle sessions with a particular vehicle. For example, in the example shown in FIG. 8, Tier 4 SPG's are permissible in battle levels 6-10, where N=8. For the first 8 battle sessions that a player uses a particular tier 4 SPG vehicle, the vehicle is only eligible to be placed in battle levels 6-9 (e.g., matchmaking server 106 may randomly select a battle within battle levels 6-9 for that vehicle). After 8 battle sessions, for each battle session, matchmaking server 106 may randomly select a battle within battle levels 6-10).

 

In another variant, range variable N is used to define an incremental step by which the sub-range is gradually increased until the sub-range encompasses the full range defined in FIG. 8. In this variant, L represents the lowest battle level in the range defined in FIG. 8 for a given vehicle type/tier combination, M represents the maximum battle level defined in FIG. 8 for a given vehicle type/tier combination, B represents the number of battles previously played using a particular vehicle, and C represents a current maximum battle level calculated as a function of L, M, B, and N using equation 1, rounding to a nearest integer value (variable names are arbitrary and may be changed without changing the result).

 

For B<N:C=L+(B−1)((M−L−1)/N)
For B≧N:C=M  (equation 1)

 

Thus, in a first battle with a particular vehicle, a player might only be placed in the lowest battle level of the allowed range. Each successive battle session with that vehicle, the sub-range of available battle levels may increase by (number of battle levels in full range−1)/N, until the full range defined in FIG. 8 is encompassed. For example, again using tier 4 SPG vehicles as an example, Table 1 illustrates, for each battle session that a player uses a particular tier 4 SPG, the available range of battle levels into which that vehicle may be placed.

TABLE 1
Sample Battle Level Increments for Tier 4 SPG
Battle Min. Battle Lvl. Current. Max. Battle Calc. Max. Battle
No.                    (B)        (L) Lvl.          © Lvl. (before rounding)
1                        6               6               6
2                        6               7               6.5
3                        6               7               7
4                        6               8               7.5
5                        6               8                8
6                        6               9                8.5
7                        6               9                9
8(N)                    6              10               9.5
>N                      6              10              10

 

Цитата из патента:


Dynamic Matchmaking

Based on the ability of players to increase the attributes of their respective characters and/or objects (in this example, tanks), players will each have different capabilities to use in game sessions. Some players may have more advanced tanks than others, resulting in a weak tank being targeted by a very strong and powerful tank, while other plays may have more advances characters than others, resulting in perhaps more accuracy or speed in a particular tank than another player using the same tank with less experienced characters acting as the crew for that tank. Based on the near infinite combination of character attributes as used with various types and strengths of vehicles, it becomes difficult to match players for a gaming session so that each player is challenged without becoming bored or frustrated.

According to an aspect, there may be five primary types of tank vehicles: Self Propelled Guns (SPG, or artillery), Light Tanks, Medium Tanks, Heavy Tanks, and Tank Destroyers. Each vehicle may also be assigned a tier rating. The higher the tier, the more powerful the vehicle is considered to be. Vehicles of tier 1 may be entry level or novice vehicles, whereas vehicles of tier 10 (or higher) may represent well armored vehicles, very fast vehicles, vehicles with powerful ammunition, etc. If a player using a tier 1 vehicle were to compete against a player using a tier 10 vehicle, the player using the tier 1 vehicle has virtually no chance of winning the game session. However, a player using a tier 4 or above vehicle may be able to compete against some tier 10 vehicles. Thus, it is important to match players against other players using characters and/or vehicles of comparable quality, while still providing a challenging game experience without being overly difficult. This is a very fine line to walk.

FIG. 8 illustrates a matchmaking table 801 that may be used according to one or more illustrative aspects described herein. A game session may be referred to as a battle session. A game session/battle session refers to any discrete round of a game, e.g., a round of eliminate all enemies, capture the flag, hold the ball, and/or any other multiplayer variant of a game. In the WORLD OF TANKS brand of multiplayer game, a game session/battle session refers to two teams of 15 tanks fighting until 1) only one team has any tanks remaining, or 2) one team captures the other team's base.

Each battle session is assigned a battle level. Each battle level is used to limit participating vehicles to predefined tiers that are included in that battle session, thereby providing a unique method of creating a balanced battle session in an MMO game. As players progress and advance in experience, the player (or vehicle) will gradually be moved into higher battle levels based on the experience, attributes, and capabilities of each player's characters and/or vehicles.

Use of battle levels is based on the premise of gradual advancement through the tech tree starting with a first tier vehicle and unlocking more powerful vehicles by means of gaining battle experience or purchasing a premium vehicle. The game engine (e.g., as performed by matchmaking server) uses battle levels to manage the difficulty of each battle session. According to one aspect, the level of difficulty of a battle level is not identified or revealed in the game, and players might not be offered any option to choose a difficulty level within a battle session. However, as a matter of practice, players will typically want to obtain further upgrades by being constantly challenged, while not overloaded, in sequential game sessions.

Referring again to FIG. 8, there may be five (5) classes of vehicles in the game: Light Tank, Medium Tank, Heavy Tank, SPG and Tank Destroyer. Each class of vehicle possesses specific characteristics and a tier number. Generally, the higher the tier number is the more powerful the vehicles. Premium vehicles additionally have one or more of their own advantages. Each vehicle may be assigned a range of accessible battle levels. Vehicles of the same tier belonging to different classes may differ in their accessible battle levels ranges (e.g., Tier 4: Light vehicle has an access range to battle levels from 4 to 10; Medium—from 4 to 8; Heavy—from 4 to 5; SPG—from 6 to 10; Tank Destroyers—from 5 to 8; Premium USSR vehicle Valentine—from 4 to 5). When forming a line-up for a battle session of a certain level, appropriate vehicles with matching accessible battle levels are chosen.

The battle of a specified level (e.g., a level 6 battle session) may combine only those players whose vehicles permit access to this battle level within their range (Tier 3: all classes, Tier 4: Light, Medium, SPG and Tank Destroyers, Tier 5: Medium, Heavy, Tank Destroyers, and specified premium vehicles).

In addition to providing balanced battle sessions, the use of tier-limited battle levels provides the ability to control difficulty levels of the battle so that players of all skill levels remain challenged and wanting to play more. Players with higher tier vehicles have no access to lower battle levels, likewise lower tier vehicles are not allowed into higher battle levels. However, with one and the same vehicle players can happen to get into battle sessions of different levels within their accessibility range. By putting players into battles of varying level, the players experience a variety of game play while experiencing both wins and losses. According to one aspect, a player may be placed randomly or sequentially in any suitable battle level. However, according to another aspect, players who have just acquired a new higher tier vehicle are encouraged by being placed into battle sessions near the lower boundary of that vehicle's accessibility range, which allows the player feel more comfortable in the game. With time, the balancing system starts putting them into higher levels battle sessions, which creates a challenge of playing with more upgraded opponent vehicles. Details regarding how this aspect is performed are provided below, based on the use of the variable N in table 801.

Premium vehicles typically have advanced capabilities compared to other vehicles of similar tiers, and may be allowed only into a lower range of battle levels than standard vehicles of a similar tier level, thereby encouraging users to obtain premium vehicles. For example, in one embedment, Tier 8 standard Heavy vehicles are allowed in battle levels from 9 to 12, while Tier 8 Heavy premium vehicles get into levels 9-10 and 9-11, thereby avoiding battle level 12. As a result, players are more likely to feel superior, and have a better chance of success in game using premium vehicles because they will never play against as difficult opponents as standard vehicles may face.

According to an aspect, the average level of difficulty in each battle can be adjusted by changing the bounds of access ranges for specified vehicles types (e.g., battle level 9 implies a certain difficulty level, which can be made easier by increasing the values of the bounds for vehicles including Tier 3 SPG, Tier 4 Medium and Tank Destroyers, or increasing the value for the lower bound of Tier 6 Light vehicles. Likewise each level 9 battle session may be increased in difficulty by decreasing the ranges for Tier 6 SPG, Tier 7 Light, Tier 9 Heavy and Tank Destroyers, and decrease the values of the bounds for Tier 5 Medium and Tank Destroyers vehicles.

Using battle levels as described herein, matchmaking servers can assign players to sessions to provide players with varied gaming experiences without frustrating or boring the player. Battle sessions are balanced while the difficulty levels of the battle session for each player are controlled.

FIG. 9 illustrates a method of performing matchmaking according to an aspect described herein. Initially in step 901, a battle level table such as table 801. Table 801 may be stored in a database, an array, a lookup table, or any other data structure usable for querying the data stored therein. Step 901 may be performed only once, and then table 801 may be reused as needed, or until table 801 is modified or replaced, e.g., to adjust difficulty of battle levels, add or remove specific vehicles, etc.

In step 903 matchmaking server 106 receives a battle session request from each of a plurality of clients, and queues the requests for allocation to a future battle session. When enough battle session requests have been received, e.g., based on a predefined minimum number of vehicles per battle session, then in step 905 matchmaking server 106 creates a battle session having a determined battle level. The battle level can be determined based on the vehicles in the queue (e.g., a battle level into which a majority of the queue is eligible), based on a sequential process of creating battle sessions of incrementing (or decrementing) battle levels, or based on any other desired criteria. The method of selecting the battle level is secondary to the assignment of a battle level to a particular battle session.

Once the battle level is selected, then in step 907 matchmaking server 106 identifies a particular vehicle in the queue that is eligible to participate in the battle session having the determined battle level, based on the information stored in battle level table 801. Step 907 may also include confirming a vehicle's eligibility based on additional criteria other than battle level. In one embodiment, matchmaking server 106 selects tanks so that a total weight of vehicles from two teams within the battle session are equal or near equal. In another embodiment matchmaking server 106 selects tanks so that a total weight of each type of vehicle on two teams is equal or near equal. In another embodiment, where each vehicle is associated with a number of player or NPC personnel required to operate the vehicle, the matchmaking server 106 may select vehicles so that the number of personnel on each of two teams is equal or near equal. In yet another embodiment, matchmaking server 106 may confirm that, when sorting each of two team's vehicles by weight in decreasing order, the weight of the first member of each team is equal or near equal.

In step 909 matchmaking server 106 adds the identified vehicle to the particular battle session, e.g., by updating a data structure or database associated with storing battle session information. In step 911, matchmaking server 106 determines whether there is room remaining in the battle session for additional vehicles. If so, matchmaking server 106 returns to step 907. If not, matchmaking server starts the battle session, e.g., by assigning the battle session to a particular game server 105, and instructing each client machine associated with a vehicle in the battle session to contact the assigned game server 105. Other ways of starting the game session are also possible, and are not limited by the example provided herein.

The method described with respect to FIG. 9 is illustrative only, and various modifications may be made. For example, matchmaking server 106 may also limit the number of a specific type of vehicle that is permitted in each battle session. Thus, even if there is room left in the battle session, and there are only vehicles of type Heavy Tank in the queue, matchmaking server might instead wait for a different vehicle type to be placed in the queue when the number of heavy tanks already in the battle session meets a predefined threshold or limit. As another example, the weight comparisons described above may be performed iteratively throughout the method as vehicles are added, and not necessarily performed at a single point in time. That is, matchmaking server 106 may select multiple vehicles at a time to add to a battle session, e.g., selecting vehicles in pairs where one vehicle of the pair is allotted to each of two teams in a battle session. Matchmaking server 106 may confirm one or more equal weights, pairs, personnel, vehicle, etc., at any time prior to starting the battle session.

In another example, even if there is room remaining in the battle session, matchmaking server 106 might proceed to start the battle session in step 913 when there are no vehicles in the queue, or no eligible vehicles in the queue, provided there are at least a predefined minimum number of vehicles assigned to the battle session. In yet another example, steps may be performed concurrently or in differing orders, such as steps 903 and 905, which may occur concurrently. Indeed, step 903 may be performed continuously while all other steps are being performed. In addition, multiple instances of the method shown in FIG. 9 may be performed concurrently to assign vehicles to different battle sessions, e.g., when there is a large backlog in the queue.

As indicated above, vehicles may be placed in a battle session having a particular battle level using a variety of techniques. In one aspect, a vehicle may be placed randomly into any battle level acceptable based on the battle level table 801. In another aspect, a vehicle may be placed sequentially in increasing battle levels based on table 801. For example, when a use acquires a new tier 4 light tank, the first time the user plays a game with that tier 4 light tank the matchmaking server might force the vehicle to be assigned to a battle session of battle level 4. When the player plays a second game session using the same tier 4 light tank, the matchmaking server might force the vehicle to be assigned to a battle session of battle level 5. The third game session, battle level 6, the fourth game session, battle level 7, and so forth until the seventh battle session where the vehicle is in battle level 10. After that, the matchmaking server might start over at battle level 4. Alternatively the sequence might proceed in decreasing battle level order, and/or might start in the middle of the applicable range of battle levels.

According to another aspect, the matchmaking server may store a win/loss percentage for each user (or vehicle) at a given battle level. As the player's win/loss ratio decreases, the player becomes more likely to be placed in battles having battle levels at the lower end of the allowable range, whereas as the player's win/loss ration increases, the player becomes more likely to be placed in battles having battle levels at the upper end of the allowable range. Thus, when a player has been repeatedly put into too many difficult battles, the balancing is done in favor of easier battle sessions, thereby encouraging the player by providing an easier game environment. Similarly, when the player has been repeatedly put into too many easy battles, the balancing is done in favor of harder battle sessions, thereby keeping the player challenged instead of letting the player become bored with easy games. A first possible algorithm is to divide the permissible battle levels evenly across a range from zero (0) to two (2), and place the vehicle into the battle level corresponding to the win/loss ratio, where any ratio greater than two (2) automatically results in the vehicle being placed in the highest possible battle level. Another possible algorithm is to increase the battle level by one (within the permissible range) for a vehicle each time a player wins a battle with that vehicle, and decrease the battle level by one (within the permissible range) each time a player loses a battle with that vehicle. If the battle level is already at the upper end of the range and the player wins the battle, the battle level may remain constant. Similarly, if the battle level is already at the lower end of the range and the player loses the battle, the battle level may remain constant.

According to yet another aspect, with reference back to FIG. 8, a variable may be defined (here, referred to as range variable N) that defines a number of battle sessions that a vehicle must participate in before the vehicle may be assigned to the highest possible battle level within its allowable range of battle levels. Range variable N is used to define a sub-range within the otherwise permissible range of battle levels for a given vehicle. In one variant, a vehicle may be placed in any battle level except the highest allowable battle level, based on any placement algorithm described herein or otherwise, until the player plays at least N battle sessions with a particular vehicle. For example, in the example shown in FIG. 8, Tier 4 SPG's are permissible in battle levels 6-10, where N=8. For the first 8 battle sessions that a player uses a particular tier 4 SPG vehicle, the vehicle is only eligible to be placed in battle levels 6-9 (e.g., matchmaking server 106 may randomly select a battle within battle levels 6-9 for that vehicle). After 8 battle sessions, for each battle session, matchmaking server 106 may randomly select a battle within battle levels 6-10).

In another variant, range variable N is used to define an incremental step by which the sub-range is gradually increased until the sub-range encompasses the full range defined in FIG. 8. In this variant, L represents the lowest battle level in the range defined in FIG. 8 for a given vehicle type/tier combination, M represents the maximum battle level defined in FIG. 8 for a given vehicle type/tier combination, B represents the number of battles previously played using a particular vehicle, and C represents a current maximum battle level calculated as a function of L, M, B, and N using equation 1, rounding to a nearest integer value (variable names are arbitrary and may be changed without changing the result).

 

For B<N:C=L+(B−1)((M−L−1)/N)
For B≧N:C=M  (equation 1)


Thus, in a first battle with a particular vehicle, a player might only be placed in the lowest battle level of the allowed range. Each successive battle session with that vehicle, the sub-range of available battle levels may increase by (number of battle levels in full range−1)/N, until the full range defined in FIG. 8 is encompassed. For example, again using tier 4 SPG vehicles as an example, Table 1 illustrates, for each battle session that a player uses a particular tier 4 SPG, the available range of battle levels into which that vehicle may be placed.


TABLE 1
Sample Battle Level Increments for Tier 4 SPG
Battle Min. Battle Lvl. Current. Max. Battle Calc. Max. Battle
No.                    (B)        (L) Lvl.          © Lvl. (before rounding)
1                        6               6               6
2                        6               7               6.5

3                        6               7               7
4                        6               8               7.5
5                        6               8                8
6                        6               9                8.5
7                        6               9                9
8(N)                    6              10               9.5
>N                      6              10              10

Matchmaking server 106 may determine (e.g., in step 907 of FIG. 9), for each battle session in which a player uses a particular vehicle, the allowable sub-range based on N as explained above. The number of battle sessions in which a player has used a particular vehicle may be stored in a data structure or object associated with the vehicle, e.g., as an attribute in instance 551 (FIG. 5B). Once the sub-range is calculated, matchmaking server 106 randomly (or otherwise) selects a battle level within the sub-range for that player/vehicle, and may add the player/vehicle to the battle session in step 909 (FIG. 9).

The information presented in FIG. 8 is illustrative only, and may change from time to time. Battle level tables may be changed to maintain dynamic and intriguing game play. Battle level tables may vary or be changed based on the strengths and weaknesses of vehicle types at different tier levels. Battle level tables may be changed based on an analysis of vehicle performance and battle session results. For example, if certain tier vehicles are identified as winning or losing a disproportionate number of battle sessions at a given battle level, that battle level may be adjusted as described above to make that battle level more fair. New battle level tables 801 may be published with game updates to clients, or may be adjusted at the matchmaking server without requiring a game update on the client side. Different battle level tables may be used for games using vehicles other than tanks, e.g., helicopters, planes, drones, warplanes, spacecraft, boats, ships, and/or battleships, among others.

The present aspects have been described in terms of preferred and illustrative embodiments. Numerous other embodiments, modifications and variations within the scope and spirit of the appended claims will occur to persons of ordinary skill in the art from a review of this disclosure.

 

 

на сайте ВОТ:

Ballance_table.png

Ballance_table_prem.png

 

 

В патенте:

US08708802-20140429-D00008.png

 

Хотите подробней -

Патент Wargaming.Net Llp

Dynamic battle session matchmaking (динамическое балансирование боевой сессии)

 

Номер публикации US8708802 B2

Тип публикации Грант

Номер заявки US 14/080,256
Дата публикации 29 апр 2014
Заявлен 14 ноя 2013
Дата приоритета 16 май 2012

Другие номера патента US8870644, US20140018152, US20140073408
Авторы изобретения Victor Kislyi, Ivan Mikhnevich
Первоначальный патентообладатель Wargaming.Net Llp
Библиографические ссылки BiBTeX, EndNote, RefMan
Другие патенты (31), Документы, не являющиеся патентами (8), Классификация (10), Юридические события (1)
Внешние ссылки: Посмотреть патент в Бюро по патёентам и товарным знакам США, История правообладания в Бюро по патентам и товарным знакам США, Просмотреть патент в Espacenet

 

Еще один Патент

Using and Exporting Experience Gained in a Video Game ( Использование и экспортирование накопленного боевого опыта игрока в видео играх)

 

Publication number US20130090161 A1
Publication type Application
Application number US 13/472,970
Publication date Apr 11, 2013
Filing date May 16, 2012
Priority date Oct 5, 2011

Also published as US9248372, US20130090173
Inventors Victor Kislyi
Original Assignee Wargaming.Net, Llp
Export Citation BiBTeX, EndNote, RefMan
Patent Citations (6), Classifications (8), Legal Events (2)
External Links: USPTO, USPTO Assignment, Espacenet

 

 

 

П.С.

не стоит рассматривать  патент и описание "как есть на самом деле", патент только описывает приблизительно работу балансировщика чтобы был понятен смысл. но не предоставляет вам "НОУ-ХАУ"

 

Конечно я затронул только малую часть недосказанности и молчания разработчиков ВГ.

а ведь есть еще формула разброса, формула пробития и формула нанесения урона. Поверьте в них я могу поставить любою N (числовое динамическое значение, которое зависит от скила игрока)

Так же в формулу я могу поставить значение, которое напрямую зависит от доната игрока - если я вваливаю бабло, то и кидать меня будет в свою команду более сильных игроков, и снаряды точнее будут лететь, и больше хп выбивать при пробитии и пробивать я чаще буду....

 

post-37455-0-80448800-1470752560_thumb.jpg

Edited by Vinsa
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что могу сказать...это именно то что я подозревал...да что там подозревал был уверен наблюдая как меня из боя в бой закидывало в @опу И это было одной из причин по которым я хотел бы видеть балансный вес команд по ТАБу, видеть насколько он выходи из заявленных изначально 5% разницы потом 10%, потом 15%...последний раз мне в суппорте ответили что баланс укладывается в регламент 20% разницы...Хотел бы я что б им так зарплату давали :) И наверное именно поэтому такая модификация не появится, а если и появится то ВГ быстренько ее запретит, печаль. В общем пойду искать кому б продать свой аккаунт с 53% побед и 43к боев :)

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не стоит рассматривать  патент и описание "как есть на самом деле", патент только описывает приблизительно работу балансировщика чтобы был понятен смысл. но не предоставляет вам "НОУ-ХАУ"

 

Патент описывает что угодно, но только не то, как именно реализована игра и как она работает. Это самое главное и самое важно, что нужно знать и понимать, начиная какие-либо разговоры о патенте. 

что могу сказать...это именно то что я подозревал...да что там подозревал был уверен наблюдая как меня из боя в бой закидывало в @опу И это было одной из причин по которым я хотел бы видеть балансный вес команд по ТАБу, видеть насколько он выходи из заявленных изначально 5% разницы потом 10%, потом 15%...последний раз мне в суппорте ответили что баланс укладывается в регламент 20% разницы...Хотел бы я что б им так зарплату давали :) И наверное именно поэтому такая модификация не появится, а если и появится то ВГ быстренько ее запретит, печаль. В общем пойду искать кому б продать свой аккаунт с 53% побед и 43к боев :)

 

Вы ошибаетесь, давно есть моды, которые показывают суммарные балансные веса команд, например мой мод такое показывал (для 0.9.15.1 пока не адаптирована из-за задержек с флэшкой). Правда сейчас баласные веса вырезаны из клиента, но это не важно (есть таблица весов и можно реанимировать мод прописав её туда).

 

Важно то, что за все время юзания мода, ни я ни кто-либо другой не смогли увидеть чтобы балансные веса команд расходились более чем на пару процентов.

Edited by StranikS_Scan

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Патент описывает что угодно, но только не то, как именно реализована игра и как она работает. Это самое главное и самое важно, что нужно знать и понимать, начиная какие-либо разговоры о патенте. 

 

Вы ошибаетесь, давно есть моды, которые показывают суммарные балансные веса команд, например мой мод такое показывал (для 0.9.15.1 пока не адаптирована из-за задержек с флэшкой). Правда сейчас баласные веса вырезаны из клиента, но это не важно (есть таблица весов и можно реанимировать мод прописав её туда).

 

Важно то, что за все время юзания мода, ни я ни кто-либо другой не смогли увидеть чтобы балансные веса команд расходились более чем на пару процентов.

Есть моды? только о них ни кто не знает.

 

 

Почитай патент, там русским языком написано что он описывает.

 

Походу твои представления о балансовом весе машины и представления самого балансировщика не совпадают.

 

По модам - молодец, давно искал Мод "Измеритель" (Meter Instruments) и Мод "Круг разброса орудия" (DispersionCircle) - реализация и применение данных возможностей в других модах неоценима.

 

Вкратце - Балансировщик команд состоит из 2 частей:

1. балансирует по типу техники и присвоенным ей очкам(статические данные)

2. Индивидуальный - по каждой технике игрока(динамические данные) ,чтобы не нагибал

 

п.с. разработчики до сих пор не разделили типы техники ПТ, СТ, ТТ - для балансировщика это один тип техники.

Поэтому вы видите в боях дисбалансные команды - когда у одной команды преобладают СТ, а у другой ПТ. как пример.

Edited by Vinsa

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Почитай патент, там русским языком написано что он описывает.

 

 

Наверно стоит сначала вам самим его почитать, прежде чем давать советы другим и рассказывать как кого и куда он балансирует? Я то его не только читал - тыц.

Потому у меня лично вот эта фраза "2. Индивидуальный - по каждой технике игрока(динамические данные) ,чтобы не нагибал" - вызывает только смех и ни чего более  :heh:

Edited by StranikS_Scan

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