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Author Topic: Handling disconnects  (Read 10297 times)

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nate_w

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Handling disconnects
« on: April 19, 2015, 03:55:14 pm »
+1

Hey, guys.  Like SwitchedFromStarcraft, not particularly interested into getting into the result of the game, more in participating in how the community deals with issues.  I'm a proponent of community driven suggestions, with final decisions made by organizers trying in good faith to reflect the will of the community.
 
I'd like to offer up a specific suggestion going forward that addresses disconnects:
 
If the person who is ahead disconnects and there is a >0 chance of the other player winning, there should be a rematch.  Players should try to agree about the situation (and if they do, player decisions are not reviewed, but if players cannot agree that there was a >0 chance of comeback, replay for now, with Stef , Adam, and Andrew (or whoever) looking at the log later to see if the person behind had a chance.

After turn 5 or so, if the person who is behind disconnects, replay if it is closer to 50% chance of comeback, forfeit if closer to 0% chance, as agreed upon by the players.  If both players cannot agree, replay for now, with Stef  et al looking at the log later to decide if it reached the 25% threshold, with a forfeit being easy to change to later. 

My reasoning is that, yes it sucks to rob the person who disconnected a chance to come back and win, but it also sucks to rob the person who was ahead of their advantage.  And while neither party is usually REALLY to blame for a disconnect, it feels especially injurious to rob the person who was ahead when the other player disconnected.
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Re: Handling disconnects
« Reply #1 on: April 19, 2015, 04:21:22 pm »
0

Hi nate, I split off your post because I also would like to get a positive discussion going that's only about how to handle disconnects in the future.

We (Adam, Andrew, I) have been talking about it quite a bit and don't fully agree on it yet so maybe some more people can give their opinions.
I will make some separate posts in this thread advocating the options we've been discussing so far.
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Re: Handling disconnects
« Reply #2 on: April 19, 2015, 04:24:40 pm »
0

This is my most recent proposal. It might be too complicated?


Handling incomplete games
If a game unexpectedly ends because either goko breaks down or one of the players accidentally disconnects (internet connection lost, computer crashes, ...) please use the following guidelines.
  • Try to assess the game state together with your opponent. Was the game completely open, or was either player ahead? How big was the lead?  Either way, the result of this discussion should be a win percentage for both players, summing up to 100%.
  • Convert the win percentage into a game result. If your estimated win percentage is below 10%, please just offer to resign this game. If it's between 50% and 60%, offering to replay the game is the way to go. If it isn't within any of these ranges for you or your opponent, assign a win fraction to the game according to the percentage that you agreed upon in step 1. E.g. if you have agreed on a 70% win chance for you and 30% for your opponent, the result of this game would be 0.7-0.3

  • If either player disconnected, that player should not get the benefit of the doubt. Losing about 5%-10% of your chances because you disconnected is fine.
  • Choosing an exact number may be scary. You will never have a solid argument why you would have 28% chance of winning rather then 27%. Feel completely free to just guess something. There is a huge chance that the actual number you come up with won't matter at all. When computing the standings, both 27% and 28% are more then a loss and less then a tie. The only scenario where it might matter at all is if another game in your group also has to be decided like this
  • If you and your opponent cannot agree on a win percentage simply because you continue to disagree about the game state, you have the option of leaving this decision to your group moderator. Your moderator won't enjoy making this decision for you either, so please do try to prevent it by coming up with a solution together, but if you really can't the option does exist. Both players should post in their groups thread what they think about the gamestate and what percentage they consider fair before making a request to the group moderator to decide. There will not be any discussions about this - it's just the players stating their opinions first and then the group moderator making a decision. This decision could be a win/loss/tie, any other fractional score or a replay.
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-Stef-

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Re: Handling disconnects
« Reply #3 on: April 19, 2015, 04:27:15 pm »
0

A possible idea to restrict the complexity is to give people less options. In stead of choosing a percentage, they get to choose from some descriptions.
For example it could be {win, dominating lead, clearly ahead, replay, clearly behind, almost hopeless, loss}
or perhaps {win, clearly ahead, replay, clearly behind, loss}

and then convert those descriptions into a fraction of a win?
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-Stef-

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Re: Handling disconnects
« Reply #4 on: April 19, 2015, 04:29:38 pm »
0

Finally Adam has some other ideas that I hope he will advocate further when he gets back from his mini-vacation or something alike.
Actually, I think what Adam wants is very similar to what nate_w was advocating in his opening post.

My main concern is that you only use the options {loss, replay, win} and don't want to use fractional wins, somebody is always going to lose quite a bit and thus be unhappy with the result.
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mpsprs

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Re: Handling disconnects
« Reply #5 on: April 19, 2015, 05:13:43 pm »
+1

First of all, let me say that I agree with having a discussion. 

I think the most important thing is having a solid policy, and said policy ultimately (and perhaps unfortunately) will rest on the moderators making a decision if the involved players disagree on the state of the game. 

To try to avoid that as much as possible, I like having only a few categories.  I don't consider myself particularly capable of distinguishing between say a 20% and a 40% win chance (and I suspect those who have watched me on stream lately have a similar opinion of my abilities).  And yes, what Stef says is true-the difference is unlikely to matter-but I'd still rather not have to make fine distinctions.

I also think the policy should explicitly say that while of course we are all trying to win, and we are quite competitive, the goal is to have fun, and so we should keep that perspective.

AdamH

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Re: Handling disconnects
« Reply #6 on: April 19, 2015, 05:50:07 pm »
0

Finally Adam has some other ideas that I hope he will advocate further when he gets back from his mini-vacation or something alike.
Actually, I think what Adam wants is very similar to what nate_w was advocating in his opening post.

I like all of the things in Stef's post, the only thing I think could be changed is that I would prefer the first choice at a solution to be one of (win, loss, replay) and if one of those isn't agreed upon and clearly a good idea, then move on to the other stuff. So like all of this would be step 2 when step 1 is "try to agree on win, lose, or replay"
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liopoil

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Re: Handling disconnects
« Reply #7 on: April 19, 2015, 06:04:38 pm »
+6

1) I don't think it should matter who disconnects. We are all on the honor system not to intentionally disconnect, and assuming we all follow that there is no reason to assign different outcomes depending on who disconnected.

2) I'm not a huge fan of allowing there to be fractional wins. Everything is cleaner if all game results are either win, lose, or tie. If it is decided this is necessary, that's alright. But I think we can avoid being too unfair with win, lose, and replay being the only options. >75% chance of winning, you win. 25-75% chance of winning, replay. <25% chance of winning, you lose. In this way nobody can be given or robbed of more than .25 game points, and on average just .125.

3) However, some points are worth more than others. Sometimes a tie just as good as a win in the end, but a loss much worse than a tie, or vice-versa. This can throw a wrench into how fair the system ends up being. Similar problems show up if we allow fractional game points (beyond .5 for a tie). If there is only one disconnected game in a division, there is no difference between .01 and .49, if we convert percentage into points. That is a much larger problem, in my opinion.
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AdamH

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Re: Handling disconnects
« Reply #8 on: April 19, 2015, 11:35:18 pm »
+1

The main source of my reservations about fractional wins is that I think assigning odds of winning a game is entirely subjective. In theory (and definitely not in practice) you could come up with a win rate assuming "ideal" play by both players, but even that doesn't mean anything because you have to decide at what point in the game that becomes relevant enough to not just replay the game but go with these percentages as a more meaningful. Also, players have to actually play the game for it to count. If I just got credit for every forced win I had in my hand, I'd win more games because I miss forced wins like all the time. That just can't be captured in a percentage.

Sure, if players want to agree on some percentage of a win, I guess that can be allowed as long is nobody is trying to game the system. It doesn't break the league format so sure, why not? But I don't think it should be encouraged, I don't think it should be anything other than a last resort. If it were up to me, I'd be struggling over whether or not to mention it at all.
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pubby

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Re: Handling disconnects
« Reply #9 on: April 20, 2015, 12:01:24 am »
0

Is recovering the game state not an option? You can replay the same kingdom and spend the first 20 turns buying the exact cards you had in your deck previously. It is time consuming, but so is starting a whole new game or arguing with moderators over your assumed win %.
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Re: Handling disconnects
« Reply #10 on: April 20, 2015, 12:07:17 am »
+1

Is recovering the game state not an option? You can replay the same kingdom and spend the first 20 turns buying the exact cards you had in your deck previously. It is time consuming, but so is starting a whole new game or arguing with moderators over your assumed win %.

shuffling will change.
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Re: Handling disconnects
« Reply #11 on: April 20, 2015, 12:18:29 pm »
+1

1) I don't think it should matter who disconnects. We are all on the honor system not to intentionally disconnect, and assuming we all follow that there is no reason to assign different outcomes depending on who disconnected.
I'm ok with that.

2) I'm not a huge fan of allowing there to be fractional wins. Everything is cleaner if all game results are either win, lose, or tie. If it is decided this is necessary, that's alright. But I think we can avoid being too unfair with win, lose, and replay being the only options. >75% chance of winning, you win. 25-75% chance of winning, replay. <25% chance of winning, you lose. In this way nobody can be given or robbed of more than .25 game points, and on average just .125.
I'm not a huge fan of allowing fractional wins either. But I do see them as a necessary evil until goko actually implements a reconnect.
Have a look at the interrupted game between SCSN and Mic Qsenoch. SCSN is about to KC his scavenger, buy his 3rd KC, set up his next turn. Mic is about to have a dead turn and a good chance some more will follow.
SCSN has a clear lead here, but the game is young and KC games without trashing, scheme or wharf are always a bit random.
I can totally understand SCSN not wanting to just replay this, and I can also totally understand MicQ not wanting to just resign this.

3) However, some points are worth more than others. Sometimes a tie just as good as a win in the end, but a loss much worse than a tie, or vice-versa. This can throw a wrench into how fair the system ends up being. Similar problems show up if we allow fractional game points (beyond .5 for a tie). If there is only one disconnected game in a division, there is no difference between .01 and .49, if we convert percentage into points. That is a much larger problem, in my opinion.
Well you're overdoing it a bit because I suggested .01 is a loss and .49 is a replay but yes there is a point to be made. .11 and .39 shouldn't be the same either.

->

As a sort of middle of the road compromise I now suggest asking people to choose between
{almost hopeless, clearly behind, undecided, clearly ahead, almost always winning}

and then convert them into the results
{loss, 0.25-0.75, replay, 0.75-0.25, win}
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SCSN

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Re: Handling disconnects
« Reply #12 on: April 20, 2015, 12:35:10 pm »
0

Have a look at the interrupted game between SCSN and Mic Qsenoch. SCSN is about to KC his scavenger, buy his 3rd KC, set up his next turn. Mic is about to have a dead turn and a good chance some more will follow.
SCSN has a clear lead here, but the game is young and KC games without trashing, scheme or wharf are always a bit random.

There was actually a way to always start by discarding (via Warehouse or HT) 2 KCs and an HG, and then topdecking them with a KC'ed Scavenger, but I was 2-3 more good turns away from setting up the unstoppable chain.

Quote
As a sort of middle of the road compromise I now suggest asking people to choose between
{almost hopeless, clearly behind, undecided, clearly ahead, almost always winning}

and then convert them into the results
{loss, 0.25-0.75, replay, 0.75-0.25, win}

I actually like the fractional points and have yet to read a good argument to restrict the players' freedom in this, but regardless of whether one exists or not this strikes me as a perfectly fine compromise.
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AdamH

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Re: Handling disconnects
« Reply #13 on: April 20, 2015, 12:57:29 pm »
+5

I actually like the fractional points and have yet to read a good argument to restrict the players' freedom in this, but regardless of whether one exists or not this strikes me as a perfectly fine compromise.

So this isn't water-tight (I think doing it should be allowed) but I can make an argument for why I think it should be at least discouraged.

Coming up with a number for who is ahead is subjective. I'm going to assume this, partially because I believe it's true (I'm open to arguments that try to prove me wrong here) but I already talked about it in a previous post.

So now we've allowed there to be a way that both players can agree on some level of subjectivity and decide on a game result without playing a full game of Dominion. Now it certainly doesn't feel good because we're not testing players' skill in playing Dominion here, but I guess that went out the window when Goko crashed. Sigh.

But let's take this to the other extreme. Two people in a division don't feel like actually playing their match, so they look at their current position on the leaderboard, somehow agree on a way to calculate how many games the leaderboard thinks each would win, then reports that as a result. Clearly this is terrible and shouldn't be allowed. It's subjective and defeats the whole purpose of the league.

But how much Dominion to you say is OK to play before you can allow this? You have a 5/2 split on a board where it's amazing and I don't? I disconnect. You don't want to give up your advantage, so we give you 0.8 points and I'll take 0.2. This is also terrible. X turns into the game? X turns from the end of the game? Super-subjective, and we can't write rules like this; they're nearly impossible to follow.

So where do you draw the line on this and prevent a slippery-slope fallacy? The only rational thing I can think of is to make it so that you only do this when both players can't agree on a (win/loss/replay) result and tried their hardest to do so. Only as a last resort, because those other things put the most stock on Dominion play and the least stock on subjective measures, even if they're agreed upon.

Another (only partially related) point is that I, as a moderator, don't feel comfortable assigning a percentage to any game of Dominion. I don't want to be put in a situation where I have to make a subjective call that affects other people in the league. Of course it will probably come up, but what we do is make this a last resort and so I can hide behind my rule of "only if you can't agree will I do this, and I have full authority over it so if you don't like it, DWI" and then I get to feel better about myself. I think this is already done nicely in the rules as they are now, but it's another reason why I don't want to encourage the use of these percents as anything other than a last resort.
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liopoil

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Re: Handling disconnects
« Reply #14 on: April 20, 2015, 03:41:47 pm »
0

Problems with fractional wins: What Adam said, and that there is no difference between .11 and .39, or wherever we draw the borders. Similarly .25 is not really directly between 0 and .5, and also is just not as elegant, IMO. But you raise a good point with that SCSN-Mic Qsenoch game Stef... what to do when the game appears to be very close to the .25-.75 border? Rather than just record that result, here is my suggestion:

In that case, SCSN is winning with roughly a 75% chance. They play two more games, each going first once, and if SCSN wins either one, record that game as a win for SCSN. If Mic wins both, it is a win for Mic. Maybe throw out ties, I don't know. Keep the original game as counting as a first player start for whoever went first.

Now there are the same categories that Stef suggested, but instead of recording .25-.75, the game is resolved to either a win or loss, but giving the leading player a 75% chance of winning that game overall. The downside is that two more games of Dominion need to be played (or only one if SCSN wins the first), but we like Dominion, right?
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Polk5440

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Re: Handling disconnects
« Reply #15 on: April 20, 2015, 07:17:05 pm »
+1

Reasons not to award fractional points to the highest precision:

Awarding fractional points advantages players who are better at early/mid-game play over players who are good at late game play. It's not just shuffle luck that determines who wins at the end.

In line with what Adam is saying, peoples' guesses at win percentages are very, very rough.  Thus, the "agreed upon" fractional point will rely very heavily on who bargains better or yells the loudest.

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Voltaire

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Re: Handling disconnects
« Reply #16 on: April 20, 2015, 07:21:57 pm »
+3

Above all, simplicity should be valued.
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SCSN

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Re: Handling disconnects
« Reply #17 on: April 20, 2015, 08:12:27 pm »
+1

But let's take this to the other extreme. Two people in a division don't feel like actually playing their match, so they look at their current position on the leaderboard, somehow agree on a way to calculate how many games the leaderboard thinks each would win, then reports that as a result. Clearly this is terrible and shouldn't be allowed. It's subjective and defeats the whole purpose of the league.

Obviously this shouldn't replace people actually playing their games from the start and no one is arguing for that. If people wanted though, they could already do this right now, as there's no obligation to post game logs and far from everyone is streaming, so whatever is decided here is not going to affect that.

If you're not actually afraid of no one playing their games anymore I'm not really sure why you're bringing this up, except perhaps as some sort of reductio ad absurbum, but the fact that consuming copious amounts of polonium isn't the healthiest thing to do doesn't mean that a moderate amount of radiation can't be life-saving when treating cancer. So let's stay nuanced and keep the scope of the discussion limited to the sort of situations that are likely to come up in practice and not invoke outlandish scenarios and wild fears.

Quote
The only rational thing I can think of is to make it so that you only do this when both players can't agree on a (win/loss/replay) result and tried their hardest to do so. Only as a last resort

Of course, no one is arguing here for preserving a 95-5 or 45-55, but if you both agree the equities are about 20-30 for one player, neither is going to agree to a loss or a replay no matter how hard you try.

Quote
But how much Dominion to you say is OK to play before you can allow this? You have a 5/2 split on a board where it's amazing and I don't? I disconnect. You don't want to give up your advantage, so we give you 0.8 points and I'll take 0.2. This is also terrible. X turns into the game? X turns from the end of the game? Super-subjective, and we can't write rules like this; they're nearly impossible to follow.

Just leave if it up to the players. People are in the league because they like to play, so their bias will naturally be towards playing. They'll only stray from that if they think the game can't be resumed in a fair manner, in which case I don't think you want to force them into doing it anyway.

Quote
Another (only partially related) point is that I, as a moderator, don't feel comfortable assigning a percentage to any game of Dominion. I don't want to be put in a situation where I have to make a subjective call that affects other people in the league. Of course it will probably come up, but what we do is make this a last resort and so I can hide behind my rule of "only if you can't agree will I do this, and I have full authority over it so if you don't like it, DWI" and then I get to feel better about myself. I think this is already done nicely in the rules as they are now, but it's another reason why I don't want to encourage the use of these percents as anything other than a last resort.

I understand your reluctance and I don't think you should feel obliged to take this upon you if you don't want to. In fact if no one else does either I'd be happy to volunteer for the job. It sounds sort of interesting actually, I don't mind making potentially unpopular decisions, and if someone is going to hate me because he thinks I shafted him on 10% equity, then the only way I'm going to lose sleep over that is because I'm laughing too hard!

Edit: Just as an example of how fair & balanced I'd be: whenever one of the parties involved goes by the name of "Mic Qsenoch", he'd automatically be awarded 0 points!

Another way to prevent too much time spent on mediation is to introduce a penalty: whenever mediation is requested only 0.8 point will be divided between the players rather than the original 1. This way players have a strong incentive to sort things out on their own.
« Last Edit: April 20, 2015, 08:37:28 pm by SheCantSayNo »
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Mic Qsenoch

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Re: Handling disconnects
« Reply #18 on: April 20, 2015, 08:29:17 pm »
+6

Above all, simplicity should be valued.

I agree, all disputed results between any players should just be counted as a win for my total.
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SCSN

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Re: Handling disconnects
« Reply #19 on: April 20, 2015, 08:34:00 pm »
0

Problems with fractional wins: What Adam said, and that there is no difference between .11 and .39, or wherever we draw the borders.

That's just not true. Mic currently has an uneven number of ties, so that we're both at something.75 points, this wouldn't be the case had we settled on any other numbers.

Quote
Rather than just record that result, here is my suggestion:

In that case, SCSN is winning with roughly a 75% chance. They play two more games, each going first once, and if SCSN wins either one, record that game as a win for SCSN. If Mic wins both, it is a win for Mic. Maybe throw out ties, I don't know. Keep the original game as counting as a first player start for whoever went first.

Now there are the same categories that Stef suggested, but instead of recording .25-.75, the game is resolved to either a win or loss, but giving the leading player a 75% chance of winning that game overall. The downside is that two more games of Dominion need to be played (or only one if SCSN wins the first), but we like Dominion, right?

In principle this would be fine as well, in practice it would often mean (particularly when playing a slower opponent) delaying part of the session to a later moment. Which can work, but it may not always be the most desirable solution, hence I'd like to have the freedom and flexibility to just come up with a solution both me and my opponent are happy with.
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SCSN

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Re: Handling disconnects
« Reply #20 on: April 20, 2015, 08:34:17 pm »
0

Reasons not to award fractional points to the highest precision:

Awarding fractional points advantages players who are better at early/mid-game play over players who are good at late game play. It's not just shuffle luck that determines who wins at the end.

It doesn't. You obviously take into account your own and your opponent's skills when estimating your win chances.

Quote
In line with what Adam is saying, peoples' guesses at win percentages are very, very rough.

They are less rough than "win, replay, loss" by a very wide margin, which is the only thing that matters.

Quote
Thus, the "agreed upon" fractional point will rely very heavily on who bargains better or yells the loudest.

Except that it doesn't. I've had two fractional results so far, one in the league against Mic and one in the World Cup against Rabid. In both cases I just asked for their estimate, thought it looked fair and agreed to it.

Now two examples is not a lot, but it's infinitely more than I know of fractional points leading to cunning bargaining exchanges or loud yelling, so I would really appreciate it if people actually looked at reality instead of just generating some fact-free rhetoric.

In fact, the only controversy involving loud yelling that I remember was of a case of people sticking to this "loss or replay" dichotomy, it might even have sparked this very debate ;)
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Re: Handling disconnects
« Reply #21 on: April 20, 2015, 08:34:47 pm »
0

As a sort of middle of the road compromise I now suggest asking people to choose between
{almost hopeless, clearly behind, undecided, clearly ahead, almost always winning}

and then convert them into the results
{loss, 0.25-0.75, replay, 0.75-0.25, win}

This would be my preferred solution.
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SCSN

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Re: Handling disconnects
« Reply #22 on: April 20, 2015, 08:38:29 pm »
+2

Above all, simplicity should be valued.

I agree, all disputed results between any players should just be counted as a win for my total.

I'm on board with giving this man an outside chance to not demote.
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Re: Handling disconnects
« Reply #23 on: April 20, 2015, 08:41:05 pm »
+3

I think that in this discussion we should bear in mind that less experienced players might be much worse at estimating win percentage. Sure SCSN and Mic might be able to figure out a pretty good estimate, but I don't think that's necessarily true for everyone.
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Re: Handling disconnects
« Reply #24 on: April 20, 2015, 08:43:00 pm »
+3

Above all, simplicity should be valued.

Above all, fairness should be valued.

(while keeping in mind the restriction that it shouldn't get so complicated it makes people uncomfortable)
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Re: Handling disconnects
« Reply #25 on: April 20, 2015, 09:30:19 pm »
+1

Reasons not to award fractional points to the highest precision:

Awarding fractional points advantages players who are better at early/mid-game play over players who are good at late game play. It's not just shuffle luck that determines who wins at the end.

It doesn't. You obviously take into account your own and your opponent's skills when estimating your win chances.


In a perfect world, yes. But I laugh if you think players actually have perfect information about this. And are able to honestly evaluate their opponent in the heat of the moment. See WW's over estimation of himself; the thread that sparked all this.

Now two examples is not a lot, but it's infinitely more than I know of fractional points leading to cunning bargaining exchanges or loud yelling, so I would really appreciate it if people actually looked at reality instead of just generating some fact-free rhetoric.

In fact, the only controversy involving loud yelling that I remember was of a case of people sticking to this "loss or replay" dichotomy, it might even have sparked this very debate ;)

So what was that other thread that sparked this one about then if not a full blown argument about win percentages?

There was enough confusion going around about this to spark several non-particapates to comment.
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Re: Handling disconnects
« Reply #26 on: April 20, 2015, 09:57:10 pm »
0

...

So yeah we don't disagree on anything actually. How strange  :P

I understand your reluctance and I don't think you should feel obliged to take this upon you if you don't want to. In fact if no one else does either I'd be happy to volunteer for the job. It sounds sort of interesting actually, I don't mind making potentially unpopular decisions, and if someone is going to hate me because he thinks I shafted him on 10% equity, then the only way I'm going to lose sleep over that is because I'm laughing too hard!

OK maybe we do? I'm not sure. Assigning win percentages to games is totally subjective, do you agree with that? Like, I don't even think you could make an argument that a skilled player is more likely to have a more accurate result than a non-skilled player. I also don't think it's a useful thing because of this.

But in any case, the important thing is that it seems like there's consensus about what the rules should be, the only big disagreement has to do with the granularity of percentages used.
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Re: Handling disconnects
« Reply #27 on: April 20, 2015, 10:45:56 pm »
+1

It doesn't. You obviously take into account your own and your opponent's skills when estimating your win chances.

In a perfect world, yes. But I laugh if you think players actually have perfect information about this. And are able to honestly evaluate their opponent in the heat of the moment. See WW's over estimation of himself; the thread that sparked all this.

The beauty of it all is that you don't actually need that perfect information, just like you don't need to know how a good would be valued in an infinitely liquid market with zero transaction costs in order to agree to a mutually satisfying price with an interested buyer. You just both make guesses as to what the game state/good is worth to you, and see if you can find some common ground.

The objective is not to have zero estimation error, but to improve upon the crude {win, loss, replay}, which sets a ridiculously low bar, like asking whether I can get to the other side of the room faster than this snail. Well, yes, I can!

OK maybe we do? I'm not sure. Assigning win percentages to games is totally subjective, do you agree with that?

Judging whether a game is {win, replay, loss} or {win, 0.25, replay, 0.75, loss} are both subjective assesments, with the only difference being that the latter allows for more accurate and thus fairer expression. Why force someone into saying the grass is either red, blue or yellow when he can just say it's green?

Quote
Like, I don't even think you could make an argument that a skilled player is more likely to have a more accurate result than a non-skilled player. I also don't think it's a useful thing because of this.

Of course they can. Properly valueing one game state over another is most of what makes good players good. And again, the objective is not to have less than 2% estimation error or something ridiculous like that, it's just to do better than {0, 0.5, 1}, which is ridiculously easy to get right.

Quote
But in any case, the important thing is that it seems like there's consensus about what the rules should be, the only big disagreement has to do with the granularity of percentages used.

At least we agree on that :)
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Re: Handling disconnects
« Reply #28 on: April 20, 2015, 11:18:11 pm »
+1

The objective is not to have zero estimation error, but to improve upon the crude {win, loss, replay}, which sets a ridiculously low bar, like asking whether I can get to the other side of the room faster than this snail. Well, yes, I can!

OK maybe we do? I'm not sure. Assigning win percentages to games is totally subjective, do you agree with that?

Judging whether a game is {win, replay, loss} or {win, 0.25, replay, 0.75, loss} are both subjective assesments, with the only difference being that the latter allows for more accurate and thus fairer expression. Why force someone into saying the grass is either red, blue or yellow when he can just say it's green?

You draw comparisons to things that are falsifiable: "I am faster than the snail" "I can measure the color of the grass." The whole point of win percentages here being subjective was that they aren't falsifiable, so they aren't really useful for talking about anything. In my opinion, that includes the outcome of league matches. There's no way to show that one estimate is better than the other with any rigor because it's all subjective.

Quote
Like, I don't even think you could make an argument that a skilled player is more likely to have a more accurate result than a non-skilled player. I also don't think it's a useful thing because of this.

Of course they can. Properly valueing one game state over another is most of what makes good players good. And again, the objective is not to have less than 2% estimation error or something ridiculous like that, it's just to do better than {0, 0.5, 1}, which is ridiculously easy to get right.

I disagree with just about everything here. Properly valuing game states is not what makes good players good. The objective is not to do better than (0, 0.5, 1) because you can't even do that most of the time. Maybe there are game states that are advantageous to Player A over Player B, but if the game disconnects while Player A has a 60% chance of winning, if Player A is better than Player B, he might increase that margin as the game goes by. These are human people playing these games, who are imperfect. You can't possibly predict what they will do in the moment, how they will react to their draws, with any accuracy.
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Re: Handling disconnects
« Reply #29 on: April 21, 2015, 10:29:00 am »
+1

While I like this discussion, it feels like it's getting a bit too theoretical and leads us astray from the task at hand: come up with a rule on how to handle disconnects in the future.
In fact, I think I will get back into this discussion myself once we've completed that task.

For now I'll just do a new suggestion:


Handling incomplete games
If a game unexpectedly ends because either goko breaks down or one of the players accidentally disconnects (internet connection lost, computer crashes, ...) please use the following guidelines.
  • Discuss the game together with your opponent. Was the game completely open, or was either player ahead? And if there was a lead, was it small, significant or almost insurmountable?
  • Convert the size of the lead into a game result. If your felt like the game was completely open or the lead was small, simply replay the game. If the lead was significant, report this game as 0.75-0.25. If the lead was almost insurmountable then the player who was ahead just won the game.
  • Both suggesting an outcome and accepting your opponents proposal may be scary. You will never have a solid scientific argument why you picked the right one. Note that this rule doesn't expect you to pick the right one. All it tries to accomplish is make you feel less bad about the disconnect. If you really feel like you were ahead, and your opponent feels the same, then you are entitled to some equity and that's what you're getting here.
  • Please be willing to lose some equity for the mere sake of coming to an agreement. E.g. If you estimate there was a 5% chance to win the game, resigning it just because of a disconnect won't feel great - you just lost 5%. It's still the best option, because 5% is a lot closer to nothing then to 25%.
  • If you and your opponent cannot agree on an outcome simply because you continue to disagree about the game state, you have the option of leaving this decision to your group moderator. Your moderator won't enjoy making this decision for you either, so please do try to prevent it by coming up with a solution together, but if you really can't the option does exist. Both players should post in their groups thread what they think about the gamestate and what they consider fair before making a request to the group moderator to decide. There will not be any discussions about this - it's just the players stating their opinions first and then the group moderator making a decision. This decision could be a win/loss/tie, a 0.75-0.25 score or a replay.
« Last Edit: April 21, 2015, 10:49:19 am by -Stef- »
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Re: Handling disconnects
« Reply #30 on: April 21, 2015, 10:41:19 am »
0

Other than this typo

If the leas was almost insurmountable then the player who was ahead just won the game.

I like this very much :)
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Re: Handling disconnects
« Reply #31 on: April 21, 2015, 01:02:59 pm »
+1

I like Stef's plan as well.  I think it'll cover most situations, and I think it'll work well, and I'm inclined to think that f.ds people will negotiate fairly and won't abuse the system.

One idea I did have (stolen from duplicate bridge (and no, I don't mean what you can now do with adventures)) is the idea of a recorder form.  The idea is to create some formal system that can track this to find patterns that might be abuse of the system.  It would be private (i.e. pm's to moderators), and only actionable with multiple reports from multiple people.  This could be a situation where one party felt a bit pressured towards one result, or maybe somebody consistently disconnects and potentially gains a slight advantage in the league, or perhaps if a third party (perhaps in the same bracket) feels some incorrect agreement that affects demotion in the group.  Things that are as one-off things stuff that will simply happen, and aren't a problem, but that could, if done repeatedly, give someone an advantage that is not seen for the pattern it is because no one person gets taken advantage of more than once.  These "recorder forms" would just sit and only be needed if somebody accumulates a lot.  Which is hopefully never. 

An implementation could be to simply have a dummy account setup where people after dealing with a disconnect could send a pm with a short summary, and which other people could also add to.  Maybe it's not necessary.  I certainly haven't ever had a disconnect that I felt was handled unfairly, but it could happen.

Also, it might be an interesting thing to discuss (in the chat perhaps of streams such as AdamH's) what class of disconnect a game would be at various points.  I'm not advocating always doing that, but having some better players occasionally talk about it might help lesser players such as myself have a better sense.

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Re: Handling disconnects
« Reply #32 on: April 21, 2015, 10:15:45 pm »
+1

How do timeouts compare to disconnects? I've had timeouts before because I was chatting with my opponent and then had to make a difficult decision (can I win right now?). Hopefully timeouts will be handled better by Dominion 2.0, but in the meantime I think a clear ruling here would be good. This is one place where I think benefit of the doubt should not be given to the person who times out.
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Re: Handling disconnects
« Reply #33 on: April 22, 2015, 11:29:40 am »
+3

First of all, I perfectly understand if you guys want to entirely ignore all my opinions here, given that I have resigned the league and thus don’t really have any kind of vested interest as whatever comes out of this won’t directly affect me. Nevertheless, I have some thoughts on this. So read if you want, ignore if you’d prefer to do that.

1.   The most important thing by far is the mutual agreement of the players. If the players both think a game was too far gone, go with that. If they both think they should replay, go with that. Overriding a mutual decision of the players involved is not something that should be done.
2.   I strongly feel like which player disconnects shouldn’t matter. Adam basically already covered this, but I will add that, yes, this is potentially abusable, theoretically, yet I don’t feel that anyone would really do so. And further, it’s not like there are any prizes or anything – if there were, maybe more would need to be done. But if there were, it would really be necessary to have a more stable system which would allow reconnects.
3.   I believe that the default position should be to replay the game. Adam has made some points here, but the biggest thing to me is that with replays, the result is actually decided by a game of Dominion between the players, which is not something you can say for the other options. Now, I do think that there is a point at which you just award the game to the leading player, but it’s very difficult to say exactly where that should be (one of many reasons I want to underline point number 1).
4.   Having the players assign percentages is reasonable, but I am against it for a number of practical reasons. The biggest thing is that this is very difficult to do with any kind of accuracy. The Mic Q – SCSN situation has already been referenced, and if you were watching that, you know that Mic Q didn’t really want to assign a percentage. While you can stress here that it’s not that he had a problem so much with the concept of assigning percentages as it was that he had no idea how to come up with a  percentage, I think this is an endemic problem with the whole method. And even when people can come up with numbers some times, they’re very often going to be wildly inaccurate. I’ve seen tons of times where people think they are just winning or just losing when the game is completely unclear. Moreover, this leads to the nasty situation where you’re actually encouraged to disagree and haggle for extra percentage points. If a placement ends up getting decided by someone being able to haggle better, or being more persistent than the other player, this is going to be a really feel-bad moment. Yet having ‘assign percentages’ be the way things are done really does encourage this, to the point where you would almost have to push for this, and anyone who doesn’t overpress (which is I think a better way to act, in general) is going to be actively punished for this.
5.   Having third parties decide or adjudicate really seems the worst option of all. You can try to not take into account who the players are, but this is really inaccurate to how the game would play out. Do you assume perfect play? That seems very strange to me, since all players are really fairly significantly far off of that ideal. I’ve won LOTS of games I should be less than 5% to win if my opponent played perfectly. On the other hand, you can try to take that into account, but this leads into even more problems: suddenly the opinion of how strong the player is in the mind of the adjudicator is an enormous factor in determining how a ruling would go. Not only is a good evaluation thereof incredibly difficult to achieve, it’s also basically inviting the feeling that the decision is a personal one, even if the person arbitrating is trying to act as fairly as possible. Of course, the biggest elephant in the room is that the judgment of whoever is making the adjudication is very liable to be flatly wrong, on top of which all the time and effort those people would put in, as well as this leading to potential scheduling issues.
6.   How far into the game it is should be a real factor. While a player could easily be pretty far behind on turn 4 or even turn 2, I think that in these situations, you should be even more apt than usual to re-play such a game. The more of a game that’s been played, the more you want to just count that as ‘the official game’, the less that’s been played, the more of a preference there should be for playing a new one. You can’t really use turn numbers here, because some games will be over a lot more quickly than others.
7.   As a corollary to the last couple of points, there are going to be lots of situations where one player is, in actuality, way way ahead of the other player, because they’ve gone in for a much better plan, but the fruits of that aren’t necessarily borne out yet. I think these games are really poster-children for not adjudicating and indeed for going for a replay. Essentially, by awarding the game to one player or the other, it is just a nod of agreement with one plan or the other. And I feel very strongly that games should not be thusly decided, even if one plan really is much better. Of course, after game-state has played out enough to make it very clear whether the one side is going to ‘get there’ or not, it might be a different story. But it is still quite a tricky thing.
8.   Clear leads don’t necessarily mean the game is over by any stretch. There are loads of situations where deck A is clearly just better than deck B, say in a mirror, but shuffles can do a lot. Very simple example is having a 5/2 and getting just ambassador against a 4/3 player’s amb/amb. Amb/Amb is clearly ahead, but that game can really go either way. Obviously that’s a really simple example, but there are loads of things which are similar.

In general, I don’t believe that any solution whatsoever is actually fair. But (and tl;dr) the number one principle is that mutual agreement of the players involved trumps all else, and I strongly prefer deciding things with actual games of Dominion than by adjudication as  a default

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Re: Handling disconnects
« Reply #34 on: April 22, 2015, 12:17:00 pm »
+2

Moreover, this leads to the nasty situation where you’re actually encouraged to disagree and haggle for extra percentage points.

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Re: Handling disconnects
« Reply #35 on: April 22, 2015, 01:09:27 pm »
0

Firstly, to Stef's proposal: Personally, I like the general idea, but I feel the third person who decides should not be able to declare a game a tie. Such close games should be replayed. (except in that edge case where the game crashes right before p2 buys the last province).

To WW: I don't know why you think you are being ignored here, but most of your points are covered in Stef's proposal: Your first and second point are literally the same as in the  provisional rules.

Your third point is valid, but your reasoning is kind of misleading, I feel. The league consists of 6matches, why should the default position be that I play another to overrule my already started game? I might feel frustrated when I have board where I had a decent strategy on and then being forced to play another which I might not play very well. Of course one could make a case for replaying, but I don't think your reasoning is good here.

4: This is a valid concern, but our previous ruling had  much more problems with such cases. Look at the SCSN-Miq game: Mic would probably feel bad about losing  and SCSN would feel bad about replaying that game. This solution adds a middleway for such cases. (I like this being restricted to 0,25-0,75,win/lose or replay, by the way). Talking about persistence: The same problem existed before, people felt that you were being too persistent about replaying that one game. This ruling gives both people more negotiating power, because you are only talking abut 0;1/4;1/2;3/4 and 1 instead of only having 2 options.

5: Coming from a sport where there is no referee either in casual games: Sometimes it is nice having a third party as both the players are biased (esp in non-mirrors, I assume) Things here could be said about favoring the one who doesn't disconnect to diminish frustration, but that is another point.

6: I think both players will want to replay if you disconnect very early. I think this is covered in Stef's first point.

7: I agree that is why having a third person look over it might be good. (Our moderators are skilled, I doubt they overlook someone building a megagturn when the other one is  raising duchies and simply gift the game to the point leader)

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Re: Handling disconnects
« Reply #36 on: April 22, 2015, 01:21:56 pm »
0

Firstly, to Stef's proposal: Personally, I like the general idea, but I feel the third person who decides should not be able to declare a game a tie. Such close games should be replayed. (except in that edge case where the game crashes right before p2 buys the last province).

Oh in essence I agree with you here, it's just a practical thing. That is why if the players themselves agree that it's close the game will always be a replay and never a tie. When the moderator has to decide a couple of days later a replay is still the preferred solution for close games, but a tie is an option if (and only if) the players don't manage to schedule another game.
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