![[image loading]](http://www.whitecosmos.com/tlimg/maps/FightingSpirit.png)
TvZ/ZvP/PvT stats on maps over time
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Milkis
5003 Posts
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infinitestory
United States4053 Posts
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Milkis
5003 Posts
Heartbreak Ridge ![]() Match Point ![]() | ||
Catch]22
Sweden2683 Posts
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Milkis
5003 Posts
On March 28 2011 17:32 Catch]22 wrote: Wow that is pretty cool, would be neat to see one for Destination too. ![]() Also Polaris Rhapsody ![]() screw that map ![]() | ||
milikan
United States67 Posts
i guess you have a program that yanks out the stats per map and graphs it? | ||
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Milkis
5003 Posts
On March 28 2011 17:38 milikan wrote: are these stats all collected using tlpd? i guess you have a program that yanks out the stats per map and graphs it? These are stats from TLPD, all the "standard" leagues and only counting progames in Korea judgment day ![]() Outsider ![]() | ||
Catch]22
Sweden2683 Posts
Thank God Fighting Spirit became the new Python, could you do one for python? Would be neat to compare them too. | ||
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Milkis
5003 Posts
On March 28 2011 17:42 Catch]22 wrote: Whoa, knew Desti was bad for T, not that bad :S neat! Thank God Fighting Spirit became the new Python, could you do one for python? Would be neat to compare them too. ![]() Wow python wow | ||
milikan
United States67 Posts
could graph balance over time, but i think that would be random. map makers come up with new concepts, and it seems like they care more about creativity than balance. which i kinda like! [edit] in the sidebar, i saw the title "race relations..." and i thought this was a post on human race relations. thats how it caught my attention. | ||
Crunchums
United States11143 Posts
sadly i don't think there are very many maps with a large enough sample size for those graphs to mean much, but they are still fun to look at hopefully FS will come back during PL playoffs ( <3 FS ) | ||
Catch]22
Sweden2683 Posts
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Milkis
5003 Posts
On March 28 2011 17:47 milikan wrote: suggestion for next "program": compare the distance of the values for the winrates from 50% for each map as a way to measure balance, then find the most balanced map since 2006. ^^ could graph balance over time, but i think that would be random. map makers come up with new concepts, and it seems like they care more about creativity than balance. which i kinda like! Eh, it's honestly not that simple cause there's a lot of selection bias going into the maps. Think of it this way 1) in individual leagues races that are bad at certain maps are knocked out quickly (sup ZvZ MSL) 2) in proleague, people will send out races that supposedly are "good" at certain maps. So in order to measure balance you also have to calc the mirror matches and stuff like that, and that alone makes it a bit more interesting. IE: Map stats (at least win rates) alone don't tell you jack about balance. The reason I made these graphs are to show how certain maps really are quite good like Fighting Spirit since it actually seems to converge to close to 50% for some reason, so it's a good overall signal. Of course it could also be the fact that FS has a ton of games, probably more so than any map. | ||
Crunchums
United States11143 Posts
i'm sure you could do even better if you did something like account for the racial composition of the entire proscene / teams / consider the race requirement | ||
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Milkis
5003 Posts
[edit] in the sidebar, i saw the title "race relations..." and i thought this was a post on human race relations. thats how it caught my attention. Yeah that was all planned :D On March 28 2011 17:48 Crunchums wrote: wuthering heights? battle royale? raid assault? sadly i don't think there are very many maps with a large enough sample size for those graphs to mean much, but they are still fun to look at hopefully FS will come back during PL playoffs ( <3 FS ) These don't have enough points cause I was going to do something else and so i made the dataset with only data from 2006 onwards :D;;; On March 28 2011 17:54 Crunchums wrote: yeah, I actually think that the best statistic for map balance is the % of the time each race was sent out on the map during proleague i'm sure you could do even better if you did something like account for the racial composition of the entire proscene / teams / consider the race requirement Yeah but that's also kind of hard cause some teams have "more zergs" than others etc. Winner's League also throws a lot of stuff off too since it operates kind of differently. It's something to look at in the future though, although I was planning on taking the noob easy way out and just fixed effects it and just look at coefficients in the long run to determine map balance. | ||
Cedstick
Canada3336 Posts
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Milkis
5003 Posts
On March 28 2011 18:01 Cedstick wrote: There's no WAY Toss are losing to Terran that much on Python. Am I looking at this thing backwards? Nope, you're looking at it correctly ![]() Rush Hour 3 ![]() Andromeda ![]() | ||
milikan
United States67 Posts
On March 28 2011 17:51 Milkis wrote: Eh, it's honestly not that simple cause there's a lot of selection bias going into the maps. Think of it this way 1) in individual leagues races that are bad at certain maps are knocked out quickly (sup ZvZ MSL) 2) in proleague, people will send out races that supposedly are "good" at certain maps. So in order to measure balance you also have to calc the mirror matches and stuff like that, and that alone makes it a bit more interesting. IE: Map stats (at least win rates) alone don't tell you jack about balance. The reason I made these graphs are to show how certain maps really are quite good like Fighting Spirit since it actually seems to converge to close to 50% for some reason, so it's a good overall signal. Of course it could also be the fact that FS has a ton of games, probably more so than any map. 1) won't that show up in the w/l stats, as one matchup will be skewed for that map? or does that mean sample size will be too small? 2) do you mean that a lot of mirrors are played thus leading to a smaller sample size? in general i dont see a problem with using w/l stats as a general measure of balance; obviously its not going to be perfect, but as rough guildline i don't see why not. balance makes it easier for one race to win vs. another, so spread over a large sample size, shouldn't that be reflected in the w/l stats? "The reason I made these graphs are to show how certain maps really are quite good like Fighting Spirit since it actually seems to converge to close to 50% for some reason, so it's a good overall signal." this point seems to agree with what im trying to argue; that a 50% w/l ratio for all MUs infers a balanced/good map. unless "balanced" doesnt equate to "good"? [woo more editing] i wonder what you could do with access to iccup stats. the difference amongst player ranks (D to A) would be pretty interesting, just for starters! | ||
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Milkis
5003 Posts
On March 28 2011 18:05 milikan wrote: + Show Spoiler + On March 28 2011 17:51 Milkis wrote: Eh, it's honestly not that simple cause there's a lot of selection bias going into the maps. Think of it this way 1) in individual leagues races that are bad at certain maps are knocked out quickly (sup ZvZ MSL) 2) in proleague, people will send out races that supposedly are "good" at certain maps. So in order to measure balance you also have to calc the mirror matches and stuff like that, and that alone makes it a bit more interesting. IE: Map stats (at least win rates) alone don't tell you jack about balance. The reason I made these graphs are to show how certain maps really are quite good like Fighting Spirit since it actually seems to converge to close to 50% for some reason, so it's a good overall signal. Of course it could also be the fact that FS has a ton of games, probably more so than any map. 1) won't that show up in the w/l stats, as one matchup will be skewed for that map? or does that mean sample size will be too small? 2) do you mean that a lot of mirrors are played thus leading to a smaller sample size? in general i dont see a problem with using w/l stats as a general measure of balance; obviously its not going to be perfect, but as rough guildline i don't see why not. balance makes it easier for one race to win vs. another, so spread over a large sample size, shouldn't that be reflected in the w/l stats? "The reason I made these graphs are to show how certain maps really are quite good like Fighting Spirit since it actually seems to converge to close to 50% for some reason, so it's a good overall signal." this point seems to agree with what im trying to argue; that a 50% w/l ratio for all MUs infers a balanced/good map. unless "balanced" doesnt equate to "good"? 1) Basically suppose you have a map pool that is PvT imba. Protoss eliminates all the Terran so all we have left is a lot of PvZs. Basically it doesnt give you a good overall picture and it requires quite a number of samples, but maps change every individual league so you dont really have anything conclusive. 2) For example, let's say, Battle Royale or Central Plains. You do a test like that on those maps, you're likely not going to get significance if you only use W/L ratio cause there weren't many other types of matches, but the number of mirror matches there let us know how "imbalanced" the map is. It also skews the sample, cause the other races going into those maps probably has something crazy prepared. What I mean is yes, Fighting Spirit "looks" more balanced than others, but I'm more curious if there are correlations between these kinds of patterns, mirror matches, etc. Anyway sleeping now. Will do more requests tomorrow i guess | ||
Amnesia
United States3818 Posts
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milikan
United States67 Posts
On March 28 2011 18:12 Milkis wrote: 1) Basically suppose you have a map pool that is PvT imba. Protoss eliminates all the Terran so all we have left is a lot of PvZs. Basically it doesnt give you a good overall picture and it requires quite a number of samples, but maps change every individual league so you dont really have anything conclusive. hmmm doesn't that mean sort of pull the statistics to extremes? if one map is really imba, then the stats will show it with a huge disparity in win rate, since there's a huge disparity + small sample size. however if a map is balanced, then there will be ~50% win rate + large sample size. so there's an exponential increase in "balance" as w/l stats approach 50%...? so assuming what i just said is true, FS is SUPER DUPER balanced? ^^ anyways thanks for the awesome graphs! and for the impromptu lesson in stats. =D [kekeke more editing] "What I mean is yes, Fighting Spirit "looks" more balanced than others, but I'm more curious if there are correlations between these kinds of patterns, mirror matches, etc. " this also seems fairly easy to graph; distance of MU from 50% vs. # of mirror matches (for race that was mirrored the most). but this seems like a really obvious positive correlation. lol also i suppose you could throw in stats for # of times each MU is played, i.e. distance of MU from 50% vs. # of times each MU is played. i predict... negative correlation? =P GOD this problem is interesting to think about. i need to go back to hw. | ||
YejinYejin
United States1053 Posts
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zer0das
United States8519 Posts
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FranzP
France270 Posts
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Severedevil
United States4832 Posts
On March 28 2011 20:32 DTK-m2 wrote: Anyone want to explain to me how TvP is so Protoss-skewed? I fucking hate playing that map as Terran. Protoss has such an easy time taking a third, and I have a hard-as-balls time taking a third. Which map, HBR? HBR has a hard third for the Terran, but an easy fourth and fifth. That's pretty threatening for Protoss, on a map with only 6 bases that Protoss can ever take, one of which is indefensible after Terran takes his mineral-only fourth. As a consequence, Protoss has to play aggressively enough that either Protoss gets to mine out both corners, or Terran can never take center. Fortunately for Toss, they get an early advantage (long rush distance + hard third for Terran) so they can afford to play it aggressive. | ||
YejinYejin
United States1053 Posts
On March 28 2011 21:02 Severedevil wrote: Which map, HBR? HBR has a hard third for the Terran, but an easy fourth and fifth. That's pretty threatening for Protoss, on a map with only 6 bases that Protoss can ever take, one of which is indefensible after Terran takes his mineral-only fourth. As a consequence, Protoss has to play aggressively enough that either Protoss gets to mine out both corners, or Terran can never take center. Fortunately for Toss, they get an early advantage (long rush distance + hard third for Terran) so they can afford to play it aggressive. HAHA WHOOPS. Forgot to say which map. I was talking about Python. Protoss takes one of the other mains by making a wall with 2 pylons and a forge, and Terran can't take one of those mains because it's so out of the way. | ||
ReketSomething
United States6012 Posts
fairly balanced towards the end except TvZ...I play Z so mehz. outsider <3 | ||
oxidized
United States324 Posts
On March 28 2011 21:57 DTK-m2 wrote: HAHA WHOOPS. Forgot to say which map. I was talking about Python. Protoss takes one of the other mains by making a wall with 2 pylons and a forge, and Terran can't take one of those mains because it's so out of the way. Yeah the TvP stats on python have always confused me. Unfortunately I can barely find any TLPD vods on python now that the Jon747 account was killed. But you should know that T>P on close pos, and P>T on far pos. Far pos is impossible for T 2 base push, and thus super easy for a toss third. Late game map architecture also favors toss. But T is equally greater than P on close pos due to super fast push distance and free third along the push distance. Games would end early. Maybe the skew towards terran comes on mid pos (close air), but I'd have to see the vods to be sure of that. I also remember more 2 fact strats being used during that era, so maybe poor protoss response to this was another factor. Yeah, I really wish I could see the vods t.t | ||
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Sayle
United Kingdom3685 Posts
In honor of ISL, can we get one for Hitchhiker? XD | ||
Crunchums
United States11143 Posts
On March 28 2011 17:57 Milkis wrote: Yeah but that's also kind of hard cause some teams have "more zergs" than others etc. Winner's League also throws a lot of stuff off too since it operates kind of differently. It's something to look at in the future though, although I was planning on taking the noob easy way out and just fixed effects it and just look at coefficients in the long run to determine map balance. Winner's league games should be thrown out when considering usage rates for obvious reasons. I would also throw out all ace match games as well; while individual games might support a certain argument (eg KT not sending Flash for an ace match on a map support that being bad for terran) I don't think KT sending Flash or Oz sending Jaedong on a certain map says much about the map's balance. You can also account racial differences inherent in the scene by not just comparing the data to a naive baseline of 50%. The data will actually be more useful not that matches are Bo7 too, which is nice. There are still flaws (eg if a team gets 4-0'd we lose 2 games) but if you are doing a statistics based analysis of map balance I think it is the best approach. | ||
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2Pacalypse-
Croatia9487 Posts
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GoodRamen
United States713 Posts
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Severedevil
United States4832 Posts
On March 28 2011 22:10 ReketSomething wrote: Outsider my favorite map :O fairly balanced towards the end except TvZ...I play Z so mehz. outsider <3 Outsider is such a badass map. It gives both players so many options! | ||
xxpack09
United States2160 Posts
On March 28 2011 18:01 Cedstick wrote: There's no WAY Toss are losing to Terran that much on Python. Am I looking at this thing backwards? Vulture play is REALLY strong on Python Tornado terran is amazingly powerful, the open field leaves so much room for vultures to roam about and the long distances between bases keep the dragoons running | ||
Eun_Star
United States322 Posts
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buhhy
United States1113 Posts
On March 29 2011 05:09 xxpack09 wrote: Vulture play is REALLY strong on Python Tornado terran is amazingly powerful, the open field leaves so much room for vultures to roam about and the long distances between bases keep the dragoons running Man, that python graph is super surprising... I've always felt tvp on python was ridiculously annoying for terran: easy to flank, hard third, while tvp on fs was much more bearable. | ||
xxpack09
United States2160 Posts
On March 29 2011 05:37 buhhy wrote: Man, that python graph is super surprising... I've always felt tvp on python was ridiculously annoying for terran: easy to flank, hard third, while tvp on fs was much more bearable. The third isn't that hard if you take a mineral only. Plus, you can defend your 3rd very well simply by forcing his goons to be constantly on the defensive | ||
xarthaz
1704 Posts
On March 29 2011 01:23 Crunchums wrote: If you reject the premise of player skill being equal for all three races(which is the reasoning for not including WL or ace matches or whatever) then that also implies that no statistics at all can reflect the map balanceWinner's league games should be thrown out when considering usage rates for obvious reasons. I would also throw out all ace match games as well; while individual games might support a certain argument (eg KT not sending Flash for an ace match on a map support that being bad for terran) I don't think KT sending Flash or Oz sending Jaedong on a certain map says much about the map's balance. You can also account racial differences inherent in the scene by not just comparing the data to a naive baseline of 50%. The data will actually be more useful not that matches are Bo7 too, which is nice. There are still flaws (eg if a team gets 4-0'd we lose 2 games) but if you are doing a statistics based analysis of map balance I think it is the best approach. | ||
Necosarius
Sweden4042 Posts
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dRaW
Canada5744 Posts
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Milkis
5003 Posts
On March 29 2011 06:27 Necosarius wrote: I think it's pretty cool how the graphs evens out on almost all maps (ofc there are some exceptions. Polaris rhapsody lol.) It's not really "evening" out. It's the flaw of it being over time and not over number of games -- there are times where the "balance" doesnt change because well, no games were played during that time. | ||
Grobyc
Canada18410 Posts
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puppykiller
United States3126 Posts
On March 29 2011 06:31 dRaW wrote: I've always hated PvT on Python, I found it quite hard because the play-style is much different than newer macro maps (far third and very open, circuit breakers is a little more similar play-wise). I find it funny how the stats show it that terran favoured when so many terrans complain that it's protoss imba ![]() Imba for toss at low level since aggresion is so nessecary for tvp on that map and fails with noob terran apm and awful push micro | ||
Carefree
United States1571 Posts
On March 29 2011 11:04 Milkis wrote: It's not really "evening" out. It's the flaw of it being over time and not over number of games -- there are times where the "balance" doesnt change because well, no games were played during that time. Why don't we just do it by game then? | ||
Release
United States4397 Posts
Funny how jaedong never thumbed down Polaris Rhapsody as the dual map. | ||
salito
1647 Posts
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Milkis
5003 Posts
Cause I haven't coded it that way yet, silly! But graphing by time also has its advantages in that you get to see exactly at what times the shifts occur. That itself makes it interesting to look at. I will address some of the other stuff tomorrow, and I guess I could start a thread on some stat theory cause I think that's interesting hehe. But that will have to wait till tomorrow cause I have to translate like 15 pages tonight apparently. | ||
Chimpalimp
United States1135 Posts
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Crunchums
United States11143 Posts
On March 29 2011 05:41 xarthaz wrote: If you reject the premise of player skill being equal for all three races(which is the reasoning for not including WL or ace matches or whatever) then that also implies that no statistics at all can reflect the map balance What? Even if you reject that premise statistics can still reflect map balance - you just need to compare against a baseline that reflects the difference in skill between the three races. The reason WL doesn't make sense is because I am trying to use usage statistics. In regular proleague non-ace matches every time a player is sent out they were specifically chosen for that map, and hence if a map favors a certain race you ought to see that race be sent out more frequently than you would expect if it were perfectly balanced. In winner's league it doesn't say much that crazy-hydra played on circuit breaker if the reason he did that was he happened to win 3 games before that. Maybe you could argue that you could still analyze the first game a player is sent out for but when Jaedong gets sent out in the 4th set that's not because of the map that's because god damnit jaedong oz is down 0-3 again. The same reasoning applies to ace matches in regular proleague - you would expect the correlation between the race that is sent out for an ace match and how good the map is for that race to be lower than non-ace matches. edit: Did I just get trolled? I just spent a lot of time typing out some stuff that I think is pretty obvious. | ||
hauton
Hong Kong743 Posts
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4vvhiplash7
South Africa392 Posts
On March 28 2011 17:26 Milkis wrote: Fighting Spirit ![]() Fighting Spirit was seriously one of the best maps in my opinion, they should bring it back... ![]() | ||
konadora
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Singapore66117 Posts
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Divine-Sneaker
Denmark1225 Posts
Cool statistics. | ||
aimaimaim
Philippines2167 Posts
PvTwinration means Protoss wining against Terran or is it vice-versa? So, the Python's Graph indicates a huge favor for Terrans against Protoss? | ||
revy
United States1524 Posts
That would help to show trends in the matchups at a given time. For instance destination was initially pretty imba for TvZ but sometime between december 2008 and march 2009 it started turning around and zergs began winning more often which eventually brought the MU down to ~55%. If you have questions about how you might go about it you can PM me, I do these sorts of things for a living (though am out sick today!). | ||
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Milkis
5003 Posts
On March 30 2011 02:45 revy wrote: Milkis, could you possibly show us the first derivative of these graphs (You'll likely need to smooth the plots or else they'll look like garbage) or a sliding window average? That would help to show trends in the matchups at a given time. For instance destination was initially pretty imba for TvZ but sometime between december 2008 and march 2009 it started turning around and zergs began winning more often which eventually brought the MU down to ~55%. If you have questions about how you might go about it you can PM me, I do these sorts of things for a living (though am out sick today!). First derivative of a percent change would be rather misleading, so it's not a very good measure. You can see why cause as the number of games increase the average has less and less variance. I'll probably do a 10 game running average maybe in order to see noticeable trends. I have no idea how to smooth plots though, so I'd be interested in learning how to do that since I have some very interesting plots that I will reveal soon ![]() Also if you do this for a living I envy you ;___; hmmm doesn't that mean sort of pull the statistics to extremes? if one map is really imba, then the stats will show it with a huge disparity in win rate, since there's a huge disparity + small sample size. however if a map is balanced, then there will be ~50% win rate + large sample size. so there's an exponential increase in "balance" as w/l stats approach 50%...? so assuming what i just said is true, FS is SUPER DUPER balanced? ^^ It biases statistics, yes. I'm not talking about winrates, of course -- cause again I don't think winrate is an accurate measure of balance ("whatever that means"). There needs to be a good definition of balance before we even start talking about anything. What about an aggregate racial balance chart, so we can see overall map balance over time (or was that already done before)? Will be done, with a lot more, in a future post ![]() Winner's league games should be thrown out when considering usage rates for obvious reasons. I would also throw out all ace match games as well; while individual games might support a certain argument (eg KT not sending Flash for an ace match on a map support that being bad for terran) I don't think KT sending Flash or Oz sending Jaedong on a certain map says much about the map's balance. You can also account racial differences inherent in the scene by not just comparing the data to a naive baseline of 50%. The data will actually be more useful not that matches are Bo7 too, which is nice. There are still flaws (eg if a team gets 4-0'd we lose 2 games) but if you are doing a statistics based analysis of map balance I think it is the best approach. Yeah, I think it's also fair to assume it will even out in the long run. I would however have to filter out ace matches. | ||
bITt.mAN
Switzerland3691 Posts
![]() About TvP @ Python, we need to remember that these are PROgamer statistics, not D P v D+ T stats (I still hate TvP on Python, so Toss imba yo!) because as has been said low-level Terran versus Low level Protoss is already unfair enough, and Python just makes it harder. | ||
Elroi
Sweden5587 Posts
On March 29 2011 11:33 Release wrote: Funny how jaedong never thumbed down Polaris Rhapsody as the dual map. Tbh, there were plenty of zerg graveyards that season. | ||
PUPATREE
340 Posts
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Reyis
Pitcairn287 Posts
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Z3kk
4099 Posts
On March 30 2011 01:34 aimaimaim wrote: Okay, I'm confused. PvTwinration means Protoss wining against Terran or is it vice-versa? So, the Python's Graph indicates a huge favor for Terrans against Protoss? Yeah, it's ratio of P wins versus T to total games PvT. And yes ![]() | ||
aimaimaim
Philippines2167 Posts
On March 30 2011 08:56 Z3kk wrote: Yeah, it's ratio of P wins versus T to total games PvT. And yes ![]() Ahh ok ok but someone quoted that this is progaming records not D nooby records. I belong to the latter :D IDK why but I hate playing on FS. QQ | ||
Zyferous
United States270 Posts
MY ENTIRE LIFE HAS BEEN A LIE. | ||
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alffla
Hong Kong20321 Posts
fighting spirit <3 <3 | ||
e_i_pi_1_0
933 Posts
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Scaramanga
Australia8090 Posts
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Crunchums
United States11143 Posts
On March 30 2011 12:29 Scaramanga wrote: I'd love to see a graph for peaks, its the most balanced map ever isnt it? i am assuming you mean sin peaks, lol has one been done for circuit breaker? | ||
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Milkis
5003 Posts
Also I lost my code from two days ago for some reason so now I don't exactly remember what kind of games are involved and if they involve "special" event matches ![]() | ||
Froadac
United States6733 Posts
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Milkis
5003 Posts
![]() Blue Storm ![]() Icarus ![]() New Peaks of Baekdu ![]() Aztec ![]() I also did one for hitchhiker but there wasn't enough games to make the data anything useful cause most games on there are on offline games. | ||
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Milkis
5003 Posts
Data is basically all Korean BW professional games that are standard league and are team leagues (ie: no OSL/MSL). The plots show the ratio of Zerg/Protoss/Terran players playing on a map over time. Fighting Spirit ![]() Outsider ![]() Heartbreak Ridge ![]() Just for some lulz, here's Battle Royal and Central Plains ![]() ![]() | ||
Crunchums
United States11143 Posts
![]() can you plot the same thing across all proleague games (ignoring the map)? | ||
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Milkis
5003 Posts
On March 30 2011 15:37 Crunchums wrote: fighting spirit ![]() can you plot the same thing across all proleague games (ignoring the map)? ![]() 100 game averages (smoothed by taking 10 averages of it) over number of games. | ||
chisuri
Vietnam789 Posts
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Crunchums
United States11143 Posts
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Milkis
5003 Posts
On March 30 2011 16:51 Crunchums wrote: is it possible to mark the points on that last one where the map pool changed? its possible to mark it by leagues but it would have to be rather manual :[ | ||
Crunchums
United States11143 Posts
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Milkis
5003 Posts
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ghrur
United States3786 Posts
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Waxangel
United States33130 Posts
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FlaShFTW
United States10087 Posts
er.... i play on othello quite a bit, how about that map. byzantium as well? gaia, faoi? | ||
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Milkis
5003 Posts
On March 30 2011 20:33 ghrur wrote: What program are you using to make these? STATA On March 30 2011 23:09 Waxangel wrote: u still need to fix them so X axis is # of games, not time Why would you say "fix"? Honestly, it's not on my priority list atm cause you can easily condense the graph in your mind to see what it may look like :S | ||
JieXian
Malaysia4677 Posts
Could anyone please reupload the images? Thanks! | ||
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