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Maps in the Balance - Page 2

Forum Index > Final Edits
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Prev 1 2 3 Next All
Guybrush
Profile Blog Joined December 2002
Spain4744 Posts
January 21 2008 16:09 GMT
#21
Great read. Thanks
Live2Win is awesome. Happy new year scarabi!
Xeln4g4
Profile Joined January 2005
Italy1209 Posts
January 21 2008 16:18 GMT
#22
With the premise that imho the number of games played on this maps it's absolutely not enough to state what mu is imba or not (u need more played matches for this kind of analysis ...) it's funny to see how the same number can lead to different opinions:

TvP: 8-16 favour P vs T
TvP: 5-14 favour P vs T
PvZ: 22-11 favour P vs Z
TvZ: 11-3 favour T vs Z
TvP: 4-0 favour T vs P
TvZ: 14-29 favour Z vs T
PvZ: 14-24 favour Z vs P
PvZ: 3-7 favour Z vs P

This tell me that P is quite favoured on T while Z is quite favoured on P. Nothing else.

Considering that the analysis was carried on 4 different maps, so different playground, i COULD state that:

Zerg have a balance mu (ZvT) and an easy mu (ZvP)
Protoss have an easy mu (PvT) and an imbalanced mu (PvZ)
Terran have a balaced mu (TvZ) and an imbalanced mu (TvP)

Map issue or race balance issue?

Beside this, great article as usual. Very good JOB.

Mindcrime
Profile Joined July 2004
United States6899 Posts
January 21 2008 17:11 GMT
#23
On January 22 2008 01:18 IH4t3z3rg wrote:
With the premise that imho the number of games played on this maps it's absolutely not enough to state what mu is imba or not (u need more played matches for this kind of analysis ...) it's funny to see how the same number can lead to different opinions:

TvP: 8-16 favour P vs T
TvP: 5-14 favour P vs T
PvZ: 22-11 favour P vs Z
TvZ: 11-3 favour T vs Z
TvP: 4-0 favour T vs P
TvZ: 14-29 favour Z vs T
PvZ: 14-24 favour Z vs P
PvZ: 3-7 favour Z vs P

This tell me that P is quite favoured on T while Z is quite favoured on P. Nothing else.

Considering that the analysis was carried on 4 different maps, so different playground, i COULD state that:

Zerg have a balance mu (ZvT) and an easy mu (ZvP)
Protoss have an easy mu (PvT) and an imbalanced mu (PvZ)
Terran have a balaced mu (TvZ) and an imbalanced mu (TvP)

Map issue or race balance issue?

Beside this, great article as usual. Very good JOB.



It's a map issue and that should be obvious.
That wasn't any act of God. That was an act of pure human fuckery.
3 Lions
Profile Blog Joined October 2007
United States3705 Posts
January 21 2008 17:12 GMT
#24
nice
axel
Profile Blog Joined March 2007
France385 Posts
Last Edited: 2008-01-21 18:55:13
January 21 2008 18:54 GMT
#25


Thanks man, i'm still very surprised that people spend time to make so good , intresting and detailed articles about broodwar.


Very nice.



Lemonwalrus
Profile Blog Joined August 2006
United States5465 Posts
January 21 2008 19:16 GMT
#26
Very nice writeup, I've always just accepted that some maps were imbalanced, never really took the extra step to learn what it was that made them that way.
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
January 21 2008 19:58 GMT
#27
Good analysis. I agree with I think all of the points, and have nothing to add
¯\_(ツ)_/¯
micronesia
Profile Blog Joined July 2006
United States24776 Posts
January 21 2008 20:40 GMT
#28
On January 21 2008 22:00 dybydx wrote:
i propose a standardized method to measure which map is more imba than the other.

let x = min(TvP, PvT)
y = min(TvZ , ZvT)
z = min(PvZ, ZvP)
q = min(x , y , z)

balance meter = x * y * z * 8
the lowest score is 0, and the highest score is 1. lower score = imba

we can also calculate the "hotness of a specific race"
hot meter for terran = [sum over all map of] chance of t win in a map^2 / number of maps x 2
lowest score is 0, highest score is 1. 1 being red hot.

hence, according to my imba meter, (using latest statistics right now on TLPD map info)
Baekmagoji = 0.189841968
Blue Storm = 0.48798288 Most balanced
Katrina = 0.328012272
Un'Goro Crater = 0 Most imba

This means Un'Goro Crater (it the TvP imba continues) has to be removed. It would make sense too i mean if the toss player has no chance of winning this map, it would be very unfair to play a T player in the finals. (assuming other maps are balanced)
I like this idea and I think it can be applied to other areas as well. Although, you might want to propose it in a more suitable place.
ModeratorThere are animal crackers for people and there are people crackers for animals.
Tigron
Profile Joined November 2007
United States13 Posts
January 21 2008 20:40 GMT
#29
Did I help inspire this post in my comment (and your followup) to the Proleague week 13 report? If so, then I'm very honored.

I've often thought about the map maker's catch-22. The only real way to tell if a map is balanced or not is to put it through its paces in a tournament. Any kind of prior "beta testing" that could be done would be ineffective, as the best people to help with that are the players, who have a conflict of interest. But if the map turns out to be unbalanced, it defeats the purpose of having a tournament. Are we testing the maps here, or the players?
Daigomi
Profile Blog Joined May 2006
South Africa4316 Posts
January 21 2008 20:43 GMT
#30
You actually did Tigron. I was asked if I wanted to write a TLFE just after that comment, so I thought it would be an interesting project
Moderator
JensOfSweden
Profile Blog Joined February 2007
Cameroon1767 Posts
Last Edited: 2008-01-21 22:56:22
January 21 2008 22:55 GMT
#31
Damn, that was a really excellent matchup.

Although I gotta say that people read too much into map imbalance sometimes.
If for example PvT is 10-5 on a map this is too small of a sample to mean anything at all. When people talk about maps, the players skill is unfortunately often ignored.

Anyhow, fucking impressive write-up
<3 Nada [On and off TL.net since 2002
pandas
Profile Joined June 2007
31 Posts
January 21 2008 23:57 GMT
#32
On January 21 2008 22:00 dybydx wrote:
i propose a standardized method to measure which map is more imba than the other.

let x = min(TvP, PvT)
y = min(TvZ , ZvT)
z = min(PvZ, ZvP)
q = min(x , y , z)

balance meter = x * y * z * 8
the lowest score is 0, and the highest score is 1. lower score = imba

we can also calculate the "hotness of a specific race"
hot meter for terran = [sum over all map of] chance of t win in a map^2 / number of maps x 2
lowest score is 0, highest score is 1. 1 being red hot.

hence, according to my imba meter, (using latest statistics right now on TLPD map info)
Baekmagoji = 0.189841968
Blue Storm = 0.48798288 Most balanced
Katrina = 0.328012272
Un'Goro Crater = 0 Most imba

This means Un'Goro Crater (it the TvP imba continues) has to be removed. It would make sense too i mean if the toss player has no chance of winning this map, it would be very unfair to play a T player in the finals. (assuming other maps are balanced)

lol? sample size?
Xeofreestyler
Profile Blog Joined June 2005
Belgium6776 Posts
January 22 2008 00:05 GMT
#33
really nice
thanks!
Graphics
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
January 22 2008 00:27 GMT
#34
On January 21 2008 22:00 dybydx wrote:
i propose a standardized method to measure which map is more imba than the other.

let x = min(TvP, PvT)
y = min(TvZ , ZvT)
z = min(PvZ, ZvP)
q = min(x , y , z)

balance meter = x * y * z * 8
the lowest score is 0, and the highest score is 1. lower score = imba

we can also calculate the "hotness of a specific race"
hot meter for terran = [sum over all map of] chance of t win in a map^2 / number of maps x 2
lowest score is 0, highest score is 1. 1 being red hot.

hence, according to my imba meter, (using latest statistics right now on TLPD map info)
Baekmagoji = 0.189841968
Blue Storm = 0.48798288 Most balanced
Katrina = 0.328012272
Un'Goro Crater = 0 Most imba

This means Un'Goro Crater (it the TvP imba continues) has to be removed. It would make sense too i mean if the toss player has no chance of winning this map, it would be very unfair to play a T player in the finals. (assuming other maps are balanced)

Nice, I would suggest a different measure though. I think we both agree that a x = y = z = 0.1 map is more imbalanced than a x = 0, y = z = 0.5 map. Your measure can't tell the difference of a 0,0,0 map and a 0,50,50 map, which I think is a flaw.

maybe ( x + y + z)?
Or if you want to discourage heavy imbalances more you could take
sqrt( (.5-x)^2 + (.5-y)^2 + (.5-z)^2 )
or even higher powers for more weight to worst matchup on the map.
Also normalise them if you prefer from 0 to 1.
Well, that was just a few ideas...

Good article btw! I'll watch a few of the vods and think about what you wrote.
dybydx
Profile Blog Joined December 2007
Canada1764 Posts
January 22 2008 00:30 GMT
#35
lol? sample size?

obviously when we take statistics we are assuming the sample is representative of the population. it may not be in this case but it is the most accurate information we have. this is why i stated "if the TvP imba continues"

it would help the analysis alot if we can get a hold of qualification round information as well, but hey, i tried.
...from the land of imba
dybydx
Profile Blog Joined December 2007
Canada1764 Posts
January 22 2008 00:40 GMT
#36
Nice, I would suggest a different measure though. I think we both agree that a x = y = z = 0.1 map is more imbalanced than a x = 0, y = z = 0.5 map. Your measure can't tell the difference of a 0,0,0 map and a 0,50,50 map, which I think is a flaw.

it was intended. i realized this problem when i formulated the equation. but then i realized 3 things

1. starleague do not offer TvZ only or ZvP only maps. all match ups are possible on any given map. balance must therefore imply across all 3 races, not 2 races.
2. in addition, suppose we are at superfight 5, T,Z,P race wars. on a 0,0,0 map, it is a deadlock, on a 0,5,5 map means 1 race immediately get taken out without contest. thus 0,0,0 is actually less imba than 0,5,5
3. finally, i feel that any map that has 0 in it should be taken out because there is no real contest.
...from the land of imba
pyrogenetix
Profile Blog Joined March 2006
China5098 Posts
January 22 2008 04:14 GMT
#37
awesome write up!

i just showed this to a friend who said that sc was no skill and it totally changed his mind. he said he had no idea the distances, layout, chokes etc played such a big role.
Yea that looks just like Kang Min... amazing game sense... and uses mind games well, but has the micro of a washed up progamer.
Fermata
Profile Joined January 2008
5 Posts
January 22 2008 06:35 GMT
#38
noooooo

I liked that map T.T it looked interesting and seemed like it could bring about some new and exciting plays...
vhallee
Profile Blog Joined January 2005
899 Posts
January 22 2008 09:59 GMT
#39
great analysis thanks alot. and yea maps are to blame for imbalances not the races.
Marijuana causes amnesia and other things I don't remember.
ineverwin
Profile Joined January 2008
United States93 Posts
Last Edited: 2008-01-22 12:33:52
January 22 2008 12:26 GMT
#40
Wait, why does the "chasm" on Blue Storm give zerg an advantage (you said it was easy to defend, and zergs can take the expos on their side of the map)? I would think helps terran because they can shoot across it, forcing zerg to run into it (and losing vision of the other side).

Zergs often expand to the expo behind their opponent's nat, anyways.

edit: Thanks for writing this up, but I do think that the sample size is wayyyyyy to small for us to gain any knowledge from it, and I don't think we can be accurate by trying to theorycraft imblances from so few games.

Look at temple: it's balanced, but the first 30 or so games would have never told us that (and you are using sets sometimes much smaller than that).
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