Re: Victory points
- From: John Probst <john@xxxxxxxxxxx>
- Date: Sat, 3 Dec 2005 05:01:11 +0000
In message <11p1cj9fso1ioa5@xxxxxxxxxxxxxxxxxx>, Julian Lighton <jl8e@xxxxxxxxxxxx> writes
In article <EqBuY5OhHFkDFwkf@xxxxxxxxxxxxxxxx>, David Stevenson <bnewsr@xxxxxxxxxxx> wrote:FootballWeb wroteagree with this in a sense
but remember the scoring system IS the game, and therefore it is very important to make a good onw
surely elements which are eiter random, or highly subjective, are bad for a game, from the neutrals perspective?
You mean like three points for a win, one for a draw in soccer?
You mean like playing exactly nine innings in baseball, rather than ten or eight, which might be better for teams with better/worse bullpens?
Those are arbitrary, not random or subjective. (Well, the soccer one isn't even all that arbitrary.)
(The VP scales are also not random or subjective.)
I could go on, but the means of deciding the winner is always like that. In fact, all you are suggesting is replacing one random scoring system with another because it seems fairer to you personally [and that's pretty subjective!] and because you think that total fairness is better than usefulness and practicality [and that's not only subjective but I think you are in a small minority!].
A higher-resolution VP scale would not be random, either.
It'd be incredibly difficult to put more meaningful resolution into a VP scale greater than 25-0 without playing 96 board matches. The VP scale is pretty unpleasant even at 20-0 and if anything gets worse as you refine it. The problem occurs because you need to keep the change in intervals smooth. Take the simple example of an ebu 10-10 result for an exact tie. That is a spread of one imp (-0.5 to +0.5). The correct [if you follow equiprobability as being the goal] spread is 2.2 imps, but if one were to award 10-10 to imp scores 0-1, (a real spread of 3 imps), the rest of the scale falls apart. Cheers john
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