Yesterday we had the first test run on 5 mp servers where some of you might have had a first contact (haha) with my safety rating system, so I think it's time to describe what it does and what not. Unfortunately we had the impression that some even got insecure about it - the opposite of what it wants to achieve.
What is it?
It's basically a central system where any ac multiplayer server can join by using a plugin (will post this in the modding section very soon for an open beta stage). The plugin will report drivers, laps, incidents and stuff to the system where a safety-rating per driver is calculated.
What's the goal?
The big goal is simply: Enhance the multiplayer experience for a (huge) majority of the ac online community; that is the people who want to drive clean and realisticly.
Currently there is no incentive to do so, beside of personal motivation. This is ok so far, but if somebody drives reckless or even wrecks around it's not only his own choice, but it ruins the good time all the other - clean - drivers can have. Usually there is one or two bad guys against 10-20 good guys. So I want the system to a) actually reward clean driving, b) maybe set the incentive to change the unclean behaviour and c) exclude the real wreckers.
Do I have to be afraid?
If you're a wrecker who has it's fun on playing destruction derby without any racing alongside - yes. Indeed.
Otherwise: No. In fact I promise you the system won't hurt you if you drive your race and respect other people. Incidients will occur, and that's not a problem.
With the v3 algorithms coming today you will almost instantly receive feedback and you should know what's going on. This includes warnings before things really go bad.
I also do not plan to publish driver lists with grade/ratings. Some day you should be able to read your own history and rating.
How does scoring work?
We will have (again, v3 algorithm) two layers: Contacts and Contact Points.
If any collision between two cars occur on a mp server that uses the plugin, both drivers will get a Contact and a Contact Point. Both will also receive a whisper with feedback within the next seconds.
(Exception: T1 wreckfest, where only the root contact partners are accused).
Contact Points can be less then 1, if the system is pretty sure that one is "less guilty". It'll be the best if you just drive like there are no Contact Points.
When the session is finished your "rating" is calculated by simply dividing your contact points / corners driven, where only the last X corners are regarded (let's say X = 1000). So we'll have a number that says how many corners you drive in average without contact.
This is called CPpC (Contact Points per Corner).
What's this class/grade thing?
When we have enough data we'll shape 5 classes:
- A - outstanding
- B - clean
- C - Rookie or Trying
- D - not clean
- W - deliberate Wrecker beyond doubt
Later a server will be able to block W, D or C (not recommended).
There will also be no distinction between A and B, so you don't need to worry or get upset if you just lost your A grade. It's always "A or B".
And it'll be really easy to stay in C, and with little effort you should easily manage to get to B.
Why do you do this?
First I'm highly interested in this topic. Just curious. It's a been pleasure so far, and I've learnt so much.
Secondly I'm getting really angry when a wrecker arrives, because he has so much power and can ruin the evening of 23 other's with a grin on his face. It's simply not fair.
Don't you worry about negative effects?
Hell yes. All the time.
I try to be extremly defensive; I'd ignore let 15 non-clean guys than having one false positive on a innocent. Especially scary when it's a newcomer.
Problems/Suggestions here are the best thing you can bring.
How about cheating/exploiting?
Huge problem, huge development effort on my side as well as hostile complexitivity. There is a AI working (I call her Barbara) that analyses stuff and should prevent a vast majority of the attacks on the system. To have obscurity as an additional defensive layer, I'll apply the first two rules of fight club.
What is your plan?
On the short run: Find the algorithm I'm pleased with. Today I'll introcude the third one.
Then publish the plugin as an open beta in the Modding Section, so every server admin can join if he likes.
After some serious data is available, we'll shape the grades and wipe all data. This day is release 1.0.
As soon this safety rating is cool, I'll have a look at performance ratings. Should be the next interesting topic, and I think it will be cool when race results eventually matter.
Who pays the server upkeep cost?
You.
I've invested the first 50€ for the server rent, added a windows licence worth 600€, spent development days worth a few thousand euros. So I think I'm done here.
The upkeep per month is less than 30€, the system will be available as long as it's paid via donations.
Donate to rackservice
Server is payed until end of September
14€ / 26€ payed for October
I'm a server admin, may I join?
Yes! See the
server admin thread please.
Can I contribute?
Yes, indeed.
- Think about the system and find suggestions or problems
- Help people on the servers - especially newcomers - to understand it and be confident with it. After all it should be a good thing, nothing to be afraid of
- I always have to decide if to test, think, code, write stuff like this or improve the website. If you don't like a text (or feel it's missing) - write it and post it here.
- If you're good in plain html + css (without frameworks, without javascript) - the website is a mess and needs work. At least we need to get a newcomer informed who just visits the site, this isn't the case currently
- Server admins, you can of course contribute by using the plugin and reporting feedback. Thanks so far to ALOOG, they supported the closed beta
- Developers that work on plugins, infrastructure and stuff. Special thanks to the guys from the API-thread, you've been a big help so far
Q&A
Q: Why do always both contact partners get points?
A: There are a lot really good reasons, but: It's realistic, and should end up in a authentical behaviour. In real life racing, both drivers will avoid a contact by any means. Beeing "right" isn't helpful when it comes to damaged cars, health and life.
Q: Do you think your system is better than raceme.io, X, Y?
A: Didn't understand the question, sorry. This is just my playground, I'm enjoying learning things about it. I don't need, no. I don't want this system to be "the" rating system. This is a big prototype, and there are things to be learnt. In fact I will help "competitors" wherever I can, so we can build "the" ac rating system that will succeed.
Q: This is bull****. I'm a clean driver, but I'm usually wrecked multiple times per lap
A: This is a problem, yes. Unluckily the most un-clean-drivers consider themselves as clean. Try to upload a replay, and be ready to get some tips you won't like in the first place. But they are usually worth it and your online experience will get much better.
Q: What happened to the algorithms v1 and v2?
A: v1 was just a bad idea, needed to get myself sorted. v2 was *very* cool and outstanding in detecting wreckers. The problem is that it's quite squishy, you won't understand it from outside. So the system had only one chance to be accepted: if it just works flawless and without problems, so anybody has 100% trust.
See the question before; it can't work this way.
So v3 is back to the roots, very simple and pretty stupid. But it allowes strictly feedback and things can easily be tracked by the drivers.