Hi all,

2 details about "luck rating" computation (Go to bed, ..., Go to Vegas).

1. Luck is computed for each player independently: this leads to 
situations where
players are both very lucky (or very unlucky). Despite this being 
mathematically
understandable, the average user probabaly expects a "differential 
rating":
when player A has been "very lucky", he expects player B to be "very 
unlucky"
(zero sum).

Said otherwise, in matchplay, if player A and Player B Total Luck (MWC) 
are
+10%/+10% or +20%/+20%, the luck rating will be (let's say) "lucky/lucky" 
and
"very lucky/very lucky" respectively, but the average user probably 
expects
"none/none".

2. Looking into the code it seems to me that the luck rating for each 
player is
computed from the normalized luck rate. This does not make much sense to 
me.

The reference value to look at in order to understand who has been lucky 
is the diff
between the two players in Total Luck (in MWC for match, in Points for 
money).

The normalized luck (and luck rate) "factors out" the cube value/score 
(score
considerations are somehow factored out by EMG).

In matchplay, imagine a situation where a very long match goes up to DMP 
without
any particular luck for the two players. Then , at DMP bearoff, one roll a 
super joker
and wins. In terms of Total Luck this will appear clearly (like a +50% in 
MWC), but in 
normalized luck this will not. The same situation in a much shorter match, 
despite
having the same total luck (+50%) could have a "Go to Vegas" rating 
instead of
a "lucky" or a "none" rating.

I would advise the following:

* For player A, take his total luck (in MWC for match, in Points for 
money) and subtract
player B's total luck: let's call this Net Luck. Of course 
NetLuck(A)+NetLuck(B)=0. 

* Compare the actual result with the net luck and see which share of the 
actual result
is due to the net luck.

* For money, for player A:
        Actual Res              Net Luck                Ratio Rating
        +2                      +2                      +100% --> Very 
Lucky
        +2                      +1                      +50% --> Lucky
        +2                      +0                      +0% --> None
        +2                      -1                      -50% --> Unlucky 
        +2                      -2                      -100% --> Very 
Unlucky

*For match, actual result is either +100% or -100%, do the same 
computations and apply
the same table to convert from the ratio to the rating.

I have no idea about how to convert the ratios into meaningful ratings, 
figures above are
just to illustrate.


MaX.
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