A faction wins most games, but is it too strong or just picked by better players?
If the best players love one side, that side wins a lot even when it is perfectly balanced. Fixing it by weakening it would only push people away. This entry shows how to compare each faction against what its players were expected to win.
Why this works
A side that wins often may be strong, or may just attract the best players. To tell which, compare what happened with what the players' own strength would predict. Only the surplus beyond that prediction belongs to the side itself.
When not to use it
Do not use it when your skill ratings are weak or missing, for example in a new game with few matches, or when strong players pick a side only in certain situations. The correction would be wrong. Look at plain results and ask players instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 32 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "A faction wins most games, but is it too strong or just picked by better players?" (read_entry faction-win-rate-skill-adjusted) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP