What is Ranked? - UPDATED

What is Ranked?

The goal of ranked is to create a system based on objective factors to rank and rate players across ranked games.

Quick Summary

  • Each day every living player gets up to [minimum number of incorrect executions before town loss + living mafia - 1] simultaneous votes. Players can choose to vote less people at once. Voting no execution is not an option.
  • At the end of day, all players with the most votes dies.
  • At night, if any mafia remain, they get as many kills as if they would have gotten as if the players were executed 1 by 1.
  • Winning the game is main priority, amount of positive and negative rating movement within overall game result is based on pro-alignment influence towards the game result as defined by votes, end of day results, and influence (other people voting with you). You will never gain rating if you lose the game and you will never lose rating if you win the game.

How are players rated?

Each player only has a rating - there is no individual town and mafia rating.

After a game where a player is Town, a performance rating is generated based on

  • The game result: Did your alignment win or lose the game?
  • A player’s vote score
  • A player’s day score
  • A player’s influence score
  • The mafia team’s average rating
  • The town team’s avg rating

After a game where a player is Mafia, a performance rating is generated based on:

  • The game result
  • When applicable, when during a game the last mafia team member died
  • When applicable, the day on which the mafia team wins the game.
  • The mafia team’s average rating
  • The town team’s average rating

A player’s rating after a game is calculated based on their current rating and their performance rating.

Creating more Objective Factors: Ranked Voting

In most mafia games without power roles, the objective factors are:

  • The result of the game
  • The location of players’ votes
  • The result of each day and night.

This isn’t much! In particular votes only encode information about a singular read and nothing about player’s wider reads and longer term strategies.

Our Solution: Multiple Votes

  • Each day every living player gets up to [minimum number of incorrect executions before town loss + living scum - 1] simultaneous votes. Players can choose to vote less people at once. Voting not to kill anyone is not an option.

Example: If there are 7 living town vs. 2 living mafia the town loses the game in 3 incorrect executions so players get up to 3 + 2 - 1 = 4 votes.

  • At the end of day, all players with the most votes dies.
  • At night, if any mafia remain, they get as many kills as if they would have gotten as if the players were executed 1 by 1.

What does Multiple Voting accomplish?

  • It allows players to vote for a longer term strategy. Consider the above 7 town vs 2 mafia scenario - a town player correctly identifying 4 other town would be considered a “Winning POE” in traditional mafia voting - in other words, if correct, executing all players OTHER than the 4 town players and the player themselves would always leads to a town victory. Ranked voting formalizes this since a player can simultaneously vote and push the remaining 4 players if they believe they have a winning strategy.
  • It allows player more strategic choice - should they vote 1, 2, 3, or 4 players? While voting more players is more powerful if the strategy is correct, it’s also punishing if the strategy is incorrect. It challenges players to judge their confidence.
  • It gives the mafia team more strategic diversity. In particular note that mafia can push multiple votes and that it’s possible for them to even win day 1 if they convince town that an incorrect PoE is correct. Note that in the above 7v2 example, a successful 4 player vote must include 2 mafia or the town loses and a successful 3 player vote must include at least 1 mafia or the town loses.

Judging Multiple Voting: Vote Score

At the end of each day we look at the position of all town players’ votes. To analyze how effective someone’s votes are we assume that everyone they voted for was successfully executed and analyze the aftermath based on the change of EV. Positive change in EV leads to a positive vote score, negative change leads to a negative score.

Example: Again using the 7v2 example, the starting EV is 30% for town. If someone submits 2 mafia votes and 2 town votes, town wins so the resultant ev is 100% for town. If someone submits 1 mafia and 1 town, the resultant game state (after night) is 4 town 1 mafia which has a 47% win rate for town.

Note: All strategies that lead to the same EV are treated as equal. In particular consider the case of a 2 mafia 2 town submission vs a 2 mafia submission. Since both lead to a win even if one technically wins faster - there is no score distinction between the two.

Note: It’s probably not correct to vote the maximum allotted amount unless you’re very confident you’re right.

Special Case: A player not voting at the end of the day is evaluated equivalently to a player who supplies a game-losing strategy on that day.

Day score

A town player’s day score is based on the alignment of flips while a player is alive. A player is also scored for days which results match their voting strategy after they are executed.

After a player has died, they are still scored on any day where the result matches their last submitted voting strategy before death.

Influence score

A town player’s influence score is (positively) based on the amount of town players who vote with them when they have a positive EV voting strategy and (negatively) based on the amount of town players who vote with them when they have a negative EV voting strategy.

After a player has died, they may continue to gain or lose influence score based on their last submitted vote strategy before death.

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Additional Notes:

  • We’re updating the software to support multiple votes. May test with one game using our existing vote counter’s “List View” mode just to get the ball rolling.

  • Please send initial questions, comments, and critiques to me privately.