It might be a bit offtopic, but:
Quote from: Mablak on June 28, 2012, 02:46 AM
Also something to consider: ties may have a suspense factor, but they always favor the better player, and the larger the margin of error in times we consider draws, the more it favors them. Suppose you have an 82.5% chance of winning, and 17.5% chance of losing against a particular player. Then suppose a rule creates a 5% chance of a draw, and let's say the probabilities go to 80% chance of winning, 5% chance of drawing, and 15% chance of losing. In actuality, we might not subtract 2.5% from wins and losses evenly, but I think this works assuming both players have similarly shaped normal distributions of their times.
This 5% chance of drawing implies playing another game, so you could rephrase it as "5% chance of (80% chance of winning, 5% chance of drawing, and 15% chance of losing)". Or to just focus on the winning percentage, it becomes .8 + .05(.8 + .05(.8...)), which can be written .8 + (.05)*(.
+ (.05^2)*(.
+ (.05^3)*(.
+.... This is just a geometric series, .8*(summation from n = 0 to infinity of) .05^n. You might remember learning at one point that a geometric series reduces to 1/(1-r), where r is the ratio. So this sum is equal to .8/(1-.05) = .8421, so the real winning ratio is 84.21%.
You're assuming that the chances will go from 82.5% for A and 17.5% for B to 80% for A, 15% for B and 5% draw, which is not logical imo. Let's say a draw is what it is now (players finishing in the same second), then chances that A finishes first in this second are higher than 50%. If B has not some super mental power which makes him stronger in close situations, A should even be first in 82.5% of the cases. Which means that draws wouldn't change anything at the winning percentage.
Even if B would perform better in close game than he usually does, the winning percentage for A just slightly increases. And you chose a pretty high winning percentage for A as an example.
To sum it up: I don't think draws have practical influence (less than 1%) on the outcome of a game.
And also:
Quote from: Statik on June 28, 2012, 06:36 AM
Just a note: 1ms = 1/1000s. WA shows only hundredths of seconds (1cs = 1/100s). So 34.56 = 34 seconds and 560 milliseconds, but not 56ms. So be careful with calling it "ms"
Wiki
Quote from: Worms2d.info
Each turn is divided in frames, at a rate of 50 frames per second.
source:
http://worms2d.info/Replay_file