$TIDE Seashell Formulas
This document describes the generalistic formulas to allocate Seashells (Points) to individual users of TideFlow participating in free games and wager games. Seashells will later be converted into $TIDE tokens.
- Silver Seashells
- Awarded for free games
- Reward currency for social tasks
- Gold Seashells
- Exclusively earned for playing wager games
This ensures an effective airdrop allocation to players. Players of wager games will be adequately rewarded, preventing dilution by free-to-play users.
Determining Seashells Per Game
Initially we have to define the total number of seashells available for distribution in a single multiplayer game.
At its simplest, the total number of seashells within a single lobby is calculated as such:
General Boost: Note that the “General Boost” is set at 100% across all community sizes. This is in order to give two Seashells/player as a base rate.
Community Boost: Scale with the number of players that join one single game to incentivize larger communities.
Wager Boost (only in wager games): Scales with the wager each participant in a game bets by that incentivizing communities or games with larger wagers.
This simplified logic can further be expressed in the following way.
In a simplified example where only a base boost as well as a community boost is applied is shown in the following table:
Or visually:
Further expanding the above formula with a wager boost lead to a slightly more complicated table:
N | Base Boost | Large Game Boost | |
---|---|---|---|
1 | 100% | 0% | 2 |
10 | 100% | 0% | 20 |
25 | 100% | 0% | 50 |
50 | 100% | 0% | 100 |
100 | 100% | 100% | 300 |
150 | 100% | 100% | 450 |
200 | 100% | 100% | 600 |
250 | 100% | 200% | 1000 |
500 | 100% | 200% | 2000 |
1000 | 100% | 500% | 7000 |
Or visually:
Further expanding the above formula with a wager boost lead to a slightly more complicated table:
N | Base Boost | Large Game Boost | Wager | Wager Boost |
---|---|---|---|---|
1 | 100% | 0% | 1 | 0% |
10 | 100% | 0% | 10 | 0% |
25 | 100% | 0% | 25 | 0% |
50 | 100% | 0% | 50 | 0% |
100 | 100% | 100% | 100 | 100% |
150 | 100% | 100% | 150 | 100% |
200 | 100% | 100% | 200 | 100% |
250 | 100% | 200% | 250 | 200% |
500 | 100% | 200% | 500 | 200% |
1000 | 100% | 500% | 1000 | 500% |
This again leads to a two dimensional grid of total seashells to be distributed in a single game:
N / Wager | 1 | 10 | 25 | 50 | 100 | 150 | 200 | 250 | 500 | 1000 |
---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 2 | 2 | 2 | 3 | 3 | 3 | 4 | 4 | 7 |
10 | 20 | 20 | 20 | 20 | 30 | 30 | 30 | 40 | 40 | 70 |
25 | 50 | 50 | 50 | 50 | 75 | 75 | 75 | 100 | 100 | 175 |
50 | 100 | 100 | 100 | 100 | 150 | 150 | 150 | 200 | 200 | 350 |
100 | 300 | 300 | 300 | 300 | 400 | 400 | 400 | 500 | 500 | 800 |
150 | 450 | 450 | 450 | 450 | 600 | 600 | 600 | 750 | 750 | 1200 |
200 | 600 | 600 | 600 | 600 | 800 | 800 | 800 | 1000 | 1000 | 1600 |
250 | 1000 | 1000 | 1000 | 1000 | 1250 | 1250 | 1250 | 1500 | 1500 | 2250 |
500 | 2000 | 2000 | 2000 | 2000 | 2500 | 2500 | 2500 | 3000 | 3000 | 4500 |
1000 | 7000 | 7000 | 7000 | 7000 | 8000 | 8000 | 8000 | 9000 | 9000 | 12000 |
We can put the above also into a graphical representation:
Calculating Seashells Per Player
Now that the total amount of seashells available for distribution per game has been defined, we can break it down to a single player.
To determine the number of seashells distributed to an individual single player we need to rank the player's performance against the other players.
Where KPI may be based on a Success Score or Return Measure (ROI) suitable for ranking the players individual performance.
Each player is then ranked based on the KPI relative to all other participants in the match. The following illustrates such a distribution:
The individual performance will then be rewarded by boosting seashells available for distribution for players that scored in the top percentiles while the majority (the belly of the distribution) will get a small reward and the bottom tail may or may not receive a marginal reward.
This increase is currently set to always incentivize players to compete in order to climb as far up the P&L ladder as possible. An idle playstyle, where aiming for the middle of the leaderboard is rendered inefficient from an economic and pointnomic perspective
Taking above into consideration one can easily draft a rewards table assuming a game with
Comment | Percentile | Seashell Allocation | Seashells |
---|---|---|---|
Maximum | 100% | 30% | 300 |
95% | 25% | 250 | |
90% | 20% | 200 | |
75% | 10% | 100 | |
Median | 50% | 5% | 50 |
25% | 4% | 40 | |
10% | 3% | 30 | |
5% | 2% | 20 | |
Minimum | 0% | 1% | 10 |
Or visually:
The number of seashells available for distribution in a specific percentile then needs to be shared among all players that scored in the same percentile.
Furthermore, if there should be no player scoring in a particular percentile the seashells allocated to that percentile are held in an overflow. This overflow is eventually proportionally distributed relative to the base seashell allocation, to the percentiles with players. By doing so one ensures that players in higher percentiles always receive more than those in lower percentiles.
Comment | Percentile | Score | Allocation | Seashells | Number of Players in Percentile | Actual Distribution | Actual Distribution per Player in Percentile |
---|---|---|---|---|---|---|---|
Maximum | 100% | 16 | 30% | 90 | 1 | 120 | 120 |
95% | 15.45 | 25% | 75 | 0 | 0 | 0 | |
90% | 14.9 | 20% | 60 | 1 | 80 | 80 | |
75% | 13.25 | 10% | 30 | 5 | 40 | 8 | |
Median | 50% | 10.5 | 5% | 15 | 38 | 20 | 0.53 |
25% | 7.75 | 4% | 12 | 44 | 16 | 0.36 | |
10% | 6.1 | 3% | 9 | 7 | 12 | 1.71 | |
5% | 5.55 | 2% | 6 | 2 | 8 | 4 | |
Minimum | 0% | 5 | 1% | 3 | 2 | 4 | 2 |
Overflow | 75 | TRUE | |||||
Nominator | 225 |
One can now easily define the generalistic formula for the individual user.