Dual-Track Skill Adjustment and Lockout System
This system automatically adjusts a player's skill level when peer ratings indicate a mismatch, locks the UI to prevent ego-driven readjustments, and provides fair, un-gameable pathways for the user to earn their rank back.
Phase 1: The Trigger (Demotion & Lockout)
When a player self-selects a skill level (e.g., "Advanced") but receives consistent peer ratings indicating they are playing below that level, the system intervenes.
- Action: The system automatically drops the player's profile to the appropriate lower level (e.g., "Intermediate").
- UI Lock: The dropdown or selection tool to choose "Advanced" or higher is disabled for that user.
- Initialization: The Decaying Lockout Algorithm begins.
Phase 2: Track 1 - The Decaying Lockout Algorithm (Time + Effort)
This is the baseline safety net. It forces a realistic cooldown period but allows the user to reduce that time by putting in honest court hours.
Variables
| Variable | Name | Value | Description |
|---|---|---|---|
T_base | Base Lockout | 60 Days | Maximum penalty if they do not play any matches |
T_min | Hard Floor | 21 Days | Absolute biological minimum time required to improve — lockout cannot drop below this |
R | Reduction Rate | 1 Day / 1 Hour | Days removed per hour of valid gameplay |
H_valid | Valid Hours | — | Hours played that successfully pass the Anti-Grind checks |
Formula
L_current = max(T_base - (H_valid × R), T_min)
Anti-Grind Mechanics (Calculating H_valid)
- Weekly Eligible Cap: A maximum of 4 hours of gameplay can be counted toward reduction within any rolling 7-day period. Hours played beyond this cap yield a reduction value of 0.
- The Quality Gate: A session's hours are only added to
H_validif the user receives neutral or positive peer feedback during that specific session. If they are downvoted for poor skill again, the session hours are discarded.
Phase 3: Track 2 - The Fast Track Override (Peer Validation)
Since badminton is entirely about on-court performance, the community can override the algorithm. If a demoted player genuinely improves faster than the timer allows, their peers can promote them.
Fast Track Mechanic
- After every game, peers submit a skill rating for the user.
- If the user accumulates a specific threshold of "Plays Above Current Level" ratings (e.g., 5 positive votes), the Lockout Timer (
L_current) is immediately set to 0. - The system automatically upgrades their profile back to the higher tier and removes the UI lock.
Phase 4: Anti-Collusion System (Protecting Track 2)
To prevent a user from booking a private session with friends to spam positive ratings and trigger the Fast Track Override, the peer rating system enforces strict validation rules.
Collusion Filters
| Filter | Rule |
|---|---|
| Unique Rater Rule | Multiple positive ratings from the exact same User ID only count as 1 vote toward the Fast Track threshold. The user must impress 5 different people, not 1 person 5 times. |
| Familiarity Penalty | If two users have shared more than 30% of their total bookings, the rater's vote is flagged as "Familiar" and holds zero weight for promotion purposes. Only ratings from independent or infrequent opponents trigger the Fast Track. |
Example User Journey
| Day | Event | Timer |
|---|---|---|
| 1 | User is demoted to Intermediate. Lockout initialized. | 60 days |
| 1–7 | User plays 6 hours. Weekly cap allows only 4 valid hours. | 56 days |
| 8–14 | User plays 4 hours (all valid). | 52 days |
| 15 | User plays a 2-hour session. Three independent strangers rate them "Plays Above Current Level." Combined with two strangers from a previous week, the user hits the 5-vote threshold. | 0 days |
Result: Track 2 activates. The 52-day timer is instantly canceled. The user is promoted back to Advanced, and the UI lock is lifted.