PhoenixFire55, on 23 April 2013 - 03:48 AM, said:
You can easily get another numbers changing your parameters, for one you did increase the number of player skill levels to 7, you can't really tell if its 7 or 3 or 78.
Correct. These are presumed to be hidden in reality. I do however need some way to simulate this tug of war game to demonstrate that people who are better will out preform others when using a random team composition.
PhoenixFire55, on 23 April 2013 - 03:48 AM, said:
Your model also shows what I mean ... total epic fail 0-skill guy who is just afk still wins 37% of his games. And vast majority of people around your 2.64 average skill in between skill 2 and 4 win 47-57% of their games (my calculation was 46-54% no real difference).
I don't get what you're trying to say here.
When matching up people randomly average people can be expected to win 50% of their games by virtue of being average. They'll encounter good players and better players on their team as often as they do encounter them on the other team. They'll encounter them in combination that help them as often as it goes against them.
Just as the 0-skill guy gets lucky from time to time with his team composition. However not lucky enough to win all the time and this will still cause him to lose elo over time.
Now this is with a random match maker. What would happen if we used an elo match maker? Say this 0-skill guys is new and has an average elo. The average elo player population has a skill of 2 and there are enough players available to make a team with only average players. There are no other new players.
12vs12 1 million matches.
Strenght:Win%
0:0.0
2:0.522239
The effect is overwhelming now. The advantage the random match maker gave this guy by putting him on a good team by pure chance is gone now. He has not won a single game and as a result his elo will sink like a brick (at least until the match maker puts him in with other people).
Now this is not a realistic situation as the charts show nearly 50% of the population has played less then 50 games. These are al at average elo levels (and I agree, they shouldn't be there).
12vs12 1 million matches. 50% 0, 50% 2.
0:0.4207155
2:0.5790735
The effect is rather limited however still enough to cause people to migrate to a different elo level.
.
PhoenixFire55, on 23 April 2013 - 03:48 AM, said:
Another thing is that in this model (lets take your previous one with 3 skill levels):
good+good = 2+2 = 3+1 = elite+bad
While in reality there is such thing as teamwork, so in fact:
good+good = (2+2)*1.5 > (3+1)*0.8 = elite bad
What I mean is that 'goods' will agree to focus fire and stick together and such and 'bad' will just shoot his 'elite' in the back, leave him alone or better yet just go OB.
Agreed. The model just assumes people add their strength and does not account for synergies. I'm doing this on purpose because I want to keep the model simple. I'm not trying to simulate a mwo match, I'm trying to show that it is possible using only wins and losses to rank people using elo, even though they are playing in a team and their (elite) contribution might not always result in win.
PhoenixFire55, on 23 April 2013 - 03:48 AM, said:
An 'elite' player will not 'carry' his team. Because if he is in a really bad team he alone can't do anything. Same time if he is in a good team everyone does well and he isn't carrying anyone.
I'd like to reverse the order of what you are saying. If an elite player is in a really bad team he alone will not 'carry' his team. This is correct. Likewise if an elite player is in a really good team he doesn't have to do much. However the simulation shows that with random match making an elite (6) player will be in a winning team more often then not. He can be expected to win 68% of his games. This being the elite player and the only constant in all these winning teams we can assume that he is doing the work and carrying his team.
PhoenixFire55, on 23 April 2013 - 03:48 AM, said:
The difference between 'elite' and 'epic fail' just isn't significant enough (37% to 68%, 47% to 57% for majority of people) which means that 'elites' will get 'epic fails' in their games quite often. Same ... I can't call this quality matchmaking, its not any different from totally random matchmaking.
These win percentages are produced by a random matchmaker! You think I have time to write an elo match maker over lunch? Give me till dinner.
I keep brining this random match maker up because 1) it shows that wins can be used to measure individual contribution in a team and 2) the initial state of an elo system is equivalent to a random match maker. If a elite player has a higher chance to win he will inevitably over the course of a few matches acquire elo. Just as a new player will lose them over the course of a few games. Once the divide is big enough the match maker will avoid trying to put them in the same game. They might go up or down further until the point where they've met their match and can be served with a 50% to win.
Edited by Hauser, 23 April 2013 - 05:19 AM.