Abivard, on 11 April 2014 - 01:26 PM, said:
That is what you offer? more straw arguments? More of the 'everything is working fine, nothing to see here, move along folks' comments?
You have not shown anything, you merely try to intimidate others to your point of views.
You have yet to respond to any points I have raised outside of that they should be ignored.
You ask others to 'show their work' but you never show yours.
You ask others to trust your views, but you don't want them to see sources. You are being deliberately obtuse or truly lack reading comprehension when you twist what is written to fit your own ends.
The proof of it being misapplied and highly inefficient is in the results everyone sees in MWO.
Things are not working fine and dandy in MWO, keep on in your denial of the reality, after all, it should work, your paper work proves it! To bad no one is allowed to SEE your paperwork.
As predicted, no reference to any mathematical proof of Elo being unable to function in this environment.
Show my work? Okay. Here you go:
Law of large numbers
Central limit theorem
Variance and standard deviation of a random variable
Just to help you understand that one here's
standard deviation
How to identify and solve for
margin of error
That's a good start.
Just because you seem to keep forgetting, I'm going to link you again to how Elo is used in TrueSkill.
Here you go
Elo in MW:O is not designed to stack rank you. It's not even required to be that accurate - there certainly are more complex systems or additional qualifiers that could and would refine your Elo ranking down more precisely.
They have absolutely no use in MW:O as it stands right now however because all the Matchmaker needs is a rough approximation of skill; currently you're matched in a high/low to target system, going forward you're just going to be in one of 3 buckets - 0-1000, 1001-1500, 1501-2800. Even a 10% margin of error is perfectly acceptable and within a useful tolerance.
Elo is designed to measure performance. As performance varies in circumstance when measuring something like skill in people it can't therefor measure absolutely but must do so by inference. The most accurate means of measure by inference is via historical data from similar circumstance. The biggest challenges to that are self-selection of allies and opponents (hence why premades skew Elo) and the fact that peoples performance is not static - ergo there is no absolute score you can set a persons performance at. Your own behavior will skew your relative rating, thus any rating must be inferred.
I realize you're not going to read those links. If you actually cared you could have educated yourself via Google in an afternoon and understood why the idea that Elo simply can't work in MW:O is something that anyone who does understand statistics would laugh at.
That's why I'm still posting here; it's not really to you. It's not a lucky guess to say that you don't understand statistics or how/why Elo would work because if you did you wouldn't hold the position you do. You don't want to understand, you want to blame something you don't understand for some bad experience you're having. What this does do however is let me point out, for those people who do care and would like to understand, exact what and how.
What's funny is that Bhael Fire already hit this one on the head - winning /= fun. The issue isn't that Elo doesn't work for MW:O. It works exactly as designed and does exactly as it should. They should and hopefully will continue to use it as the basis for whatever the matchmaker evolves into. As the player population grows and more value can be found in seating peoples scores more precisely hopefully it'll drill down to performance via chassis, loadout and teammates in a drop vs other teams composition and map. Currently that's irrelevant; it's got issue enough just filling matches roughly with what's available.
The issues that people are blaming on the matchmaker have nothing to do with the matchmaker but instead other balance issues. The importance of the deathball, how heat works, tonnage mismatches and huge disparities of viability between chassis. Pinpoint damage, poor SRM performance, lack of objectives aside from deathmatch. Lack of lobbies, it's a long list. Fortunately much of it seems to be getting chipped away at.
I work in a field where psychology and statistics cross, identifying peoples behavior to specific interpersonal encounters, distilling from that what motivated what response and predicting future behavior and adjusting business metrics to respond to (and alter/control) that behavior. I know that the biggest issues in MW:O are more community (or lack of it) driven; some of that's being fixed by the changes in the matchmaker. 3/3/3/3 will create enough predictability to allow players more control over the viability of their build in any given game. If you always know there will be 3 lights, a light-hunter will always be useful for example. Matching Elo to tiers ensures a more stable population dispersion within each tier, significantly reducing the impact of particularly high/low performers to skew a matches outcome.
What's missing and in being missing actually creates most the issues you're complaining about is a lobby system. It's part of why people gravitate to the forums; there's no way to actually establish a connection with your fellow players. You rotate through random groups and unless you join a guild (which has plenty of barriers on its own, as well as plenty of limitations) you have no means of connecting to your own performance as part of a larger social whole. If I could, for example, go PUG in matches that are largely populated with members of Murphys Law or even just chat with them in the lobby between games I would establish a value on their opinion of how I play and an expectation that they would see me play often enough in the future that such an opinion had weight. In a lobby or more integrated social environment that web or inter-significance would tie me emotionally to my performance in the view of how other people would see it. Currently I've got no reason to care, every game is completely selfish. Hopefully a lobby comes with/after CW.
Anyway. A whole other topic and it's got a lot of facets. MW:O has tons of issues. The use of Elo isn't one of them. The new matchmaker is a HUGE step forward. That you don't understand how or why Elo works for MW:O is a personal issue and one you choose to create, given that it's an easy one to solve. I'm not going to waste two hours of my friday night walking you through an equation to solve for the statistical impact of 1 in 12 in a 12v12 win/loss environment with 23 variable players, identify the margin of error and adjust required sample size accordingly. Do it yourself - but you won't. Instead you'll pretend that it's all too hard and that you being completely ignorant of statistics and how they work still qualifies you to judge the viability of a statistical equation in a given analysis because of your anecdotal experience and uninformed personal opinion.
Shine on, you crazy diamond.
Edited by MischiefSC, 11 April 2014 - 08:39 PM.