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Final Analysis Of Matchmaker

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#41 Wintersdark

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Posted 22 April 2016 - 11:16 AM

View PostEx Atlas Overlord, on 21 April 2016 - 11:46 PM, said:


Sooooo:

1) Tier 1 player enters Q....Team A forms.
2) Searches for T1 players....finds three....adds them to Team A.
3) Searches for T1 or T2 players....finds two T2 and adds them to Team A.
3) Searches for T1 or T2 or Tw players....finds seven T3 and adds them to TeamA.
4) Team A is done with 3xT1, 2xT2, 7xT3.
5) Forms Team B looking for an average of T2.3
6) Searches for T2 players....finds three....adds them to Team B.
7) Searches for T1 or T2 or T3 players.....finds nine T3....adds them to Team B.

You now have a match where Team A is 3xT1, 2xT2, and 7xT3......and Team B is 3xT2, and 9xT3.

Otherwise known as a roflstomp.

Did I get that right?
Not really. It's sort of a worst case scenario more than anything, not something you'll normally encounter.

It builds the match around the unmatched player who has been in the queue longest, too, so there's going to be a delay between entering the queue and having a match built around you.

It uses specific rating, not tier. It chooses players as close as possible to the seed rating while fitting team limits.

Your example, while theoretically possible, is only going to happen at extremely low population times when matches are essentially random - as, given sufficiently poor MM inputs, basically anything within the maximum allowed PSR rating range is possible.

In normal matchmaking, though, that's not going to happen.

Your first team, for example, would require >2 minutes to build on its own, and assumes that there are only 3 T1 and 2 T2 players in the queue at all, to have had to grab 7 T3 players.

There are lots of people in the queue, even at low pop times. Enough that the MM still has to stretch, but not so severely as you theorize above.

Using Elo, the MM scale was 0-2800, and it was able to regularly build matches where teams where within 50 points of each other, with a maximum delta of 150 points within a team. As the full range of players has been divided into 5 buckets, this means that relatively speaking teams are utilizing 5% of the rating range between their members - a full tier is 20%. The difference between the average ratings of the teams is 1.8%.

Now, that's during peak times. But that's very close.







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