#161
Posted 22 April 2017 - 12:15 PM
This was a good post.
Kudos.
#162
Posted 22 April 2017 - 01:01 PM
My original intent was to show what MM is doing, not speculate on why it is doing it.
My point is that MM at its present state (deliberatly or not) assembles unequal teams to the extent, that the outcome of the match in most cases is determined from the first second. In 11 of 12 cases I studied the accounting of 3 variables (W\L, K\D and MS) predicted the winner. Suppose, it's an important finding.
If PGI is anaware of this situation, they should take mesures. At best, build the MM on this 3 variables.
If they already know of this situaton, well, now we know also.
It would be nice to include into the match analysis the data on players tiers. Sadly, this couldn't be done until this information becomes publuc as statistics in the leaderboard.
#163
Posted 22 April 2017 - 01:19 PM
drunkblackstar, on 22 April 2017 - 01:28 AM, said:
1) The MM does use only tier system.
2) The MM doesn't use tiers system or uses something along with tier system (other variables like K\D and W\L).
In either way the proposed study managed to show something.
What? You can't have your "study" confirm both the null hypothesis and alternative hypothesis at the same time!
Stop trying to defend this. It's nearly meaningless.
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You can't possibly know this because you don't know the Tiers of the players in your sampled matches.
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A sample size of twelve matches can't find anything to be "deliberate."
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You left off a whole list of other alternatives that are just as well supported by your "data."
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But I'm far from being confident in that PGI told us, at least, the whole truth about MM. For example, they were already cought on "not telling the whole story", when players found out thet tier 1 was matched with tier 4, despite the fact they claimed that it can be macthed with tier 3 only.
They weren't "caught out" at anything. They simply explained that after a certain period of failing to fill up a match, the matchmaker relaxes its restrictions and looks to fill out the match with players beyond the starting criteria. That's something the matchmaker has always done.
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Why do you think that your non-random sample of twelve matches has "discovered" some nefarious plot?
Xetelian, on 22 April 2017 - 02:04 AM, said:
What about the other one that used 100? Both show the same results.
No they don't. Did you even read the the other write up?
Edited by vandalhooch, 22 April 2017 - 01:19 PM.
#164
Posted 22 April 2017 - 01:25 PM
Tarogato, on 22 April 2017 - 04:08 AM, said:
I studied extreme match results (stomp matches, like 12-0) in a consistent environment (solo queue),
No you didn't. You even admitted you didn't. You said you included 12-0, 12-1 and SOME 12-2's. That SOME part is the problem. You only included 12-2's that you FELT were stomps. That's the very definition of cherry picking your data.
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Yes you did and you flat out told us you did in your initial post. Either you have to include all the 12-2's or exclude all the 12-2's. You can't include some and exclude others because of how you "felt" the match went.
#165
Posted 22 April 2017 - 01:26 PM
First, solo que stats need to be tracked separately than group que if that's not already being done. Second, the one variable that can be controlled that would level out the matches would be the amount of matches played. That is your starting point. You can't fake how many matches you've played. You might get there in different ways, but whether its 20, 50, 100, 15000 that learning curve (for that account) will be the same. From that point you might have to get into mechanics of ratio's for separation into teams, but you can't rely solely on ratios as the starting point.
#166
Posted 22 April 2017 - 01:31 PM
drunkblackstar, on 22 April 2017 - 04:50 AM, said:
As Marx said about ideology, “They don't know what they are doing, but they are nonetheless doing it”. I don't know why PGI are doing it, but nonetheless they are doing it:)
My goal was to show that there are differences between skill level of opposing teams.
No one said there wouldn't be. BTW, you going to explain how your chosen metrics indicate skill level?
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I don't think that word means what you think it means. The outcome of every match is always determined. It's determined by the final score of the match. It's not like the match ends but our screens go blank and we never know who won, an undetermined match.
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No it doesn't. Show me your calculation for the correlation coefficient you are basing this conclusion on.
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It isn't "a study" at all. Studies are rigorous. Studies are well designed. Studies make use of proper statistical analysis.
#168
Posted 22 April 2017 - 01:40 PM
drunkblackstar, on 22 April 2017 - 01:01 PM, said:
My original intent was to show what MM is doing, not speculate on why it is doing it.
1 - You didn't show anything despite your intentions.
2 - You definitely speculated on reasons for your imaginary biased matchmaker existing.
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That isn't how predictive models work. You can't use your model (W/L, K/D and MS metrics) to predict the outcomes of matches that you used to create the model.
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If PGI is anaware of this situation, they should take mesures. At best, build the MM on this 3 variables.
How exactly would that work? What is the weighting system you will use to combine the three metrics? Does it account for the a new player having high ratios due to them being pitted against other new players? What about players who game the system by hiding to preserve KDR or players who tend to pilot lights that result in lower average match scores?
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It would be nice to include into the match analysis the data on players tiers. Sadly, this couldn't be done until this information becomes publuc as statistics in the leaderboard.
There are pluses and minuses to the idea of making Tiers public either before or after each match.
Edited by vandalhooch, 22 April 2017 - 01:41 PM.
#171
Posted 22 April 2017 - 02:10 PM
vandalhooch, on 22 April 2017 - 01:54 PM, said:
The point is, Match Maker is currently NOT doing its intended job.
The intended job, I believe we all agree is to create as evenly matched teams as possible, so that each team has as near a 50/50 chance of winning/losing as is reasonable.
>>IF<< what MM is doing is just taking the Tier value, and weight class of 'mech selected, and assembling teams, THAT is NOT enough to do its job.
As pointed out (badly by most, so I will put it in the proper terms), as long as you are winning with a high enough score, more often than you are losing with a bad enough score, EVENTUALLY, it is possible to grind your way to Tier 1, and still be an 'average' player.
(Note: Let's stop the BS of "eventually everyone will be Tier 1" lying to ourselves. There's people that have been playing this game for YEARS who have NOT made it to Tier 1. Some people are just bad enough, or have terribly bad ISP's, or have absolute potato computer systems, or some physical disability, where they can't help but lose badly more often than not, those people will NEVER make it to Tier 1.)
As the OP, and others who have posted similar threads have stated, MM should be using other stats, other than just Tier, to assemble teams to create more balanced matches.
This isn't all that hard to understand, infer, or otherwise comprehend.
Edited by Dimento Graven, 22 April 2017 - 02:11 PM.
#172
Posted 22 April 2017 - 02:26 PM
vandalhooch, on 22 April 2017 - 01:25 PM, said:
Yes you did and you flat out told us you did in your initial post. Either you have to include all the 12-2's or exclude all the 12-2's. You can't include some and exclude others because of how you "felt" the match went.
Ah, I see what you're saying. See... I considered the requirements for a match being included to be boolean. Either it felt like a stomp, or it didn't. To me, a 12-0 or a 12-1 always feels like a stomp. But a 12-2... sometimes it is, and sometimes it isn't. If it makes you feel any better... I probably had less than a dozen 12-2 matches, and they certainly would not have swayed the results by much at all. I noticed strong correlations when my sample size was only 30 matches... by I wanted to collect at least 100, so I did so, and the patterns only seemed to grow stronger.
#173
Posted 22 April 2017 - 02:27 PM
Dimento Graven, on 22 April 2017 - 02:10 PM, said:
The point is, Match Maker is currently NOT doing its intended job.
I know you want that to be true but nothing this guy has posted supports such a conclusion.
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Nope. The matchmaker's job is to create matches as quickly as possible while trying to reduce the level of mixing of experienced and inexperienced pilots in any particular match.
Your definition of "evenly matched teams" is an impossibility for a human to create even given infinite time let alone a relatively simple algorithm.
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Why not?
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So?
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As the OP, and others who have posted similar threads have stated, MM should be using other stats, other than just Tier, to assemble teams to create more balanced matches.
When you come up with the appropriate metrics for determining a player's true skill be sure to file for a patent on it because every single game programmer on the planet will come knocking on your door.
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It does seem hard for some to comprehend that what they think of as easy to define, player skill level, is nothing of the sort.
#174
Posted 22 April 2017 - 02:33 PM
Tarogato, on 22 April 2017 - 02:26 PM, said:
Cherry picking. Now tell me why a 12-3 would never be considered a stomp. Be sure to back it up with something more than "I just feel that way." Statistics don't work off of what you "feel" about things no matter how clever you think your use of the term boolean is.
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You can't possibly know that because you didn't actually run those calculations did you?
Now, if you drop all the 12-2's a re-run the test you are guilty of cherry picking your results. You need to decide if all 12-2's count or don't count BEFORE you begin collecting any data.
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Peaking at the data during collection is also a statistical error. Your "study" is just as meaningless as his.
#175
Posted 22 April 2017 - 02:44 PM
vandalhooch, on 22 April 2017 - 02:27 PM, said:
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Your definition of "evenly matched teams" is an impossibility for a human to create even given infinite time let alone a relatively simple algorithm.
Yes, there's a time limiting factor of the MM that is a portion of the calculation, however, the goal isn't just slap some people together as fast as possible. We originally started that way in MWO, and there's a very loud and vocal minority who did nothing but ceaselessly post on the forums about it until we ended up with the original elo-based MM abortion.
Then we all bitched about that for years until they came out with the Tier system, which was supposed to do a better job at factoring actual individual performance, which due to its "win weighted" scoring methodology, it couldn't help but fail, too.
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So?
BUT I'll restate it: The Tier scoring system is slanted, GREATLY, towards heavily scoring wins much, much, MUCH more so than it penalizes losing. It makes it such that even a low-average player can, EVENTUALLY, make it to Tier 1, and be grouped with people who are SIGNIFICANTLY better than himself.
If the points lost for losing were scaled to be, at least, on par to the points awarded for winning, the skills in the various Tiers would be more stratified. People who consistently play at a Tier 4 level would probably still be Tier 4.
As it is now, you have to be incredibly bad, or have a horribly unreliable ISP, or completely craptastic computer, or some disability, to NOT go up in rank. There are people playing under these conditions, hence we have a small subset of players who have never, and probably never will (without some dramatic change) be Tier 1.
If the Tier-ing system is failing, there's no possible way for MM to do its job. MM can't do its job using Tiers, so it should be using other data, W/L, MS, etc. all seem like a good place to start.
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You mean using THOSE 3 numbers might not be better than say, just ONE number of "1","2","3","4", or "5"?
As was mentioned, there was another thread by someone else I'd read a long while back, and if I remember right he took the people dropped in the match, rearranged them with 'mech weight, and those 3 numbers and came out with sides that were absolutely MORE balanced than they were when MM originally reassembled them.
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#176
Posted 22 April 2017 - 03:05 PM
vandalhooch, on 22 April 2017 - 02:33 PM, said:
You can't possibly know that because you didn't actually run those calculations did you?
Now, if you drop all the 12-2's a re-run the test you are guilty of cherry picking your results. You need to decide if all 12-2's count or don't count BEFORE you begin collecting any data.
I guess it would make you feel better if I did that. I didn't note which matches were which, but I still have all of the screenshots. With a little effort, I could go back and remove the 12-2's.
And btw, cherry-picking would have been if I analysed the numbers from certain matches, and rejected them if they didn't support my hypothesis. That would be cherry picking. The 12-2 matches I included or excluded, I did so without knowing the numbers that they would provide for the data - it was all candid.
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There is nothing wrong with peeking at the data. What is wrong is "selective stopping" - deciding to stop collecting data when you see there is a "desirable" result.
Edited by Tarogato, 22 April 2017 - 03:09 PM.
#177
Posted 22 April 2017 - 03:18 PM
drunkblackstar, on 22 April 2017 - 01:01 PM, said:
That's a load of bull.
Because if that were the case, W/L would largely be due to random luck, which would make it impossible for players to have high or low W/L over large numbers of battles.
Eg, if the odds of a win/loss were 50/50, then my 700 wins to 510 losses I have on the Quick Play leaderboard, which is 100% solo queue play, would have a 1 in 38.4 million chance of occurring.
And there are many players with far higher W/L and far more battles than me, which lowers the odds of their W/L occurring due to random luck dramatically.
Edited by Zergling, 22 April 2017 - 03:29 PM.
#178
Posted 22 April 2017 - 03:24 PM
He's certainly not looking to help you do a better job of figuring out whether or not the matchmaker does a good job of balancing teams. I appreciate the efforts you've made to analyze what data you have, but don't waste your time on this argument. Keep collecting data if you can and do what analysis is possible.
#179
Posted 22 April 2017 - 03:29 PM
Zergling, on 22 April 2017 - 03:18 PM, said:
That's a load of bull.
Because if that were the case, W/L would largely be due to random luck, which would make it impossible for players to have high or low W/L over large numbers of battles.
No, it's true. It's pretty easy to predict the outcome of a match before it occurs just by looking at the cumulative WLR of both teams. Sometimes you can do it just by looking at names of higher level players you recognise.
#180
Posted 22 April 2017 - 03:42 PM
Tarogato, on 22 April 2017 - 03:29 PM, said:
Ok fair enough, I'm talking more about personal W/L than predicting individual battle results.
It certainly is possible to predict match results to some extent if skill levels of players on each team is known, but personal W/L doesn't come down to 'pre-determined matchmaker results', as each player is able to influence the battles to cause their W/L to differ from 1.00.
I mean, if the matchmaker was pre-determining battle results, each battle would have a 50/50 chance of a win/loss, which makes players with W/L substantially different from 1.00 over a substantial number of battles impossible.
Edited by Zergling, 22 April 2017 - 03:43 PM.
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