vandalhooch, on 22 April 2017 - 11:34 PM, said:
I see someone pretending that they have done some science and then trying to use their pretend "study to sway the opinions of others, I speak up. You don't like it, don't pretend to be doing science.
Except you keep making claims about 'insufficient data' and how things haven't been done to a standard you didn't define until like, page 12? While at the same time, offer no research of your own to counter what's been brought to fore by two different individuals working independently of one another.
Even with the small sample sizes, it shows patterns which bare some further looking into.
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Define a "balance match." Give us a definition that can objectively be measured so that we can all look at the same data and draw the same conclusion as to what is and is not a "balanced match."
LOL! See, this is the **** you do. "DEFINE THIS... DEFINE THAT..." When it's been defined ad nausea, one more time for the 'reading comprehension impaired':
A "balanced match" is when both sides have teams that have skill levels as evenly matched as possible. If one side ends up with significantly more players who typically have higher W/L ratios, higher avg. match scores, and higher average damage dealt numbers than the other side, both sides ARE NOT as evenly matched as they could be.
And your statements about "map affects" and the like are so much obfuscatory denial BS.
Exactly what kind of map is going to significantly improve the play of BAD players??!?!? What kind of map is going to make GOOD players, do badly and let BAD players do well?!?!?!?
I believe that piece of data is irrelevant, I'd be willing to bet pretty much anything that it is a difference that makes no difference.
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Do really terrible players move up in Tier rapidly or slowly? How many matches will it take a terrible player (in your opinion) to reach Tier 1? How many matches does that player play in a month? How many months to get to Tier 1? Upon reaching Tier 1 is that player the same level of terrible (in your opinion) as they were when they started out?
Got any data to back up your claim?
Yet again, another example of you arguing for the sake of argument. You don't need data, you look at how it operates:
If a player is playing badly enough to where they are more often than not losing, and when they lose they score badly enough to take the largest PSR penalty, and even when they win they are scoring only enough to come out with NO PSR bonus, they'll NEVER increase their PSR ranking, and in fact, eventually bottom out at T5, no green in the bar.
That's how the PSR system is setup, and it takes a special kind of "bad" to do it the way that the PSR system works.
Now, if a player wins and loses an equal amount, and when they win they're scoring enough to at least get the most minimum bump, and when they lose, they're scoring enough to either break even or take the minimum PSR penalty, they'll go up in rank, slowly.
It's how PGI documented the PSR system, you don't need raw data to prove it, UNLESS, you believe that PGI lied (and that's actually not an unreasonable belief).
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Or be a new player, or play very, very infrequently, or do like some in these forums claimed to do and purposefully throw matches in order to stay in Tier 4/5.
Outliers that do more to prove my point than call it into question, but whatever.
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Weight class balanced is not tonnage balanced.
True that, absolutely.
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Nope, nope, nope. That 80% you are quoting from Taragato does not mean what you think it means.
Taragato only included stomps (12-0 and 12-1) in his analysis. The 80% was the percentage of stomps that had the "higher level" team winning. Note, 20% of those stomps were STOMPS BY THE "WEAKER TEAM." Not just that the "weaker team" won, they STOMPED the stronger team. Taragato's data did not show that the majority of matches have such a discrepancy because he did not collect data on every match! How many matches do "weaker teams" according to Taragato end up winning the match? We have no idea because he didn't collect that data.
Except when he included more data, it didn't reduce the trend, in fact, the trend went up, did it not?
You don't like his sample size, and later on went on to say 1,000 matches might be enough data.
I say you should get right on that and see what you come up with.
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Define balanced in an objective way.
There you go again. Did so numerous times, and above, scroll up to read it.
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That may be what you imagined the new matchmaker was supposed to do but you can't program any matchmaker to balance player skills. If you could, you'd make a fortune from the gaming industry and Vegas would definitely be interested in using your system for their sports betting. You can create a system that reduces the general level of imbalance by using proxy metrics for "skill" but there is no goal of "interesting" and "fun" matches because those aren't objective things that can be calculated.
WOW!!! You're telling me Vegas is NOT already making BILLIONS of dollars on sports betting?!?!?!!?!??!??
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Please don't try to lecture me about how science works. Do you even know what I do for a living?
At this point I'm fairly convinced you are a professional climate change denier.
Possibly employed by Exxon...
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If your observations are biased, and your data is insufficient then you end up not understanding anything beyond what you wanted to be true from the start.
The data points are:
Match Outcomes
Players performance statistics
The observation is:
Taking player the average of the player statistics for both sides and comparing them against the match outcome.
Not sure how that's 'biased', it's raw numbers.
The CONCLUSION might be biased, but not unreasonably so, because the numbers we have show us that when a stomp occurs MM has inadvertently stacked one side up with higher performing players than the other.
Ergo, MM is not always doing its job, its only using 'mech class and PSR, but that is not enough to ensure both sides of a match are balanced because PSR is flawed and not tuned to reflect player skills correctly.
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The limited sample can't support anything. It's too limited. It is the very definition of observation bias at work. If the data seems to confirm what you originally believed before the analysis then GOOD SCIENCE is to be even more skeptical of the data. Humans are very, very good at lying to themselves without being consciously aware of it.
So go get your 1000 matches and show us what you get.
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Which is why I said that the matchmaker builds matches as quickly as possible WHILE LIMITING THE MIXING OF EXPERIENCED AND INEXPERIENCED PILOTS as much as possible.
But it's not doing that, because people apparently don't want to wait an extra minute for a match, BUT ALSO, because PSR isn't doing its job either.
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What size tin foil hat do you wear?
Sorry, I work in a field where you have to define, not just what is said, but the actual intent behind the statement.
Syntax, context, and tone all have meaning.
It allows me to face an irate person screaming at the top of his lungs cussing me and my entire lineage in the most foul and perverse manner, and find a means to provide a solution the actual problem.
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And if you were convinced by those two different "analysis" then you deserve to be ripped off by every huckster who comes along. Your critical thinking skills are nearly non-existent.
LOL...
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No it doesn't. And no amount of his and your repeating that claim will ever make it true. That's not how statistics and science work.
"Do you smell smoke?" "Yeah I smell smoke, do you smell smoke?" "No, smell no smoke."
"I think something is on fire." "Yeah I think so too, I smell something burning."
"I neither see any fire, nor smoke, nothing is on fire! You people don't have enough..." KABOOM!!!
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Very definition of biased observation.
Sorry, I can only report what I see. I can't report what you see, or anyone else does, unless of course, they provide the numbers...
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Got a metric that does it better? We're all ears!
Yet again...
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A zero sum system is the root of ELO systems. You said that didn't work when it was tried but here you are arguing in favor of it.
Yes, applied during the build of teams, not in deciding who should win and how big their elo bump should be.
That was the entire problem of PGI's implementation of elo, if I remember correctly how it was documented.
It was never used to assemble the teams, it was used to figure out who was probably going to win, and if they did win, it limited the bump in elo, and if they lost it increased the elo penalty, where as the opposite, if the team projected to lose won, they got a much bigger elo bump, but if they lost, their elo penalty was minimal.
The way PGI set it up, it could NEVER result in balanced matches because elo wasn't being used to balance teams.
I might be remembering this wrong, it's been a few years.
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So? If the goal is to separate experienced from inexperienced then it works just fine.
Do new players start out in Tier 5 now? If not and they're still being lumped in at the top end of Tier 4 then, automatic fail is it not?
I don't remember reading any changes to new player PSR rating, BUT, if PGI were to increase the MM PSR range from 1-3, to 1-4, then it's reasonable that they might have made the change to new player PSR rank as well, however, over the years how often has PGI done what should have been obvious and reasonable?
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Given player population sizes during some times of the day, just how long are you willing to wait for your match? Is everyone in agreement with your opinion? Why or why not?
It doesn't matter, if players want balanced teams, then they need to wait longer.
Howe much longer, I don't know, PGI doesn't give us the data to determine that.
Me? I'm willing to wait at least another minute or two for more interesting matches. I won't speak to anyone else's opinion on that.
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So, you acknowledge that the root problem is player pool size but think that a "better" matchmaker will overcome that root problem?
When people are reporting that it seems like most of their matches are stomps, that can become boring (especially if you're typically on the receiving end of those stomps) and thus players go elsewhere for entertainment, exacerbating the population problem was bleed players bored with 12-0, 12-1, 12-2, 12-3 6 minutes or less matches.
But ultimately, no PGI needs to frickin' advertise this game like WoT or WoWP or other games have done and are doing. It needs lots and lots of new players to swell the ranks of T4 (or T5 if that's where they're starting now). Then they need to fix the PSR system so that it actually reflects skill, and not how long and how much you've been playing the game.
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Those metrics are already incorporated in PSR. You want to create a more complex algorithm that attempts to balance multiple metrics simultaneously between two teams? Why? Why would you create such a grossly inefficient system?
Actually that's incorrect, as I recall from how PGI documented PSR, it's another value, mostly independent of the other values, and it grows or shrinks based off your end of match score and whether you won or lost the match.
The way it's documented as functioning it's perfectly possible to have a W/L ratio lower than 1, low average match and average damage scores and still be maxed out in Tier 1.
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In your imaginary system, how does matchmaker balance match score between the two teams at the same time it's trying to balance damage per match between those teams? What does it do when those numbers are not strongly correlated within each player?
Sheer lunacy!
I'll bet that your solution ends up combining those different metrics into one overall summary score for each player and that you end up using that summary to create the teams.
Again, there you go...
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No. We are NOT "fairly certain we're not getting balanced matches now." That's my entire point. Neither the OP nor Taragato have demonstrated anything of the kind. All we have is the biased opinions of people. Nothing systematic or objective about any of it.
Taragato is very amenable. I admire his ability to be patient with people being intentionally obtuse. I think he would do better at my job than I do (though it's very rare to have an individual be as purposefully obtuse as you have been).
Taragato's work, plus the OP, independent sampling, small though it is seems to be fairly indicative of something going on.
You the critic haven't brought forth one piece of datum on your own to refute anything the numbers show, only complained that the sampling was too small, or they cherry picked, or that they're just biased, yadda, yadda, yadda.
You're here to argue.
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And you're here to do what . . . knit puppy mittens?
Right now, I'm having fun pissing you off.
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Those who don't understand statistics are the ones who are fooled by the liars. Guess which category you fit into?
LOL, yeah and "93% of statistics are made up on the spot"...
Nicely done passive aggressiveness there!
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Yep. My bad. Sorry for the misquote.
Meh, it happens which is why I only elaborated, not berated.
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How should they be combined?
Do they have to be?
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What about new/smurf accounts that have very few matches and thus might have extreme values?
New accounts start at whatever the default is now and will be scored according to performance, for smurf accounts with extreme values, why do we have to do anything for them? Their scores are their scores, and again, eventually pilot performance will score them where they need to be.
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Is a new player that got lucky in his first match going to be placed in with the best of the best in his second match? How will you prevent that?
If PGI has changed new players to T5, that won't happen until the player scores himself to T4. If PGI hasn't changed new players to start in T5, well, fail.
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Both actually. A player who wins a lot, gets good match scores, and does lots of damage almost every match, will rise to the top of the leaderboards. It's how they work. It doesn't matter if they're grouped or not.
Most skilled players tend to do well whether they're grouped or not.
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Yes. Do you think there are enough of them to fill out a complete match every time one of them hits the Quick Play button at any time of the day? If you do manage to get them into their own matches with others like them, will their metrics remain the same high level over time? As their metrics drop do they come join the rest of us plebes down below?
If they're always against equally skilled/performing players the most likely outcome is those numbers will drop to the middle or maybe low end of the top tier. With less, lesser skilled, players for the meat grinder matches "should" become more balanced as their opponents are coming at them with equal skill matches will take longer and be less 'stompy' (baring any outlying disco/afk issues).
There'll be less opportunity for kill/damage hording you see in stomps where there's a few players with high damage and kill counts.
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Isn't that what we already have now?
As is evidenced by the data presented so far? No.
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Why? It will produce exactly what we have now.
How do you know? We really haven't ever had it as described.
The win weighted PSR system NEVER let it be that way.
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Small player pool can not be overcome by a more elaborate matchmaker.
This is absolutely true, hence my call for PGI to actually advertise this damn game some.
Hell you have other, NEWER, games advertising themselves on national TV as "...thinking man's..." games.
You fix population issues by 'butts in seats', you maintain population by ensuring your product can hold the interest of those 'butts'.