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Nightbird's Match Maker Summary


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#41 Nightbird

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Posted 19 September 2021 - 10:14 AM

View PostRkshz, on 19 September 2021 - 10:10 AM, said:

very sorry, good MM balance formula is the most important for all players (especially for beginners)
I perfectly understand that my idea has zero chance, but I wanted to shake up the community - I hoped that you and JayZ having more authority, could break this wall


Oh no, I don't know about your idea, my idea has 0 chances :D

#42 kapusta11

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Posted 19 September 2021 - 10:14 AM

View PostNightbird, on 19 September 2021 - 09:35 AM, said:

I don't understand your post. Are you talking about the current PSR or WLR PSR? If WLR PSR, you just need to think about it some more since it already does what you're saying but is much better at it than your suggestion.


What I'm talking about is that for anyone with a brain it's perfectly clear what is wrong with the match maker. You want to waste time figuring out a better formula to fill the exp bar, be my guest.

Every week there's someone posting a run down of how many players of each percentile group they had on both teams and every time people respond with "Hurr durr, it's how match maker works. They're all in Tier 1 so It can't see the difference between top 1% and top 80% players." Crazy idea, I know, but perhaps it [redacted] should?

Edited by Ekson Valdez, 20 September 2021 - 12:59 AM.


#43 Nightbird

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Posted 19 September 2021 - 10:16 AM

View Postkapusta11, on 19 September 2021 - 10:14 AM, said:

What I'm talking about is that for anyone with a brain it's perfectly clear what is wrong with the match maker. You want to waste time figuring out a better formula to fill the exp bar, be my guest.

Every week there's someone posting a run down of how many players of each percentile group they had on both teams and every time people respond with "Hurr durr, it's how match maker works. They're all in Tier 1 so It can't see the difference between top 1% and top 80% players." Crazy idea, I know, but perhaps it [redacted] should?


Well, share create a thread about how your idea works and present evidence on how well it will do, and if I'm convinced I'll support it.

Edited by Ekson Valdez, 20 September 2021 - 01:00 AM.
quote clean-up


#44 Commoners

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Posted 19 September 2021 - 02:56 PM

Biggest problem that we're facing is population, and low population means you can't have a very finely balanced match making system. Poor matches that are unsatisfying feed back into low population problems, and high queue times will also feed back into lowering the population. The easiest bullet to bite between those two problems is to throw caution to the wind and hope that games will end up being relatively good, because the alternative is having matches that don't happen at all or to make people wait in queue longer than they actually get to play the game.

IIRC we used to have an actual (non)functional Elo system that really didn't do much at all for the quality of the matches, and just ended up extending wait times for everyone, especially those on the extreme ends of the bell curve.

Edited by Commoners, 19 September 2021 - 03:06 PM.


#45 Commoners

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Posted 19 September 2021 - 03:03 PM

Hopefully having a more well thought out PSR system that's treated as a living formula that gets tuned over time instead of some code that gets chucked into the machine and left to run on its own will fix all of those issues.

#46 Nightbird

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Posted 19 September 2021 - 05:42 PM

View PostCommoners, on 19 September 2021 - 02:56 PM, said:

Biggest problem that we're facing is population, and low population means you can't have a very finely balanced match making system. Poor matches that are unsatisfying feed back into low population problems, and high queue times will also feed back into lowering the population.


View PostNightbird, on 19 September 2021 - 09:39 AM, said:

I could build a PSR/MM with 95% of all matches being made with balanced teams, with no increase in wait time and with the current small population, but it is out of scope for even the previous effort PGI was willing to make. It's ironic because if they had my MM from the beginning of MWO this game would have 10-50x the population today because of how retention rates correspond very well to match making.


Pop is not the issue, at least not yet. Once we get to less than 400 people online (<50 people in queue) it would be harder.

#47 MrMadguy

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Posted 21 September 2021 - 03:46 AM

View PostNightbird, on 19 September 2021 - 09:39 AM, said:

You're entitled to your opinion, but I think 32% of all games being formed with balanced team is abysmal. It's the kind of grade where you're forced to hire a private tutor for your son/daughter. 51% is still a failing grade. I could build a PSR/MM with 95% of all matches being made with balanced teams, with no increase in wait time and with the current small population, but it is out of scope for even the previous effort PGI was willing to make. It's ironic because if they had my MM from the beginning of MWO this game would have 10-50x the population today because of how retention rates correspond very well to match making.

This is the greatest example of cyclic argumentation. Simulation is good, because WLR is good and WLR is good because simulation is good. In order to prove, that your results are accurate, first you need to prove, that your simulation is accurate too. Second thing - we need to prove, that correlation between WLR and skill isn't result of current MM not working properly. WLR can actually correlate with skill. But in "all vs all" situation only. And this situation is wrong. Good MM shouldn't allow it. And if "all vs all" situation would be eliminated, don't you think, that correlation between skill and WLR would be eliminated too?

WLR can't be accurate measure of skill. Just because one player is just 1 of 24. WLR MM is based on assumption, that all 23 players are perfectly balanced and that it's you, who determine result of match by your performance. It's you, who pull your team forward or back. Simply because WLR measures team average, not personal skill. If player can affect team average, then WLR can measure his skill. But what if he can't? Some players pull their team forward, some pull it back. WLR MM doesn't make difference between 2+0 and 1+1. It's the same things for it. It thinks, that such balance is perfectly ok. And it may be ok from balancing point of view. Except simple fact, that 0 vs 1 or 0 vs 2 fights wouldn't fun for that 0 guy. Can we rely on law of big numbers here? I don't think so. This would cause self-induced inaccuracy in such MM.

Edited by MrMadguy, 21 September 2021 - 03:46 AM.


#48 Rkshz

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Posted 21 September 2021 - 05:42 AM

View PostNightbird, on 19 September 2021 - 10:16 AM, said:

Well, share create a thread about how your idea works and present evidence on how well it will do, and if I'm convinced I'll support it.

don't you think that the standard +\- point for win\lose system is the simplest and most working one?
this is a classic system used in almost all competitive games
why complicate things?
you won? get +5 points! you lose? get -5 points!
everything is simple

#49 Nightbird

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Posted 21 September 2021 - 06:17 AM

View PostMrMadguy, on 21 September 2021 - 03:46 AM, said:

This is the greatest example of cyclic argumentation. Simulation is good, because WLR is good and WLR is good because simulation is good. In order to prove, that your results are accurate, first you need to prove, that your simulation is accurate too. Second thing - we need to prove, that correlation between WLR and skill isn't result of current MM not working properly. WLR can actually correlate with skill. But in "all vs all" situation only. And this situation is wrong. Good MM shouldn't allow it. And if "all vs all" situation would be eliminated, don't you think, that correlation between skill and WLR would be eliminated too?

WLR can't be accurate measure of skill. Just because one player is just 1 of 24. WLR MM is based on assumption, that all 23 players are perfectly balanced and that it's you, who determine result of match by your performance. It's you, who pull your team forward or back. Simply because WLR measures team average, not personal skill. If player can affect team average, then WLR can measure his skill. But what if he can't? Some players pull their team forward, some pull it back. WLR MM doesn't make difference between 2+0 and 1+1. It's the same things for it. It thinks, that such balance is perfectly ok. And it may be ok from balancing point of view. Except simple fact, that 0 vs 1 or 0 vs 2 fights wouldn't fun for that 0 guy. Can we rely on law of big numbers here? I don't think so. This would cause self-induced inaccuracy in such MM.


I offered evidence that my simulation is built correctly by simulating Jay Z's PSR and determined what the performance was a year later. The prediction was checked a year later and was proven right. I used WLR instead of Jay Z's PSR in the same simulation, and this showed WLR performing much better. There's nothing cyclical about this argument.

On the other hand, you say the current match maker is good because you say it is good. There is no evidence for your statements.

View PostRkshz, on 21 September 2021 - 05:42 AM, said:

don't you think that the standard +\- point for win\lose system is the simplest and most working one?
this is a classic system used in almost all competitive games
why complicate things?
you won? get +5 points! you lose? get -5 points!
everything is simple


Which classical system are you talking about? The current popular games show an xp bar and keep the match making elements invisible to the user. If you're talking about Elo, that is only used in games where the team roster is fixed, it doesn't work for random teams.

Simple? Sure. Simply bad. lol

The +/- system send people with >1 WLR to + infinity over time, and people with <1 WLR to - infinity over time, because it fails to stabilize at any value of skill. Is it better than nothing? Sure. But overall if the metric for a good MM is creating balanced teams, it is HORRIBLE at it.

Edited by Nightbird, 21 September 2021 - 06:31 AM.


#50 Rkshz

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Posted 21 September 2021 - 06:36 AM

View PostNightbird, on 21 September 2021 - 06:17 AM, said:


I offered evidence that my simulation is built correctly by simulating Jay Z's PSR and determined what the performance was a year later. The prediction was checked a year later and was proven right. I used WLR instead of Jay Z's PSR in the same simulation, and this showed WLR performing much better. There's nothing cyclical about this argument.

On the other hand, you say the current match maker is good because you say it is good. There is no evidence for your statements.



Which classical system are you talking about? The current popular games show an xp bar and keep the match making elements invisible to the user. If you're talking about Elo, that is only used in games where the team roster is fixed, it doesn't work for random teams.

Simple? Sure. Simply bad. lol

The +/- system send people with >1 WLR to + infinity over time, and people with <1 WLR to - infinity over time, because it fails to stabilize at any value of skill. Is it better than nothing? Sure. But overall if the metric for a good MM is creating balanced teams, it is HORRIBLE at it.

you surprise me, I thought you were more analytical
then games like StarCraft, Dota and others are wrong
no problem Posted Image

#51 Nightbird

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Posted 21 September 2021 - 06:41 AM

View PostRkshz, on 21 September 2021 - 06:36 AM, said:

you surprise me, I thought you were more analytical
then games like StarCraft, Dota and others are wrong
no problem Posted Image


Those games don't do what you think they do.

Edited by Nightbird, 21 September 2021 - 06:42 AM.


#52 Rkshz

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Posted 21 September 2021 - 06:44 AM

View PostNightbird, on 21 September 2021 - 06:41 AM, said:

Those games don't do what you think they do.

really? there is only one task for the players in all competitive games = WIN
the one who wins - is better, the one who loses - is worse
it is a fact and it is useless to argue with it

#53 Nightbird

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Posted 21 September 2021 - 06:47 AM

View PostRkshz, on 21 September 2021 - 06:44 AM, said:

really? there is only one task for the players in all competitive games = WIN
the one who wins - is better, the one who loses - is worse
it is a fact and it is useless to argue with it


Yes, hence using WLR is better than Match Score, since Match Score doesn't have to correspond with ability to win.

The problem is you don't understand how the other games are calculating the +/- points. None of them do win= +5pts, lose= -5pts as in your example.

Edited by Nightbird, 21 September 2021 - 06:48 AM.


#54 Rkshz

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Posted 21 September 2021 - 06:51 AM

View PostNightbird, on 21 September 2021 - 06:47 AM, said:


Yes, hence using WLR is better than Match Score, since Match Score doesn't have to correspond with ability to win.

The problem is you don't understand how the other games are calculating the +/- points. None of them do win= +5pts, lose= -5pts as in your example.

why are you sure that I don't understand how their systems work if I have played these games before? Posted Image
there is a base point value that you will gain or lose if the opposing team has the same points as yours
but you will get more points if you win against a stronger team - accordingly, you will lose more if you lose to a weaker team
everything is simple

#55 Nightbird

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Posted 21 September 2021 - 06:58 AM

View PostRkshz, on 21 September 2021 - 06:51 AM, said:

why are you sure that I don't understand how their systems work if I have played these games before? Posted Image
there is a base point value that you will gain or lose if the opposing team has the same points as yours
but you will get more points if you win against a stronger team - accordingly, you will lose more if you lose to a weaker team
everything is simple


Then you don't understand.

Dota tracks a separate MMR (Their PSR) for each of your roles (is that heroes?) so that would be equivalent to chassis/build level PSR in MWO. Building this for MWO is what I would do in MWO, as I've said in the past, but is wildly outside of scope. Parties (groups) also are given additional MMR because groups > solos.

Starcraft also does special things.

#56 Rkshz

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Posted 21 September 2021 - 07:08 AM

View PostNightbird, on 21 September 2021 - 06:58 AM, said:

Then you don't understand.

Dota tracks a separate MMR (Their PSR) for each of your roles (is that heroes?) so that would be equivalent to chassis/build level PSR in MWO. Building this for MWO is what I would do in MWO, as I've said in the past, but is wildly outside of scope. Parties (groups) also are given additional MMR because groups > solos.

Starcraft also does special things.

I quit DOTA four years ago, maybe something has changed now, but earlier it was exactly as I wrote

in StarCraft2 and now as I wrote

I see no reason why MWO is different from these games - the best team wins, the best players kill more, that's all
system with +\- point for win\lose is the most objective and fair

#57 Nightbird

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Posted 21 September 2021 - 07:11 AM

View PostRkshz, on 21 September 2021 - 07:08 AM, said:

I quit DOTA four years ago, maybe something has changed now, but earlier it was exactly as I wrote

in StarCraft2 and now as I wrote

I see no reason why MWO is different from these games - the best team wins, the best players kill more, that's all
system with +\- point for win\lose is the most objective and fair


I also think you don't understand my WLR PSR system, since you gain a number of + points for every win and lose a number of - points for every loss. If that's all you care about, that's what you are getting.

There's won't be anything more complicated because PGI hasn't even been willing to do something so simple despite the major improvement in MM it would have. This thread is purely for complaining :D

Edited by Nightbird, 21 September 2021 - 07:14 AM.


#58 Rkshz

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Posted 21 September 2021 - 07:19 AM

View PostNightbird, on 21 September 2021 - 07:11 AM, said:


I also think you don't understand my WLR PSR system, since you gain a number of + points for every win and lose a number of - points for every loss. If that's all you care about, that's what you are getting.

There's won't be anything more complicated because PGI hasn't even been willing to do something so simple despite the major improvement in MM it would have. This thread is purely for complaining Posted Image


I understand your system (you explained it to me personally) but I think that you still complicate

in any case, as before, I wish you the best of luck

#59 Nightbird

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Posted 21 September 2021 - 07:21 AM

We're not getting a better MM, but thanks anyways.

#60 MrMadguy

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Posted 21 September 2021 - 10:03 PM

View PostNightbird, on 21 September 2021 - 06:17 AM, said:

I offered evidence that my simulation is built correctly by simulating Jay Z's PSR and determined what the performance was a year later. The prediction was checked a year later and was proven right. I used WLR instead of Jay Z's PSR in the same simulation, and this showed WLR performing much better. There's nothing cyclical about this argument.

On the other hand, you say the current match maker is good because you say it is good. There is no evidence for your statements.

In most cases you need to prove, that "success" of your MM isn't self-induced. What does it mean? When you make simulator, you usually don't have results of all real matches. You have to simulate them. And here is when you make some assumptions. Like "X difference in PSR between teams = K * X chance to win match". And this assumptions are usually about how MM SHOULD WORK - not about how it REALLY WORKS. This assumptions make it work properly, but does it mean, that it will work properly in real situation?

For example. Simple question. Do you take into account, that there is constant flow of players in this game? As I can see, you assume, that exactly the same players play this game together for 200k matches. Do you understand, that in reality it doesn't work this way? Or another example: do you understand, that different players can have different time zones, so they just can't play together?

And I also don't say, that with WLR-based MM matches wouldn't be balanced. May be they would. Problem is - WLR based MM measures team average and team balance isn't only thing, we need to achieve. We also need to achieve 1vs1 balance. Because essential goal of MM - isn't just eliminating match imbalance and stomps. It's goal - to provide fun gaming experience to all players. And WLR-based MM can't do it.

What WLR MM adepts don't understand - is that MM should measure and balance PERSONAL skills. And simulating it is a little bit tricky. Because we need to make an assumption, that every player has some hidden "skill" variable and we need to measure it and then balance it. This is where problems with self-induced results start to appear. Your core assumption is that WLR is correlated with skill, so we need to measure WLR to measure skill. And of course MM, that makes sure, that WLR ~ 1 would be successful in this case. What if this assumption is faulty? Because there are many ways to achieve WLR ~ 1, including interleaving win/loss stomps. May be we should measure personal skill directly? Yeah, but it's hard to do it, because it's hard to define skill criteria.

And MS is good attempt to do it. Not 100% accurate. That's why it's mixed with WLR a little bit. But MS part is still required to insure, that 1vs1 balance is achieved - not just team average vs team average, that actually means nothing.

Edited by MrMadguy, 21 September 2021 - 11:30 PM.






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