Sheeo wrote:sasin wrote:Sheeo wrote:This is a fundamental problem with treating TrueSkill as a ladder system. Tokyto is drafting a new ladder system which doesn't use TrueSkill directly for bracketing, which would solve this problem.
The proposed solution of just lowering the initial rating would just defer the systems ability to estimate the skill level of newer players until much later -- which doesn't really solve the problem of mid-range players being afraid of getting matched against smurfs.
Why not lower the mean but keep the deviation high? Mean of 800, deviation of 500, or some such.
It may be a "quick fix" to lower the initial mean, so long as we keep the deviation high, yes. But I wouldn't trust this to not induce inflation over time.
I'm genuinely curious, how do you think it'd induce inflation over time? For players who already have a rating playing against a new player, it would cause their rating to increase by less, right? I'm imagining the net effect wouldn't be very big, but the effect on already playing players would be ever so slightly lower ratings, then? Even if that were the case, if you're playing against enough new players that your rating is enhanced by beating up on them, then I think it's probably more accurate for your rating to go down a little.
For the new players, it would cause them to start with a lower rating, which I think is our goal here. That way, they don't get matched against good players.
Also, if you're worried about new players then affecting the more experienced player's ratings too much, you could make it so anyone who has played less than 10 games has no effect on their opponent's ratings. Not sure how hard that would be to code, but should address everyone's problems, right?