Forged Alliance Forever Forged Alliance Forever Forums 2016-02-02T17:37:32+02:00 /feed.php?f=2&t=11570 2016-02-02T17:37:32+02:00 2016-02-02T17:37:32+02:00 /viewtopic.php?t=11570&p=118901#p118901 <![CDATA[Re: trueskill is arbitrary(tm) bullshit]]>
SeraphimLeftNut wrote:
Col_Walter_Kurtz wrote:Skill does have the tendency to level off the higher you get, though. So even though skill is not a constant you have to assume that large jumps are not warranted, the more games are on record. But I guess this is obvious already. Are there better systems out there, that correct for large jumps but allow for a more fluid skill development?

I completely disagree with your opinion.
Generally skill is always increasing unless the player has other real life issues to skew this.

It would be quite remarkable if real life issues exactly balance the natural skill improvement in time to yield a constant skill.


Read carefully, skill doesn't stop increasing at any time of course, but it will stop increasing in large leaps. As a new player you can easily gain 1,000 rating points in a month. While you can't do that as a 2k rated veteran with 5 years experience. That is what I mean with leveling off, you stop gaining / losing huge amounts of actual skill compared to your peers.

Statistics: Posted by Col_Walter_Kurtz — 02 Feb 2016, 17:37


]]>
2016-01-30T19:21:31+02:00 2016-01-30T19:21:31+02:00 /viewtopic.php?t=11570&p=118702#p118702 <![CDATA[Re: trueskill is arbitrary(tm) bullshit]]>
Deafening Milk wrote:
For those of us that aren't buffs on this kind of terminology or looking at formulas could someone please explain how trueskill works?

Am I right in saying (from skimming through what has been said) that we have our rating (I'll use myself as an example) of 900 and let's say I have a deviation of 50 maximum so if I played a 1500 rating and I won I'd gain 50 points, if I played a 1200 and won I'd gain let's say 25 and if I played a 900 and won I'd gain let's say 5 (the larger the skill gap the greater the reward or loss if it were the other way around if you follow what I mean) am I right so far?

Then if I win vs that 1500 or 1200 because it was a result the system didn't expect due to me being the lower skill the deviation number would increase from 50 to let's say 60 as a result and if I was to lose/win where expected (lose vs 1200 or win vs 600) the deviation would drop let's say from 50 to 45 as I am doing what the system expects so it believes I am already closer to my "true skill level" again is this section right?

And would the deviation grow by a larger amount if I had an absolute shocker win let's say vs an 1800 than if I won vs a 1000?

I would personally (if I got the grasp of it right) like to be able to see the deviation amount I have somewhere easy to find and also something to tell me "if you win this match you will go up x amount of rating points and deviation will go up/down by y amount and the same but an if you lose.

https://www.youtube.com/watch?v=1Fwg7309CF0

Statistics: Posted by Aulex — 30 Jan 2016, 19:21


]]>
2016-01-30T17:52:15+02:00 2016-01-30T17:52:15+02:00 /viewtopic.php?t=11570&p=118699#p118699 <![CDATA[Re: trueskill is arbitrary(tm) bullshit]]>
Am I right in saying (from skimming through what has been said) that we have our rating (I'll use myself as an example) of 900 and let's say I have a deviation of 50 maximum so if I played a 1500 rating and I won I'd gain 50 points, if I played a 1200 and won I'd gain let's say 25 and if I played a 900 and won I'd gain let's say 5 (the larger the skill gap the greater the reward or loss if it were the other way around if you follow what I mean) am I right so far?

Then if I win vs that 1500 or 1200 because it was a result the system didn't expect due to me being the lower skill the deviation number would increase from 50 to let's say 60 as a result and if I was to lose/win where expected (lose vs 1200 or win vs 600) the deviation would drop let's say from 50 to 45 as I am doing what the system expects so it believes I am already closer to my "true skill level" again is this section right?

And would the deviation grow by a larger amount if I had an absolute shocker win let's say vs an 1800 than if I won vs a 1000?

I would personally (if I got the grasp of it right) like to be able to see the deviation amount I have somewhere easy to find and also something to tell me "if you win this match you will go up x amount of rating points and deviation will go up/down by y amount and the same but an if you lose.

Statistics: Posted by Deafening Milk — 30 Jan 2016, 17:52


]]>
2016-01-30T12:55:11+02:00 2016-01-30T12:55:11+02:00 /viewtopic.php?t=11570&p=118669#p118669 <![CDATA[Re: trueskill is arbitrary(tm) bullshit]]>
- True skill is better for describe your skill and balance game
- Elo is better for competition

True skill jast say how good you are, that all. But Elo increse your hungry for competition, elo is not that accurate as true skill but does it mather, when its more fun?

Statistics: Posted by Ithilis_Quo — 30 Jan 2016, 12:55


]]>
2016-01-30T09:49:52+02:00 2016-01-30T09:49:52+02:00 /viewtopic.php?t=11570&p=118662#p118662 <![CDATA[Re: trueskill is arbitrary(tm) bullshit]]>
when faf betting was a thing to got into -200 depth, and decided to only bet on persone with higher rating, and i started getting instant profit

Edit: situation might be bad for people with alot of games, and yea i agree that it would be cool to modify trueskill to fit FA more

Statistics: Posted by ZLO_RD — 30 Jan 2016, 09:49


]]>
2016-01-30T03:42:57+02:00 2016-01-30T03:42:57+02:00 /viewtopic.php?t=11570&p=118644#p118644 <![CDATA[Re: trueskill is arbitrary(tm) bullshit]]>
tatsu wrote:
Voodoo wrote:The Elo-system is the best one in my eyes. It's easy to understand and you know before the game starts how much points you will lose\win.

disagreed.

ELO has no means byu which to value individuals in working together as a team and that not ELO's only weakness

ELO < TRUESKILL < *something we should make*


Whatever it is we do, we will just be standing on the shoulders of giants.

The guy who made Elo spent lots of effort and time, and the product is awesome at what it does. Trueskill is awesome at what -it- does.

We may configure and tweak trueskill, but unless you fundamentally change how we compute ratings, we're using these guys' work and they deserve credit and respect for that.

Statistics: Posted by Sheeo — 30 Jan 2016, 03:42


]]>
2016-01-30T01:21:12+02:00 2016-01-30T01:21:12+02:00 /viewtopic.php?t=11570&p=118635#p118635 <![CDATA[Re: trueskill is arbitrary(tm) bullshit]]>
Voodoo wrote:
The Elo-system is the best one in my eyes. It's easy to understand and you know before the game starts how much points you will lose\win.

disagreed.

ELO has no means byu which to value individuals in working together as a team and that not ELO's only weakness

ELO < TRUESKILL < *something we should make*

Statistics: Posted by tatsu — 30 Jan 2016, 01:21


]]>
2016-01-29T23:13:13+02:00 2016-01-29T23:13:13+02:00 /viewtopic.php?t=11570&p=118627#p118627 <![CDATA[Re: trueskill is arbitrary(tm) bullshit]]>
Sheeo wrote:
Morax wrote:I think I said this before but when this all goes down can there be an "all-time" leader board where ratings never decay and then an "active board" where it results at a fixed period of time that ties into the ladder match-making system?


Why would you want this? I'm not sure the implementation cost outweighs the benefit.


It would allow people who worked hard to achieve where they are to stay there regardless of the time that has passed and their history is in place.

The other ladder would be more current and be free of inactive players.

It's not a matter of cost that came to mind but a preference. If it's a lengthy coding project that would be too great a burden I understand.

Statistics: Posted by Morax — 29 Jan 2016, 23:13


]]>
2016-01-29T20:46:01+02:00 2016-01-29T20:46:01+02:00 /viewtopic.php?t=11570&p=118619#p118619 <![CDATA[Re: trueskill is arbitrary(tm) bullshit]]>
Sheeo wrote:
simply filtering out inactives on the leaderboards (We still do this, no need to introduce)

Obviously it's not good enough
http://forums.faforever.com/forums/viewtopic.php?f=2&t=11571#p118614

Statistics: Posted by Blodir — 29 Jan 2016, 20:46


]]>
2016-01-29T20:44:46+02:00 2016-01-29T20:44:46+02:00 /viewtopic.php?t=11570&p=118618#p118618 <![CDATA[Re: trueskill is arbitrary(tm) bullshit]]>
Morax wrote:
I think I said this before but when this all goes down can there be an "all-time" leader board where ratings never decay and then an "active board" where it results at a fixed period of time that ties into the ladder match-making system?


Why would you want this? I'm not sure the implementation cost outweighs the benefit.

Statistics: Posted by Sheeo — 29 Jan 2016, 20:44


]]>
2016-01-29T20:41:22+02:00 2016-01-29T20:41:22+02:00 /viewtopic.php?t=11570&p=118616#p118616 <![CDATA[Re: trueskill is arbitrary(tm) bullshit]]> Statistics: Posted by Morax — 29 Jan 2016, 20:41


]]>
2016-01-29T20:38:07+02:00 2016-01-29T20:38:07+02:00 /viewtopic.php?t=11570&p=118615#p118615 <![CDATA[Re: trueskill is arbitrary(tm) bullshit]]>
The point is to make ratings more accurate. I think it's reasonable to say that we're more uncertain of a players skill given that he/she hasn't played games for a month. An adjusted rating would be, arguably, more accurate than an unadjusted one, surely?

On that note I sort of agree with JoonasTo that we shouldn't even show the rating, at least not on the leaderboards. It causes more confusion than it benefits anyone.

The trueskill rating system is complex and to fully understand it you need to spend a bit of time reading about it. So displaying it as if it's something anyone will grasp at first glance is somewhat misguided.

Statistics: Posted by Sheeo — 29 Jan 2016, 20:38


]]>
2016-01-29T18:01:00+02:00 2016-01-29T18:01:00+02:00 /viewtopic.php?t=11570&p=118610#p118610 <![CDATA[Re: trueskill is arbitrary(tm) bullshit]]>
I'm assuming the problem you're referring to is inaccurate leaderboards with unbeatable inactive galacticfear/Zock/Blackheart types at the top. If you're concerned about manually balancing games using rating when a rusty player comes back, perhaps we need to start displaying rating ranges, based on deviations, instead of a single number.

Statistics: Posted by Sir Prize — 29 Jan 2016, 18:01


]]>
2016-01-29T17:23:50+02:00 2016-01-29T17:23:50+02:00 /viewtopic.php?t=11570&p=118605#p118605 <![CDATA[Re: trueskill is arbitrary(tm) bullshit]]>
SeraphimLeftNut wrote:
Sheeo wrote:...This could be a simple factor of the amount of days since last ranked game.


Now that sounds like a good idea. The less you play the less certain your rating. Not playing means taking a larger risk than playing. Exactly what is needed.


It doesn't solve it by itself though. Someone who's achieved 2.5k rating will 'hold' this rating forever if he doesn't play any games.

It may make more sense to apply the rating decay weekly/monthly, which also means leaderboards would stay fresh.

Statistics: Posted by Sheeo — 29 Jan 2016, 17:23


]]>
2016-01-29T16:46:35+02:00 2016-01-29T16:46:35+02:00 /viewtopic.php?t=11570&p=118602#p118602 <![CDATA[Re: trueskill is arbitrary(tm) bullshit]]>
I don't see a problem with someone getting better playing non-ranked games or on another account, then having that reflected when they get a win streak on their return to ladder. They could just as easily have a few off games and have a massive drop, which might more accurately, and more quickly, reflect their rust and loss of skill. And if they don't know their rating anyway, they won't be trying to exploit ratings systems, or try to preserve rating when rusty.

Statistics: Posted by Sir Prize — 29 Jan 2016, 16:46


]]>