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ELO is a stochastic gradient descent approximation of logistic regression. You can do much better just by actually running the logistic regression over the gam
by moultano 9y ago
ELO is a stochastic gradient descent approximation of logistic regression.
You can do much better just by actually running the logistic regression over the games. In this framework, incorporating any per-game bias such as the characters chosen is a trivial variable to add to the model and fit jointly.
Our ranking systems are holdovers from a time when the calculations had to be done by hand. If the whole set of games fits in ram, there's no need to use ancient optimization methods.
- gowld 9y agohttps://en.wikipedia.org/wiki/Glicko_rating_system https://en.wikipedia.org/wiki/Glicko_rating_system
- moultano 9y agoEven that is still assuming you can only update parameters once per game, and only for the players in the game. If I've played a large number of games against someone, and the win-rate is 50/50, and then that player plays in a tournament, my skill should move up or down in accordance with their performance in that tournament.
- dmoy 9y agoNot necessarily. At least I don't know how this works in smash, but in competitive fencing I'd see people go 50-50 consistently locally, but one would always do drastically better at nationals, year after year after year. Right like there are A rank fencers, and then there are A rank fencers who actually have a shot at placing on the points table. I'm not sure why.
- YokoZar 9y agoIf you told me these facts about a random video game I'd guess the following: - A high rank player can consistently execute a strategy that wins against the majority of players most of the time ("beats the meta") - The above has a counter strategy, but this strategy often fails against the majority of the players ("loses to the meta") When these two players meet, they go 50-50, but have very different results in tournaments. Alternatively, one player is generally bad but exploits a particularly hard to observe weakness in the first. I know nothing about fencing, but I suspect something similar is going on here.
- dmoy 9y agoYea I suspect you may be right. The ones I saw who did better in tournaments tended to have more controlled, standard style. Nothing too fancy.
- jsnell 9y agoI agree in principle, and having new data affect the interpretation of old results was one of the goals for the rating system for a game I run [0]. But while I believe it's the right thing to do if the goal is to predict results more accurately, there are downsides. Basically players want rating systems to be reward loops; they hate systems where their rating can change randomly, and they want the system to be very volatile in response to their own results. If they go on a statistically insignificant winning streak, they want their ratings to shoot up. Not a rating system to go "meh, it's probably just random chance". [0] https://www.snellman.net/blog/archive/2015-11-18-rating-system-for-asymmetric-multiplayer-games/ https://www.snellman.net/blog/archive/2015-11-18-rating-syst...
- moultano 9y agoI think if the system provides reliable results, people will come around. There are a lot of preferences that players have, but I think they ultimately come to respect systems that work.