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Elo scoring two years of Magic: The Gathering games
- snarkerson 4y agoJeff Lynne is getting into some esoteric things to make music for.
- kwertyoowiyop 4y agoI too am old.
- nwiswell 4y agoI think unfortunately Elo is misapplied here. Elo is appropriate for chess, where there is no initial game-state variance, and no built-in advantage for either competitor except who goes first; that can be addressed by averaging, by using the results of tournaments where the competitors swap colors, or simply by maintaining a separate Elo as white and as black. Similarly for Starcraft you can track Elo separately for Terran/Zerg/Protoss. (Technically you would also need to do the same by map, but anyway...) With MTG, you have a huge effect from the quality of the deck. Unless you have each player play with each deck, there's no way to de-convolute the quality of the deck vs the quality of the player. And if you did have that data, Elo couldn't leverage it -- you'd need a more sophisticated model to account for that statistical effect. Then there's the game-state variance you allude to... Regardless of how good you are at MTG, and even how good your deck is, you're going to lose a lot of games due to mana flood / mana screw / etc. When that happens to either player, the outcome of the game does not contain useful information about skill. Of course if you sample enough games, you can still figure out what is skill and what is chance, but using Elo with low-count datasets is bound to be misleading because it is designed for games of pure skill, where game outcomes contain information about relative skill levels 100% of the time. Maybe you could establish some rules about what games are appropriate to use as indicators of relative skill, and which ones must be discarded? Anyway it's an interesting idea. Here's related reading for the MMR score used in Magic Arena: https://hareeb.com/2021/05/23/inside-the-mtg-arena-rating-system/ https://hareeb.com/2021/05/23/inside-the-mtg-arena-rating-sy...
- jmgao 4y ago> With MTG, you have a huge effect from the quality of the deck. Unless you have each player play with each deck, there's no way to de-convolute the quality of the deck vs the quality of the player. And if you did have that data, Elo couldn't leverage it -- you'd need a more sophisticated model to account for that statistical effect. How well a player chooses their deck is one of the factors that determines how good a player is. You can say the same thing about the other games: I'd probably have a better rating in chess if I didn't only play somewhat unsound gambits, and I'd definitely have a better rating in Starcraft if I didn't only do 2port wraith in TvZ.
- nwiswell 4y agoI'm not so sure. A deck is something you have. A build order, or a chess opening, is something you _know_ and therefore more or less what I'd be comfortable calling skill.
- nimih 4y agoIn my experience playing MTG (and other card games), when players discuss skill, they generally mean a (somewhat fuzzy) combination of both deckbuilding and "piloting" ability. It's understandable to want to draw a line between the two and say "I only want to evaluate in-game decision-making,", but, not only is that wildly impractical (it's going to be really hard to develop a model which fairly accounts for the fact that your buddy Jeff only likes playing decks which do nothing for 50 turns and then win the game on the spot iff no one else has a counterspell[0]), part of the way card game leagues work (again, in my experience) is that players spend a lot of time trying to figure out how to make their decks better and adapt them to what other players are doing. If you can't capture that effort, I honestly think you might be missing the point a little bit. [0] Let's be clear, Jeff's deck is bad and he's going to lose a lot, even if he's a time-traveling supercomputer with the diplomatic finesse of Otto von Bismarck.
- nwiswell 4y ago> when players discuss skill, they generally mean a (somewhat fuzzy) combination of both deckbuilding and "piloting" ability. I think the "piloting" ability is mostly (but not entirely) independent of the deck. You can see this most plainly in draft, where everyone is basically playing with a new deck. There are "soft" skills that are contextual and format-dependent, like knowing the cards that you need to play around (white just foretold turn 2, is that a Doomskar? Maybe I shouldn't play a creature this turn, etc). There are "hard" skills that are almost always valid (generally wait until after combat to spend mana, cast instants during your opponent's end step, etc). But certainly deckbuilding talent is not necessary, because anybody can grab a decklist and head to TCGPlayer. On that note I'd guess that draft (or sealed) tournaments are the best scenario to measure pure skill using Elo alone, since going into a tournament, everyone has equal chance to open good cards.
- dhosek 4y agoInteresting take on the multiplayer ELO scoring. Another approach I've seen is to essentially treat an n-player game as an (n 2) set of two-player games, so, in the case where A>B>C>D, we have A wins three games (vs B, C and D), B wins two games (plus her loss against A), C wins one game (Plus losses against A and B) and D loses three games. The advantage of this over the model described in the article is that it more gracefully handles cases where there are what the author called multi-player zaps. In that instance, where say D is eliminated first and B and C simultaneously, A beats B, C and D still, but B and C are treated as being a tie¹ and both beat D. ⸻ 1. A tie is not a strictly neutral event in many ELO scoring systems: usually it means that the higher-ranked player loses some ELO while the lower-ranked player gains some, just not as much as in a straight victory. For team-based play (like with Spades), on Board Game Arena, they treat the partners as having tied which is, I think, incorrect. A better approach is probably to treat it as a match between two players where each team's ELO is the mean of their individual member's averages. The tie approach means that a strong player is penalized for having a weaker partner.
- shakezula 4y agoThat's an interesting approach for treating them as (n 2) sets, I might have to try modeling that out and applying that to the same data to see how it changes the numbers. I have a number of table zaps recorded in subjective data, and I've considered a similar approach; treating a game recorded as a table zap as A winning a game against B, C, and D, however you're right, that doesn't handle the case of D being out, and then B and C being zapped at the same time. I think that's a subtle but important distinction. Re: two player matches - That's a much better approach to my naive interpretation, definitely going to implement that sometime.
- prepend 4y agoSo Elo scores used to be used to track players until 5-10 years ago. And I think you can still view your score if you view your profile details in Magic Online. Back then they were trying to identify the best magic players in the world. I think it started at 1600. In the mid 90s it was hard to get locally sanctioned games so I manually tracked games in my college town and used it as my first blog ever to post the scores of local players for a year or so. I wish the site was archived but I never kept a copy when I went to work and abandoned the site. I remember going through the formula to calculate the score and I couldn’t get it to work in excel or javascript so I manually calculated it out on paper for a few dozen games a week. I think back about how much time I could have saved if I just had a little more programming skills.
- wyldfire 4y agoAt one time I wanted to try and independently measure decks and players. I modeled much of the game and created a rudimentary AI to play the decks. My goal was to be able to compare decks to tell you which one was "better". As I went, I thought of cool ways to compare play strategies too. It was a really fun project but in the end I succumbed - the model was getting more and more sophisticated but it was still far from complete. it's in my graveyard of cool projects that I got to 50-70% complete.
- nwiswell 4y ago> My goal was to be able to compare decks to tell you which one was "better". This would be a really out-of-the-box way to compensate for the deck quality bias I allude to in my other post -- normalize the effect of the deck on game outcomes by using a static "deck quality" score. I suspect that coming up with halfway decent "deck quality scores" is an extremely difficult problem, though. It's not much of a leap from there to imagine using a computer to solve for the best possible deck in the format, the implications of which are terrifying for competitive Magic (and would be priceless to card speculators)
- shakezula 4y agoDeck quality scores is a huge problem, but you're absolutely right, it quickly bubbles out into exponential problem spaces. For example, even among a given Commander deck selected for a given matchup of `x` players, that deck list could have changed each of the last `n` games. For this reason, the "assume a sphere with no friction" joke here is that deck selection, lock-in / mulligan processes, information asymmetry, and turn order, all being assumed to be equal and at that player's local maximum.
- wyldfire 4y agoI was starting out with baby steps related to how well balanced your mana was. I would calculate the likelihood of a particular permanent being cast on turn #0-n. Never got to the point of creating a single index to score a deck overall. I had a long way to go. But I imagined taking some clever machine learning algorithms to help find suggested cards and swapping those in to create suggested decks. And I imagined this all as a service people would pay for, lol.
- mlex 4y agoThere's already an Elo project for sanctioned events at the Grand Prix level and above: http://www.mtgeloproject.net/ http://www.mtgeloproject.net/ It uses the public pairings and results that were published each round for events all the way back to the 90s. Unfortunately, there are less competitive MTG events these days, so most peoples' ratings stop in early 2020, but that's another topic altogether.
- nimih 4y agoI track ratings and player records for a local tabletop board game league, and the question of how to choose and implement a rating system ends up being pretty interesting, with a lot of literature to read if you start following citations. Even if you have well-defined, sequential 2-player matches, where a widely-used model[0] exists in the literature, there are a wide variety of ways to estimate player ratings from game results, which all have their own assumptions and various tuning parameters.[1] If your domain also includes team-based or multiplayer matches (or some other weird feature that you want to account for), you then get to decide whether you want to try and hack together something using Elo because it'll be "close enough"[5], or whether you want to try and use (or build!) a more sophisticated system which captures those nuances, such as Microsoft's TrueSkill(TM) system[6]. [0] The so-called "Bradley-Terry model" https://en.wikipedia.org/wiki/Bradley%E2%80%93Terry_model https://en.wikipedia.org/wiki/Bradley%E2%80%93Terry_model [1] Beyond Elo, which is described in the article, you have things like Glicko/Glicko-2[2], which still does incremental updates to participants after each match but try to track rating uncertainty/player growth in a more sophisticated way, to systems like Edo[3] and Whole-History rating[4], which attempt to find the maximum-likelihood rating for all players at all points in time simultaneously. [2] https://en.wikipedia.org/wiki/Glicko_rating_system https://en.wikipedia.org/wiki/Glicko_rating_system [3] http://www.edochess.ca/ http://www.edochess.ca/ [4] https://www.remi-coulom.fr/WHR/WHR.pdf https://www.remi-coulom.fr/WHR/WHR.pdf [5] This is (obviously) the approach taken in the article, and IMO is probably the right answer unless you're a huge nerd who's interested in wasting a ton of time for not-much practical benefit. [6] https://en.wikipedia.org/wiki/TrueSkill https://en.wikipedia.org/wiki/TrueSkill
- philihp 4y agoIf you're open to trying it out, I wrote an open-license alternative to TrueSkill: https://github.com/philihp/openskill.js https://github.com/philihp/openskill.js, which has been ported to half a dozen languages. I'd love your feedback on it.
- nimih 4y agoThis looks sweet, I'll definitely play around with it a bit.
- somat 4y agoThe trueskill variant of the elo algorithm has a publicly available python module. my understanding is it handles new players and teams better than straight elo. My use for it was to keep track of winners during a mario kart tournament and see if it could predict the winners. it did ok. https://trueskill.org/ https://trueskill.org/
- TheDudeMan 4y agoI'm assuming your Elo-calculation code is looking at one match at a time. If you want to level-up the mathematical precision, check out Bayeselo from Remi Coulom: https://www.remi-coulom.fr/Bayesian-Elo/ https://www.remi-coulom.fr/Bayesian-Elo/
- shakezula 4y ago> If you want to level-up the mathematical precision I absolutely do! Thanks for the link, I’ll definitely check it out.
- TheDudeMan 4y agoIt is an implementation of the Bradley-Terry model. There are a few other implementations mentioned elsewhere in the comments.
- freediver 4y agoCame to say that MTG Arena is pretty cool for an old MTG player like me.
- VirusNewbie 4y agoIs MtG one of the few games where being able to spend $10,000 USD puts you at a significant advantage (if playing vintage?). I think Vintage is my favorite format but it is becoming more expensive than high end watch collecting.
- apocolyps6 4y agoI'd say the number of games like that is not few. 10k in equipment in most sports will give you an advantage over 1k in equipment. It's more accurate to say that the entry cost into the Vintage format is 10k (or whatever the cost of the deck you want to play). You can't just throw money at the deck and increase its winrate unless your deck starts out suboptimal.
- UncleMeat 4y agoAlmost nobody plays vintage. Legacy is largely dead. The most expensive competitive format is modern, where competitive decks can run in the low thousands. 1000 or 2000 in equipment is absolutely normal for a lot of competitive endeavors.
- jjcon 4y agoAnyone else read the title as ELO scoring (as in electric light orchestra is scoring)
- once_inc 4y agoThis project should consider using data gathered at 17lands to check how well it scores.