4 ms·
I 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
by nwiswell 5y ago
I 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 5y 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 5y 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 5y 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 5y 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.
- nimih 5y agoI agree that Elo falls rather short for multiplayer games (the article's approach probably converges much more slowly, or fails to converge, than an approach which is built around supporting multiplayer contests, and the simplification for "board zaps" is likely just plain wrong--although that might be a limitation of how they recorded their games), but I don't think individual MTG games having a substantial amount of luck should really impact the usefulness of Elo (or similar systems such as Glicko). After all, Elo is just trying to find ratings which best predict a given game outcome, so the presence of good/bad draws should still be well-modeled by that idea, and in particular, for two given players (at a particular point in time and holding particular decks[0]), it stands to reason that you should be able to still find some pair of ratings Rx and Ry s.t. P(x beats y) = 1/(1+10^(Rx-Ry)/400). That being said, the inherent randomness of MTG maybe means that in an ill-defined, abstract sense, it takes "more skill" to improve 100 Elo points in MTG than in Chess, because X% of your games have no meaningful decisions so you have fewer places to take advantage of your superior decision-making and, further, this probably has real implications for reasonable choices of K if you're running, say, MTG Arena, but the article is pretty clear that they're not doing anything especially rigorous when picking K in the first place, and honestly (IMO) it probably doesn't matter a whole lot if you're running a Friday night beer league with some friends or whatever. [0] I agree with the sibbling comment that deck selection and deckbuilding is a large part of what magic players mean when they discuss skill, and it seems very reasonable to allow those things to be included in our model.
- brightball 5y agoI actually came up with a play style variation that avoids the mana flood / screw and my son and I use it when we play. Honestly, I find it a lot more fun. You split your deck into two stacks. One with land and one with everything else. For your starting hand, you take 3 land and 4 of everything else. Each draw phase, you pick which stack you draw from. That’s it. Everything else stays the same but mana floods / screws completely stop.
- reificator 5y agoIt’s good for teaching younger players who still have temper problems, but there’s only so much of the game you can experience this way. And don’t expect to get to advanced or expert strategies without the game balance falling apart. One knock on effect I’d predict is higher mana value cards would be substantially more playable. I expect a deck of walls + counterspells + removal + big finishers like the Eldrazi or even just Baneslayer Angel to be much more effective than it is now. On the other end of the spectrum super low to the ground aggro strategies also get a huge bonus by simply never having to draw a land again. Probably Storm (play a bunch of cheap spells, typically with a discount or with effects that give you mana when you cast a spell) gets a huge boost as well as they can ensure they never fizzle out. Once the engine is going they’ll always win unless they get countered. What lose out here are all the decks in the middle. The midrange, “fair” decks that are just trying to curve out with the best play each turn. And all that’s not counting the rules headache with cards like Oracle of Mul-Daya, Fact or Fiction, Treasure Hunt, or Dark Confidant. Which pile does my Maze of Ith go in? Cultivate? Sol Ring? Faceless Haven? With that said it’s also my personal opinion that variance just makes the game more enjoyable and widens the group of players you can compete against, as long as you have the emotional capacity to not take losses personally.
- mxwsn 5y agoVariance is a critical lifeblood for card games, as demonstrated by the commander companion mechanic debacle, as a key lesson that mtg r&d has known but occasionally forgets. But not only at casual levels but many levels, mtg can definitely have too much starting hand quality variance that starts to reduce fun. Tournament mulligan rules and mtg arena starting hand sampling algorithms point to this. I personally suspect that aggro would completely dominate a separate land deck meta if pushed hard enough. But I'm all on board for an alternative game design that invents new interesting questions to ponder, addresses a pain point of mtg design, and most of all makes it more fun for a kid.
- grog454 5y agoIf the purpose of Elo's system was to predict the outcome of a game between two players who have no or limited prior interaction, it can be "misapplied" to great effect. While unfairness and randomness (starting as black vs. white in Chess) can bias and increase the variance of that estimate, it is still better than tossing a coin.
- stonith 5y ago> 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. What makes this different from blind build order choices in Starcraft? The greed > safe > rush > greed interactions often set one player ahead pretty arbitrarily in the very early game.
- apocolyps6 5y agoIt's more like if mineral placement was randomized at the start of a game, with players having uneven access. What you are describing with the build order exists also. Many Magic decks have a single game plan ("rush", etc) and can only minimally adapt between games in a match (by swapping cards with a 15-card sideboard). The degree to how uneven a matchup is can vary a lot, and some decks are hybridized so it doesn't just devolve in to rock/paper/scissors
- Agentlien 5y agoThe variance argument may be solid in general but I will say that mana flood and mana screw can be greatly alleviated through deck building and use of mulligan. You don't often see it happen during high level play. I used to be rather careless in how I planned the mana of my decks and rarely took a mulligan. I faced mana issues all the time. After putting more planning into my mana base and deciding on a careful strategy for when to take a mulligan I now rarely experience those issues. When I do it is mainly because I break my own rules out of greed when refusing to admit a hand with great cards is too low on mana.
- bitshiftfaced 5y agoElo isn't misapplied here. It's just that when game results have a higher luck factor, you get a narrower distribution with shorter tails. You don't get those 2800 Elo players like in chess, who have virtually a 100% chance of beating nearly everyone everytime. The best and worst players tend more to the center, but there's still meaningfulness behind the score.