View topic - Elo ranking for BA 1v1 competitive play


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PostPosted: 09 Apr 2012, 09:38 
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Joined: 17 Sep 2010, 14:49
It's a nice idea to keep track of, nothing too big but provides some continuity between tourneys.

Now if you'd run old tourneys through, it'd be already a good amount of games.


This stat on this page shouldn't be linked to any matchmaking though, but maybe you could give high ranked players higher seeds in future tourneys.
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PostPosted: 09 Apr 2012, 11:37 
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Joined: 07 Feb 2005, 21:30
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In the last few tourneys on challonge some players got their first match in round 2, meaning they had to play one match less than some others. Is this some form of limitation on that website?

Seeding would be useful in a bigger tourney where players must get through group play first. In that sort of situation you don't want the top finals candidates to play each other immediately.
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PostPosted: 09 Apr 2012, 13:10 

Joined: 17 Jul 2006, 00:06
Jazcash wrote:
Also, as mentioned in the past, it's easy to cheat an Elo system by playing a friend and having him let you lose or just having two computers and doing it yourself.


This isn't a problem with a rating system, that's just people being scumbags and cheatingm, which you can do with nearly any system.
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PostPosted: 09 Apr 2012, 13:42 
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Joined: 06 Sep 2010, 21:59
Cheesecan wrote:
In the last few tourneys on challonge some players got their first match in round 2, meaning they had to play one match less than some others. Is this some form of limitation on that website?


This is not a limitation of challonge, it is just that it would be better to have multiple of 2 players. If more people start playing these tourneys this problem wont exist anymore.
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PostPosted: 09 Apr 2012, 13:52 

Joined: 17 Jul 2006, 00:06
marciolino wrote:
Cheesecan wrote:
In the last few tourneys on challonge some players got their first match in round 2, meaning they had to play one match less than some others. Is this some form of limitation on that website?


This is not a limitation of challonge, it is just that it would be better to have multiple of 2 players. If more people start playing these tourneys this problem wont exist anymore.


2^x number of players*
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PostPosted: 15 Apr 2012, 03:04 

Joined: 15 Apr 2012, 02:31
would it not be possible to just steal ZKs elo system?

the elo system in ZK works very well
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PostPosted: 15 Apr 2012, 07:51 
Cursed Zero-K Developer
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Kazori wrote:
would it not be possible to just steal ZKs elo system?

the elo system in ZK works very well

You're funny. There's nothing to steal. Just play BA on Springie hosts. You will get your elo that way.
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PostPosted: 15 Apr 2012, 09:52 
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Joined: 10 May 2009, 11:27
Location: on new sidney
Well i think a elo system is good in the loong run.

But i mean its very dependent if people actually use it or not. And how the matchmaking would be done. Essentially this elo system would be only useful in larger matches, since 2v2s and 1v1s are pretty much limited to a group of people.

What i would like to see would be a system that you would click a button and enter a matchmaking system for 1v1. This way you didnt had to look for a host or advertise, and elo would be taken into consideration. The moment anyone else entered the system you would play with him/her. I think Zero-k tried to have a similar system. The same goes to 2v2 or larger games.

Essentially would be like star-craft II ladder system.

Imagine i login i click matchmake me for 1v1, a guy enters 1 hour later, (im still in queue), he feels like lets 1v1. i Instantly join a auto-host to 1v1 him.

This way we could have our lobby's opened at all time and just be present in a queue. Like good old lazy players.

I know that (if i want it), ill must make it myself, well i dont have the skill yet, but ill add it to the loong list of things id like to do.
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PostPosted: 22 Apr 2012, 17:55 
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Joined: 14 Jul 2009, 18:27
Elo after the tournament of the 22/04/2012

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PostPosted: 23 Apr 2012, 13:43 
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Joined: 08 Dec 2007, 17:39
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I approve of this table.
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PostPosted: 24 Apr 2012, 01:32 
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Jazcash wrote:
I approve of this table.

hehehe

well you know jazcash the pro player ;)
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PostPosted: 29 Apr 2012, 01:32 
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Elo after tourney of the 28/04/2012

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PostPosted: 30 Apr 2012, 13:42 
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Hm can't have it like this. Maybe I should start actually practicing 1v1.
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PostPosted: 13 May 2012, 01:42 
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Elo after tourney 12/5/2012

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PostPosted: 24 May 2012, 09:57 
Classic Community Lead
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Griffith: you've just earned yourself mod rights in the tournaments subforum, as I can see you're clearly putting a lot of effort into making the competitive community legitimate. Use them wisely.
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PostPosted: 24 May 2012, 20:35 
Blood & Steel Developer
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Joined: 25 Aug 2004, 12:31
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why just baaa? some people never heard of baaaa
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PostPosted: 24 May 2012, 22:22 
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Dayum Jaz, since when are you the bonified pro? Look at dem ratings. :shock:
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PostPosted: 26 May 2012, 23:05 
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Elo after Tourney 26/05/2012

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PostPosted: 17 Jul 2012, 06:35 

Joined: 28 Oct 2007, 02:23
Hah, losing against Jazcash was a good call; I got less of a hit to my ELO rating than I'd gotten by losing against someone else. :P

Anyway - if you guys want a BA dedicated ladder system for 1v1, I can put one up. Instead of ELO, I think Glicko-2 would be a bit better way to go, since it takes playing activity into account as well in determining the importance of victory/defeat . There should initially be 2-3 month testing period which requires relatively high activity to determine some constants, after which it'd be restarted. Glicko is, basically, what TrueSkill was built on - and TrueSkill algorithm is unfortunately licensed.

In addition, I'm thinking on a few features more, such as queuing for battles (so you can step in line for next game) and some other nice nifty things that make it a little smoother experience.
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PostPosted: 17 Jul 2012, 10:12 
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I'm sure people would welcome an automated ELO-based system for 1v1s. It would be even less accurate but I think even more people would welcome an automated ELO based system for games of 5v5+.

Such a system would take a long time to calibrate and would not be a very accurate indication of a players ability - but absolute accuracy is not what's important here. It would be *much* better than ingame time. Also, those errors get ironed out to some extent when you consider groups of 5+ players ELOs together when balancing pre-game. It only needs to be very roughly accurate on an individual level to be useful for large teams.

I'm sure one of the autohost owners (TERA,ACE) would be happy to have you run a bot that takes data from their games in real time - you could calibrate with lots of data then and when it all looks good implement it into the balance algorithm.

I'd be happy to help with the maths of designing a multiple player ELO bsed system - but I'm too busy writing the BAR campaign do to any coding for now ;)
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