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    TMM Rating Allowance Needs to Use Ladder 1v1 Matching (or close to it)

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    • ValkiV Offline
      Valki @BlackYps
      last edited by

      @BlackYps And what with people with undeveloped 1v1 rating? - Will they need to wait 3 rounds to be matched, just because they play 1v1 very rarely but not never?

      1 Reply Last reply Reply Quote 1
      • BlackYpsB Offline
        BlackYps
        last edited by

        They will get a newbie bonus to help them get matched

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        • MoraxM Offline
          Morax
          last edited by

          Okay, just so it is clear: what is the initial rating range allowed between two people within the first search cycle, second, third, etc?

          And what is the quality of match allowance for first, second, third?

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          • BlackYpsB Offline
            BlackYps @BlackYps
            last edited by

            Well, the concrete values are what I am trying to get from this thread. 4head

            The actual code is this:

            newbie_bonus = 0
            time_bonus = 0
            ratings = []
            for team in match:
                time_bonus += team.failed_matching_attempts * config.TIME_BONUS_WEIGHT
                if not team.has_top_player():
                    newbie_bonus += team.has_newbie() * config.NEWBIE_BONUS_WEIGHT
                for mean, dev in team.raw_ratings:
                    rating = mean - 3 * dev
                    ratings.append(rating)
            
            rating_imbalance = abs(match[0].cumulated_rating - match[1].cumulated_rating)
            fairness = max((config.MAXIMUM_RATING_IMBALANCE - rating_imbalance) / config.MAXIMUM_RATING_IMBALANCE, 0)
            deviation = stats.pstdev(ratings)
            uniformity = max((config.MAXIMUM_RATING_DEVIATION - deviation) / config.MAXIMUM_RATING_DEVIATION, 0)
            
            quality = fairness * uniformity + newbie_bonus + time_bonus
            

            The preliminary config values are:

            self.NEWBIE_MIN_GAMES = 10
            self.TOP_PLAYER_MIN_RATING = 1600
            self.MINIMUM_GAME_QUALITY = 0.5
            self.MAXIMUM_RATING_IMBALANCE = 600
            self.MAXIMUM_RATING_DEVIATION = 300
            self.TIME_BONUS_WEIGHT = 0.1
            self.NEWBIE_BONUS_WEIGHT = 0.2
            

            Explanation:

            @BlackYps said in TMM Rating Allowance Needs to Use Ladder 1v1 Matching (or close to it):

            I am currently writing a new matching algorithm to make a 4v4 queue possible. From my understanding trueskill doesn't factor in rating disparity between players when calculating the game quality so in order to get onl y games with similarly rated players we need to introduce our own quality metric. I will now explain my first draft for this so you can discuss if you think that is a good formula and make suggestions to improve it.
            Currently I calculate quality = uniformity * fairness + newbie bonus + time bonus
            Uniformity goes from 0 to 1 and is 1 if all players in the game have the same rating and is zero if the standard deviation of the ratings if all players is greater than 300
            Fairness works the same but looks at difference in total team skills, so it is 0 if the rating difference between the teams is higher than 600.
            The newbie bonus is to faster match new players and is a flat bonus if a new player is in one of the teams.
            The time bonus increases with every time you were not successfully matched.

            Additional explanation:
            The deviation is roughly one third of the biggest rating difference if we assume a somewhat even rating distribution in the team.
            If both uniformity and fairness are about 2/3 we barely reach the quality threshold of 0.5. That means that a game that has 200 team rating difference and a 300 difference between individual players is the borderline case of what is acceptable. One of these metrics can be worse if the other one is better.

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            • H Offline
              humanpotatoe
              last edited by

              This post is deleted!
              1 Reply Last reply Reply Quote 1
              • K Offline
                Katharsas
                last edited by Katharsas

                Could you randomly generate some imaginary players with rating values/number of games, put them into random teams, and then calculate the quality? Without concrete examples its rally hard to judge such an algorithm.

                Edit: And throw away examples where fairness is too far off.

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                • BlackYpsB Offline
                  BlackYps
                  last edited by

                  I don't have a lot of examples because I have just started making some, but here are a few for you:
                  (Keep in mind that a game quality of 0.5 is the cutoff here for a game to be considered)

                  A "Search" is a party of players that is searching for a game. the "pX" are the player names, so you can see how many players there are in the search. The number at the end is the average rating of that search party. The game quality uses the formula that I explained in my previous post.

                  team a: [Search(['p12'], 842), Search(['p15'], 738), Search(['p1', 'p2'], 781)] cumulated rating: 3142   average rating: 785.5
                  team b: [Search(['p11'], 745), Search(['p5', 'p6'], 788), Search(['p16'], 816)] cumulated rating: 3137   average rating: 784.25
                  bonuses: 0.0 rating disparity: 5 -> fairness: 0.9916666666666667 deviation: 44.917806881013234 -> uniformity: 0.8502739770632892 -> game quality: 0.8431883605877618
                  
                  team a: [Search(['p5', 'p6'], 788), Search(['p16'], 816), Search(['p13'], 971)] cumulated rating: 3363   average rating: 840.75
                  team b: [Search(['p1', 'p2'], 781), Search(['p12'], 842), Search(['p17'], 951)] cumulated rating: 3355   average rating: 838.75
                  bonuses: 0.0 rating disparity: 8 -> fairness: 0.9866666666666667 deviation: 79.45399612354309 -> uniformity: 0.7351533462548563 -> game quality: 0.7253513016381249
                  
                  team a: [Search(['p3', 'p4'], 1004.5), Search(['p17'], 951), Search(['p16'], 816)] cumulated rating: 3776   average rating: 944
                  team b: [Search(['p13'], 971), Search(['p12'], 842), Search(['p5', 'p6'], 788)] cumulated rating: 3389   average rating: 847.25
                  bonuses: 0.0 rating disparity: 387 -> fairness: 0.355 deviation: 92.79134859996378 -> uniformity: 0.6906955046667874 -> game quality: 0.24519690415670953
                  
                  team a: [Search(['p7', 'p8', 'p9'], 1011.3333333333334), Search(['p12'], 842)] cumulated rating: 3876   average rating: 969
                  team b: [Search(['p13'], 971), Search(['p3', 'p4'], 1004.5), Search(['p17'], 951)] cumulated rating: 3931   average rating: 982.75
                  bonuses: 0.0 rating disparity: 55 -> fairness: 0.9083333333333333 deviation: 67.96035149261664 -> uniformity: 0.7734654950246113 -> game quality: 0.7025644913140219
                  
                  team a: [Search(['p7', 'p8', 'p9'], 1011.3333333333334), Search(['p11'], 745)] cumulated rating: 3779   average rating: 944.75
                  team b: [Search(['p10'], 1047), Search(['p15'], 738), Search(['p14'], 1032), Search(['p13'], 971)] cumulated rating: 3788   average rating: 947
                  bonuses: 0.0 rating disparity: 9 -> fairness: 0.985 deviation: 125.21026066181636 -> uniformity: 0.5826324644606121 -> game quality: 0.5738929774937029
                  
                  team a: [Search(['p7', 'p8', 'p9'], 925.3333333333334), Search(['p15'], 1328)] cumulated rating: 4104   average rating: 1026
                  team b: [Search(['p13'], 1115), Search(['p16'], 1231), Search(['p3', 'p4'], 998)] cumulated rating: 4342   average rating: 1085.5
                  bonuses: 0.0 rating disparity: 238 -> fairness: 0.6033333333333334 deviation: 152.77004778424336 -> uniformity: 0.4907665073858555 -> game quality: 0.2960957927894662
                  
                  team a: [Search(['p7', 'p8', 'p9'], 925.3333333333334), Search(['p13'], 1115)] cumulated rating: 3891   average rating: 972.75
                  team b: [Search(['p3', 'p4'], 998), Search(['p5', 'p6'], 918.5)] cumulated rating: 3833   average rating: 958.25
                  bonuses: 0.0 rating disparity: 58 -> fairness: 0.9033333333333333 deviation: 84.13976467758869 -> uniformity: 0.719534117741371 -> game quality: 0.6499791530263718
                  
                  team a: [Search(['p7', 'p8', 'p9'], 925.3333333333334), Search(['p12'], 846)] cumulated rating: 3622   average rating: 905.5
                  team b: [Search(['p5', 'p6'], 918.5), Search(['p1', 'p2'], 810.5)] cumulated rating: 3458   average rating: 864.5
                  bonuses: 0.0 rating disparity: 164 -> fairness: 0.7266666666666667 deviation: 79.85612061701971 -> uniformity: 0.733812931276601 -> game quality: 0.5332373967276633
                  
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                  • K Offline
                    Katharsas
                    last edited by

                    I assume all players in that list have a newbie bonus of 0?
                    Search(['p7', 'p8', 'p9'], 925.3333333333334) means those 3 players are in the queue together, and 925 is their average rating?

                    Questions about algorithm:
                    What is inside the match array?
                    rating_imbalance = abs(match[0].cumulated_rating - match[1].cumulated_rating)
                    What is match[0] / match[1] reffering to?
                    Why is has_top_player() important and what does it do?

                    BlackYpsB 1 Reply Last reply Reply Quote 0
                    • FtXCommandoF Offline
                      FtXCommando
                      last edited by

                      top_player is used in the matchmaking process already. It's defined as anybody with over 1600 mu. It's used to eliminate certain players/teams from consideration when the system is just trying to throw a new player into a game after a few failed queue intervals.

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                      • BlackYpsB Offline
                        BlackYps @Katharsas
                        last edited by

                        I assume all players in that list have a newbie bonus of 0?
                        Search(['p7', 'p8', 'p9'], 925.3333333333334) means those 3 players are in the queue together, and 925 is their average rating?

                        Yes to both.

                        The match array just holds the two teams, so the rating imbalance is just the difference between the sum of the ratings of the two teams.

                        As ftx explained a top player has >1600 mu.
                        This way the newbie bonus gets only awarded if the team has no pro players. But now that I think about it, I am not sure anymore if this is a good idea.

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                        • K Offline
                          Katharsas
                          last edited by Katharsas

                          Okay, what does deviation = stats.pstdev(ratings) do?

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                          • BlackYpsB Offline
                            BlackYps
                            last edited by

                            This is from the python statistics module. It calculates the population standard deviation
                            https://docs.python.org/3/library/statistics.html#statistics.pstdev
                            https://www.khanacademy.org/math/statistics-probability/summarizing-quantitative-data/variance-standard-deviation-sample/a/population-and-sample-standard-deviation-review

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                            • MoraxM Offline
                              Morax
                              last edited by

                              So guys, this is great and all (good work - seriously) but most people playing FAF do not understand nor have the time to translate the code to layman terms explanations. It would be really appreciated if some "as precise as possible" explanation was given when distributing information that shows rating brackets as a requisite for what they will experience while playing the game.

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                              • BlackYpsB Offline
                                BlackYps
                                last edited by

                                I don't think I understand what you want to say. Are you talking about the map pools? The matchmaker won't use rating brackets at all. There will also be no further explanation of the matchmaker inner workings in the client. The end user just queues up and will automagically get some nice balanced games (hopefully).

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                                • K Offline
                                  Katharsas
                                  last edited by

                                  Ok i think the formula makes sense, except checking top_player. If there are a top player and a noob in the same team it will probably already create bad uniformity right?

                                  However, for finding good parameters, i would have to code that formula up and try it with varying numbers, cannot really tell anything from your example calculations. So yeah i don't think you will get much use out of the forum for that^^

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                                  • S Offline
                                    StormLantern Team Lead
                                    last edited by

                                    I didnt read the whole thing, but in my experience it can be frustrating when in tmm u play against two opponents that have a high rating difference as the death (or disconnect) of the lower rated opponent often means an auto loss for your team. If its is at all possible to still get consistent enough games when the maximum rating difference (between two teammates) is capped at say 400 or so, that would be a good change I think. But I suppose that would depend on the amount of players in que.

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