Linoone said:
I think that if you take a game you should lose less Elo
goog idea
04/10/2016 02:40:17
Linoone said:
I think that if you take a game you should lose less Elo
cAKE said:
Linoone said:
I think that if you take a game you should lose less Elo
goog idea
Archaze said:
@Shitashi, how much would a google site search cost? Surely after everything you've created already, the scene could help out with some new feature funding.
cAKE said:
Suggestion: Like Leaderboard? Kinda like the badge leaderboard but it would just be something fun and small
Linoone said:
I think that if you take a game you should lose less Elo
LachlanF said:
I know it's an idea that has been posted before, but an ability for users to upload directly into the comments for when photos are being used, without going through the QuickDraw images, and potentially some way of making uploading photos from a mobile device easier.
SpaceJam said:
Nekminnit you'll be saying Bowser isn't good in dubs...
MrL said:I don't see how it omits one particular partner. It's not like playing with the same player multiple times will be ignored. If you mean every person including the same person consistently, then yes, of course. That's why it's more malleable than the "registered team" approach.
Prior performance with other people, not the same person.
MrL said:I think the doubles elo could just as easily and more simply be calculated based on how the teams interact with eachother, with the players remaining the same, rather than individually calculating each team's capability by calculating each player's elo, characters and prior performance with different people as separate factors.Yes, registered teams could suffice. However, it's a quick fix and will be biased as hell as more doubles events occur. You are literally selecting for people who pair up frequently, even though they may be the worst doubles teams. Imagine Jaice cycling through all the top 20 players in 20 tournaments, but Bob the Builder team is the highest ranked because they were the only ones registered. Or the last 15 tournaments, Bob always placed last. Yet, since the Builders didn't play any registered team for the past 15 tournaments, their Elo stays intact with a win rate of 20%. Meanwhile Timmy the Tester's group won the last 10 tournaments but only beat unregistered teams and is calculated as worse than Bob's. As you can see, it's a contrived approach that only works as a short-term solution.
MrL said:Just how singles elo isn't calculated depending on what character we use and prior tournament placings, but rather who we face each time and whether we win and lose against them each time.Just because we do something some way doesn't mean it is correct. Guns are legal in the USA, so Australia must be wrong? I do think character matchups should influence points. If you win in a tougher matchup, you should get more Elo; in an advantaged matchup, less. However, 1v1 matchups are more contentious than "good doubles characters." But that's a tangential conversation, so we'll leave it at that.
MrL said:The individual skill of each player plays a role in that yes, if you have better players teaming then yes in all likelihood they will do better, relying on their performance as individuals to figure out team performance won't nevessarily work.I don't understand what you're saying. So it does influence or does not influence team performance?
MrL said:Would it not be better observe how the team performs, as a team; rather than calculate their skill using their individual performances as the key factor.How is individual performances the key factor? Can you show me what you mean? Do you just mean "the biggest number?"
MrL said:To me it seems like its overcomplicating it when you can just start on a clean slate and see how people perform from there.Skill doesn't "reset," but okay, let's pretend it does since it doesn't matter in this conversation.
MrL said:When wii u elo was first calculated, did everyone start at 1,000 again or were Wii U elo's originally calculated based on the limited 3ds elo data?Strawman fallacy: the logic here is akin to saying people's Melee data should be used in Smash 4. I don't recall making either of these statements. 3DS is a different system, and wireless connection has input lag because of variable speeds. I guess you're saying that diffusing a bomb with a timer and without a timer requires exactly the same skill sets with no new variables, but I'd disagree. Besides, it doesn't really add to the conversation.
MrL said:You're raising issues that don't really exist. The hypothetical situations you raise are pointless.You say that, but you didn't address anything I said at all. :-(
MrL said: In your situation... there are now 20 teams that Jaice is a part of on the list of teams (just because of one person, let alone the 50 others who may switch between partners; lots of clutter).That's not true at all, and even if it was, do you see the irony here? This is fundamentally the problem with your approach, and hurts your "registered teams" method. Your solution is, "well, this is convoluted, so we ignore it." That's not a solution; it's a "la la la I can't hear you I will ignore this" approach.
MrL said: But there's also no way to determine which time is better, other than a theoretical algorithm.I've read this a few times, and I don't get it. You say you don't have a solution, so you are complaining about a potential solution that we can continue to tweak and improve. No one is saying we do any sort of overfitting or underfitting, so I'm not really sure what you're getting at. An algorithm is indeed the solution, so there is a way. O_o
MrL said: It may say that one team is better than another, but only in theory; the teams would need to face each other to determine that, which can't happen. Then this process would have to happen with every person.You realize that is what Elo is all about, right? How does the same exact statement not apply to your approach? Elo is LITERALLY a predictive score. It is a guess about, when two entities face each other, who will win. When it's right, it reaffirms the distance between the entities; when it's wrong, it reduces the difference. Elo is "in theory," as is your registered team Elo.
MrL said:It not only would just look ridiculous to have one person in every (or even multiple) team(s) as 'the best teams' but also impossible to determine which is the best amongst those as they cannot battle eachother.Yes, there would be n * (n-1) potential teams, but your registered team ignores the vast majority of them. We don't have to list them all (see above), nor do we calculate their scores either (that's the beauty of a player-based approach!).
MrL said:No data will ever be 100% accurate, players and results are constantly changing, and at any given time someone's elo may not represent their skill.That's what Elo is all about. That's why it changes. How does your approach "100% accurate"-ly predict changes?
MrL said:With set teams, there are constant variables that are pit against each other over a period of time.Great! Can you specify what these are? Bear in mind you just said above that "results are constantly changing" and Elo "may not represent their skill" but somehow your registered team is immune.
MrL said:Within this set of teams, a ranking order would be able to be established (and one person won't be in multiple teams that will be unable to face each other).How can any PR be established? I've explained this before, and you did not address it. Your Elo approach wouldn't represent anything after more and more results are acquired. You're free to use the example I gave, of Bob the Builder and Timmy the Tester scenario. This is the value of the hypothetical situations you quickly dismissed without explaining why you dismissed them. It explains why your approach will fail over time. How, in those situations - which would eventually happen as the number of doubles matches increases - will your solution continue to be "100% accurate," "not in theory but in practice" best team ranking order?
From this, a more accurate PR can be established.
MrL said: Using that algorithm and making a new team and scoring them based on who is teaming, that will only result in the top 10 being 5 teams with jaice and 5 teams with jezmo.I think you're making assumptions on Jaice and Jezmo's team variables, as well as other players they would team with. Again, while my equation is just an example and wholly incomplete, it still doesn't suggest this in the slightest. Feel free to punch some numbers in. Talking in the abstract may be the reason for the confusion.
MrL said:However, I'd rather a few one-off teams slip through the cracks than have an entire list of teams be made up of one person holding the top several ranks with [insert random players]. Again, even with that list which would look ridiculous, there's no way of determining which is better among them.You're not getting this if you're thinking this way. At a certain point, the "registered team" Elo doesn't represent anything but a biased sampling of people. You ignored it the first time, so I'll say it again: the more results you have, the LESS accurate your approach will be (see Bob and Timmy). You haven't demonstrated a solution to this. Instead, you ignored it and just said there's no way to figure out with my method (although there is). What part of Bob and Timmy is not making sense? And how would Jezmo plus random player even be high? Have you actually plugged in Jezmo with a random 1000 Elo player in my equation? Again, my equation may not be perfect, but even it doesn't rank them high.
MrL said:It's just not viable to have a system that tries to rank every combination of players, as that way the teams that play against each other will be different each time and impossible to accurately show improve because of the number of variables (hence why we don't already have it), let alone one person can't be on two teams at once to determine which of the two (or more) they are a part of is better.Okay, no more strawmen after this, okay? I never said we rank "every combination of players," and thinking that demonstrates a complete failure in understanding my player-centric approach. You need to explain how you "solve" all the "issues" you've raised. It's really not acceptable to say, "I'm okay with all these problems to the point it becomes meaningless to have team Elo." Why would qldsmash implement it then?
You can do it all hypothetically with the algorithm as said but that's not reflective of actual doubles results between the various teams. I just don't see your way as a viable or accurate way to determine the best teams.
SpaceJam said:I was trying to be thorough, but apparently that's "offensive" lol. But fair enough, point taken. Shouldn't be an essay.
oh my god stop writing such long messasges.
Can it become a rule that everything has to be communicated in emojis?
👌👌👌👌👌👌👌👌😂😂😂😂😂😂😂😂😂
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