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Mmr calculation
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Player ratings serve as an indicator and do not represent a very accurate strength of a player.
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Our Mmr system is not a "grind" system. The rating represents the current skill of a player independent of the number of total games. After like ~100 games the rating should be reliable.
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Player ratings can change drastically if another player uploads all of their replays. This player rating will be adjusted, as well as all ratings of players with/against this player.
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Your apps local Mmr is most likely different from the websites Mmr, which includes all replays in the calculation.
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If you lose against a very strong team, you lose very few rating points, but if you win, you gain a lot. Because of this, there's no reason to leave a lobby, and shuffling players could backfire. "You never lose. You either win or you learn."
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The Mmr calculation also depends on the matchup. So if you lose in a very bad matchup (e.g. Horner vs Tychus) you lose fewer points but get more if you win.
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Leavers (a player who leaves the game without pressing the Victory/Defeat button) receive a penalty in their rating. (Maybe check if the team left at some point to process inhouse defeats)
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Players who do not upload a lost replay, but that replay is uploaded by one or more other players in the game will receive a penalty in their rating.
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The MMR will be seasonal. (currently we think about 6 Months, up for testing) Alternatively there will be some kind of decay over time to prevent Players from camping on a Rating.
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In any case, don't feel pressured while using the app. If you are too afraid of losing rating points, you should create a second account and always play on the account with the lowest rating (switch to the other once you beat the rating).
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The backbone of the MMR-system is a very popular formula called "ELO". It compares 2 teams strength and based on that your mmr-change is calulated.
- win vs worse enemies = small MMR gain
- win vs better enemies = big MMR gain
- loss vs worse enemies = big MMR loss
- loss vs better enemies = small MMR loss
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Consistency:
- Every player gets a value from 0 to 1. (start at 0)
- The Consistency in-directly influences how much a player's rating changes:
- big Consistency = small MMR change
- small Consistency = big MMR change
- The Consistency increases and decreases after each game accordingly:
- if the match result equals the expectation of who will win = increase
- if the match result doesn't equal the expectation of who will win = decrease
- It is meant to smooth the rating and decrease big jumps for unexpected wins or losses.
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Confidence:
- Every player gets a value from 0 to 1. (start at 0)
- The Confidence directly influences how much a player's rating changes:
- big Confidence = small MMR change
- small Confidence = big MMR change
- The Confidence increases and decreases after each game accordingly:
- if the difference of the expected Result and the actual Result (1=win, 0=loss) is bigger than the current Confidence = increase
- if the difference of the expected Result and the actual Result (1=win, 0=loss) is smaller than the current Confidence = decrease
- (matchup dependent) => The MMR calculation will depend on the matchup. So if you lose in a very bad matchup (e.g. Horner vs Tychus) you lose fewer points but get more if you win.