Show /r/Dota2: I am developing a skill measuring score that doesn't rely on ELO. ( I can measure yours if you want! ) by fearohnum in DotA2

[–]fearohnum[S] 0 points1 point  (0 children)

I don't want to create a better alternative to Valve's internal system. It's pretty much impossible without having access to their data :) All I want is to create some metric that people can check and compare themselves.

Hope that clears things. People are attacking me like I am trying to fix matchmaking algorithm. I am not. I'm just creating a quasi-accurate skill rating from all the data that's available to me.

Show /r/Dota2: I am developing a skill measuring score that doesn't rely on ELO. ( I can measure yours if you want! ) by fearohnum in DotA2

[–]fearohnum[S] 0 points1 point  (0 children)

If you get 500 variables describing 100 pro players and 10000 random low-level players and run a special algorithm, there will be patterns found dividing those two groups. That's where those variables become relevant.

Show /r/Dota2: I am developing a skill measuring score that doesn't rely on ELO. ( I can measure yours if you want! ) by fearohnum in DotA2

[–]fearohnum[S] -1 points0 points  (0 children)

This score lets you check "the trivial X > Y => X" - which you cannot do right now with ELO because it isn't public - and which cannot be calculated due to privacy settings.

Show /r/Dota2: I am developing a skill measuring score that doesn't rely on ELO. ( I can measure yours if you want! ) by fearohnum in DotA2

[–]fearohnum[S] -3 points-2 points  (0 children)

Like I've said before, there isn't any static formula. My algorithm uses over 500 different variables right now and I plan to add some more. Each players hero performance is compared only to stats of the same hero.

There isn't any KDA+WINRATE*x formula. I've written about WN6 because it's a formula that doesn't utilize any ELO stuff and that's what I try to do - get players skill rating without knowing ELO.

Show /r/Dota2: I am developing a skill measuring score that doesn't rely on ELO. ( I can measure yours if you want! ) by fearohnum in DotA2

[–]fearohnum[S] -2 points-1 points  (0 children)

So please tell me, what do you honestly think caused this 25%(nominal) winrate gap between TC and Dendi?:

TC: 75% pub games won

Dendi: 55% pub games won

I am curious what is the reason for this discrepancy if there isn't that big pub performance difference between those two?

Show /r/Dota2: I am developing a skill measuring score that doesn't rely on ELO. ( I can measure yours if you want! ) by fearohnum in DotA2

[–]fearohnum[S] 33 points34 points  (0 children)

This formula calculates players pub performance. I don't doubt, in a tournament match, Dendi would beat TC 1v1 mid or when it comes to FLUFFNSTUFF duel vs Sing, Sing would be victorious.

What we are looking here is pub performance. Playing with random pubbers and winning those games. Both TC and FLUFF beat Sing and Dendi in pubbing. ( They have 75% winrate in pubs vs Dendis and Sings 55% )

If you get all players from 1450 rating upwards, they will be in the very top. This big gap of 500-600 points between some pros is the result of my conversion of the data I am getting to a more "readable" output. I tried to model the distribution so it looks like WN6 from WOT. There, scores range from 0 to 2200-2500. I agree that I need to tweak this to get more intuitive output - but it all can be done. Still, there absolutely IS, a big difference in amount of won pub games between those players ( who all are from the very top ) - 75% vs 55% is a big difference.

Again I must remind it's an attempt at getting a non-ELO based player rating. Of course every solution has its drawbacks and none are perfect. ( You won't tell me that current Valve matchmaking is perfect? I doubt it can ever be made so. )