1 |
The g is the total sum of game weights. Weighting is 1/n in a team with n players, so 1v1 counts as 1, 2v2 as 1/2 and so on. omega_t^2 = 200000 / (g + 400). So it starts at 500 elo^2/day and halves after 400 1v1 games played. This decay is only for the omega_t term, the omega_g term solely depends on the number of games played on that day (g_2 - g_1).
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1 |
The g is the total sum of game weights. Weighting is 1/n in a team with n players, so 1v1 counts as 1, 2v2 as 1/2 and so on. omega_t^2 = 200000 / (g + 400). So it starts at 500 elo^2/day and halves after 400 1v1 games played. This decay is only for the omega_t term, the omega_g term solely depends on the number of games played on that day (g_2 - g_1).
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2 |
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2 |
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3 |
Besides the better log scores, I like to think the large omegas make the rating system more forgiving. It loosens the coupling between old games and the current rating which should allow anyone to quickly climb the ladders.
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3 |
Besides the better log scores, I like to think the large omegas make the rating system more forgiving. It loosens the coupling between old games and the current rating which should allow anyone to quickly climb the ladders.
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4 |
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4 |
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5 |
The
balancer
is
based
solely
on
raw
WHR
numbers
and
ignores
all
the
fluff.
The
fluff
is
also
designed
in
a
way
that
the
rating
can
go
from
anywhere
to
anywhere
else
within
a
month.
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5 |
The
balancer
is
based
solely
on
raw
WHR
numbers
and
ignores
all
the
fluff.
The
fluff
is
also
designed
in
a
way
that
the
shown
rating
can
go
from
anywhere
to
anywhere
else
within
a
month.
|