Fortress | Sveet
▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀
I never really considered him a MW resident though.... idk why
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
id be top 3 if we did round robin tournies, thats why *****s dont wanna do them, keepin the brown man downinstead of just asking for opinions or ranking placements, why don't we use a more active policy.
check more intervals: mms, seriouslies, round-robins, single elims.. enforce confrontation matches for ambiguous rankings (tink, mattr, deku).
really we should just do a single round-robin each tournament, best of 7, then record those as power rankings.
wtf is goin on hereeverybody starts with a number, say 1000
ratinga = 1000
ratingb = 1000
so then using this you can find the expected outcome of a game. It uses a logistic curve.
Expecteda = 1 / (1 + 10^((ratingb - ratinga)/400)
expectedb = 1 / (1 + 10^((ratinga - ratingb)/400)
in this case both ratings are the same so you get
expecteda = 1 / (1 + 10^(0/400))
or
expecteda = 1 / (1 + 10^0)
or
expecteda = 1 / 2
so as you see if both ratings are the same you get an expected win of 0.5, because you have a 50% chance of winning or losing (according to the player ratings).
You take the expecteda and do this with it:
K*(actuala - expecteda)
for actual, you use 0 if you lost the match, 1 if you won the match
k is the "k factor" which is commonly used as a somewhat arbitrary way of letting people who are new to the system climb it quicker if they are good, or drop faster if they are bad. Once you get higher up in ratings the k factor is supposed to drop so a loss would cost you less and a gain would gain you less as well.
Because k is already arbitrary i prefer to skip the whole k factor switching and setting it to a fixed value like 20. 20 is really good when using 1000 as a starting base because the math works out really clean: Check this out
lets say player a lost against player b.
20 * (0 - 0.5)
that comes out to -10
meanwhile playerb comes out to +10.
So that is the change. 1000 - 10 = 990 is the new rating for losing a match against an even opponent.
There are some flaws in this system that microsoft tried to fix with "trueskill" which is what they used with xbox live. It not only keeps track of rating but also how "certain" the system is of the players skill. So a new player would have like a wider unknown range of skill. The math here is a ton more complex and probably not worth it, but the results would become more accurate at a quicker pace, while elo takes awhile to propagate.
we're nerds*, what do you expectI can't believe how much you guys care about getting the rankings accurate
I'm going to shamelessly sit around and let everybody figure it out and then talk **** about how it's a stupid system when it's done and how I can do better
where did this come from lol? **** you sveet im gonna come up there and whoop that *** in smash one of these daysTrail is one of the biggest nerds i know. Dude spends more time on SC2 than me, and i haven't closed the window in 2 weeks.
In terms of a simple ~15 person PR, with events only being added maybe once a month or so, you are right.This is becoming waaaaay too convoluted. It's hella easy to just look at brackets/pools and see who beat/lost to who and make this thing.
Yeah isn't this how the PR is originally made?This is becoming waaaaay too convoluted. It's hella easy to just look at brackets/pools and see who beat/lost to who and make this thing.