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[G] Comprehensive SC2 League and Ladder Guide - Page 18

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  Excalibur_Z   United States. May 12 2011 03:55. Posts 10329Profile # 

On May 12 2011 03:22 fishjie wrote:
Oh cool, so back when I was still in diamond, I was in the top 20% of north america? that's cool. Too bad i'm platinum now.

Question: I didn't see it in the article, but the player skill distribution graph looks like a bell curve/gaussian/normal distribution or whatever you call it. Is that correct? So majority of players are within one standard deviation of gold? My statistics is garbage, so sorry if I didn't use terms correctly.


Yeah. It's not exactly like that, and supposedly there's a little bump in the curve in Diamond and Master and this is explained by more hardcore players who visit TL and watch pro streams, but I didn't know how to illustrate that in the curve so I just left it as is. It should still be pretty accurate. The curve is actually something I threw together in wolframalpha and I wanted the breakpoints to be as close to accurate as possible, so when I imported all the breakpoints into an image editor I just plotted where the 98% spot is, where the 80% spot is, etc. For the other leagues it should be pretty close to 100% accurate, the only difference would be a tiny bump toward the end of the curve.
 
Old Post

 
 aksfjh   United States. May 12 2011 05:55. Posts 3668
Profile # 

On May 12 2011 03:55 Excalibur_Z wrote:

Show nested quote +
On May 12 2011 03:22 fishjie wrote:
Oh cool, so back when I was still in diamond, I was in the top 20% of north america? that's cool. Too bad i'm platinum now.

Question: I didn't see it in the article, but the player skill distribution graph looks like a bell curve/gaussian/normal distribution or whatever you call it. Is that correct? So majority of players are within one standard deviation of gold? My statistics is garbage, so sorry if I didn't use terms correctly.



Yeah. It's not exactly like that, and supposedly there's a little bump in the curve in Diamond and Master and this is explained by more hardcore players who visit TL and watch pro streams, but I didn't know how to illustrate that in the curve so I just left it as is. It should still be pretty accurate. The curve is actually something I threw together in wolframalpha and I wanted the breakpoints to be as close to accurate as possible, so when I imported all the breakpoints into an image editor I just plotted where the 98% spot is, where the 80% spot is, etc. For the other leagues it should be pretty close to 100% accurate, the only difference would be a tiny bump toward the end of the curve.


Well, like all skill based systems, they try to attain the Gaussian distribution. In this case, we're actually seeing something like a log-normal distribution, where the mean, median, and mode are not located in the same spot. The overall nature of the system is the same, where a majority of the (active) population exists in a single "bulge," but the taper on one end happens over a longer segment.

How does this happen?
You see, in a Gaussian system, everything has a natural tendency to gravitate to a single point to varying degrees. In a ranking system, this is the root, starting point, or whatever you might call it. It's the rating that everybody starts with. Ideally, in all systems, everybody participates the same amount, which keeps the points distributed evenly throughout the players. However, we all know that many Silver and Bronze players don't play as often as Masters or Diamond players. This begins to skew the "bulge" in the bell towards those which play less, while decreasing the rate of the slope on the opposite side.

A good way to imagine this: 10 bad players get on, play and lose 1 game, and then quit. 5 other good players are playing during this same time, but don't quit. While one of the bad isn't on, they play one another and their points revolve around a mean value. In this scenario, the root score is 1000, so those 5 players have an average score of 1000, winning 5 points for a win, losing 5 for a loss. At the end of the day, those 5 players have a total of 50 points injected into their group from those 10 players that got on and lost to one of the 5 players, so their average becomes 1010. Now, there are 5 players whose average scores revolve around 1010, and 10 players whose average score revolves around 995. Do this over a long stretch of time and you begin to get a larger population whose average revolve around a number less than the root, and a smaller population whose average revolves around a number greater than the root. In essence, multiple Gaussian distributed populations.
 
Old Post

  IzieBoy   United States. May 12 2011 09:00. Posts 865Profile Blog # 
such beautiful graphs (what program did you use?)
Let's Do This! Leeeeeeeeeeeeeroy Jenkins!
Old Post

  Excalibur_Z   United States. May 12 2011 09:11. Posts 10329Profile # 

On May 12 2011 05:55 aksfjh wrote:

Show nested quote +
On May 12 2011 03:55 Excalibur_Z wrote:

On May 12 2011 03:22 fishjie wrote:
Oh cool, so back when I was still in diamond, I was in the top 20% of north america? that's cool. Too bad i'm platinum now.

Question: I didn't see it in the article, but the player skill distribution graph looks like a bell curve/gaussian/normal distribution or whatever you call it. Is that correct? So majority of players are within one standard deviation of gold? My statistics is garbage, so sorry if I didn't use terms correctly.


Yeah. It's not exactly like that, and supposedly there's a little bump in the curve in Diamond and Master and this is explained by more hardcore players who visit TL and watch pro streams, but I didn't know how to illustrate that in the curve so I just left it as is. It should still be pretty accurate. The curve is actually something I threw together in wolframalpha and I wanted the breakpoints to be as close to accurate as possible, so when I imported all the breakpoints into an image editor I just plotted where the 98% spot is, where the 80% spot is, etc. For the other leagues it should be pretty close to 100% accurate, the only difference would be a tiny bump toward the end of the curve.



Well, like all skill based systems, they try to attain the Gaussian distribution. In this case, we're actually seeing something like a log-normal distribution, where the mean, median, and mode are not located in the same spot. The overall nature of the system is the same, where a majority of the (active) population exists in a single "bulge," but the taper on one end happens over a longer segment.

How does this happen?
You see, in a Gaussian system, everything has a natural tendency to gravitate to a single point to varying degrees. In a ranking system, this is the root, starting point, or whatever you might call it. It's the rating that everybody starts with. Ideally, in all systems, everybody participates the same amount, which keeps the points distributed evenly throughout the players. However, we all know that many Silver and Bronze players don't play as often as Masters or Diamond players. This begins to skew the "bulge" in the bell towards those which play less, while decreasing the rate of the slope on the opposite side.

A good way to imagine this: 10 bad players get on, play and lose 1 game, and then quit. 5 other good players are playing during this same time, but don't quit. While one of the bad isn't on, they play one another and their points revolve around a mean value. In this scenario, the root score is 1000, so those 5 players have an average score of 1000, winning 5 points for a win, losing 5 for a loss. At the end of the day, those 5 players have a total of 50 points injected into their group from those 10 players that got on and lost to one of the 5 players, so their average becomes 1010. Now, there are 5 players whose average scores revolve around 1010, and 10 players whose average score revolves around 995. Do this over a long stretch of time and you begin to get a larger population whose average revolve around a number less than the root, and a smaller population whose average revolves around a number greater than the root. In essence, multiple Gaussian distributed populations.


Yeah, that's a pretty correct explanation. We also think that those bumps began to diverge too much, which prompted Blizzard's league boundary hotfix. We believe this used a prior distribution to regulate the league populations back toward the expected values.


On May 12 2011 09:00 IzieBoy wrote:
such beautiful graphs (what program did you use?)


Photoshop.
Last edit: 2011-05-12 09:11:43
 
Old Post

 
 DiDigital   May 12 2011 15:30. Posts 75
Profile # 

On May 07 2011 04:51 Excalibur_Z wrote:
Okay, so the ladder adjustment hotfixes just went live on the remaining (non-NA) servers yesterday. This was the hotfix that modified the MMR breakpoints for each league. This is going to cause a shift in league populations over time, as more and more players play games post-hotfix. What is important to note about this hotfix is that it applies to each region differently.

What this should mean is that the populations for each server should start going back down to the expected percentiles (2/18/20/20/20/20), but because the MMR breakpoints are no longer going to be the same for each region, there may be actual skill discrepancies across regions for the same leagues.

To use some hypothetical numbers as an example (and I'm just using SC2Ranks values because they're more visible, active players will be a little different but this should illustrate what the effects will be), let's say that right now 55% of the population in LA is in Bronze while 26% of China is in Bronze, and the Bronze threshold is like 1000 MMR. LA has fewer players which means skill doesn't deviate as much from the starting point. What will happen is that after the hotfix, LA will get closer to 20% in Bronze, and China will also. However, China is already pretty close to 20% in Bronze so their MMR breakpoint for Bronze won't change very much. LA is really far from 20% so the MMR breakpoint will change to whatever matches up with the current 20th percentile, so maybe 300 MMR or something.

Not sure how this will impact servers like KR which is already regarded as far and away the most skilled server, but I can predict that we'll see more types of statements like "Korean Plat = NA Master" =)


Ultimately comparing players cross realm was never possible even before this change. So while now two players with identical MMR may be in different leagues the actual skill required to reach each MMR has always been related to the overall skill of the server. In other words this doesn't obfuscate things anymore than they already were.
Old Post

 
 DiDigital   May 12 2011 15:42. Posts 75
Profile # 

On May 11 2011 14:56 Belisarius wrote:
This is a really great article.

Just out of interest, do we know how blizzard ended up handling the ladder reset with respect to MMR?

We obviously didn't see everyone earning 20+ for each win after the reset, which is what I'd expect if MMR carried over and points didn't, but at the same time it seemed to place everyone pretty accurately back where they were.

I apologise if this has been previously explained.


My 2v2 team was consistently earning around 20+ points per game following our placement into platinum up until we were promoted to diamond, at which time our points seem to have stabilized.

It's important to note that the amount of points you earn from your games after placement has everything to do with how close your MMR is to the threshold of the league you place into. Meaning that if you place into gold right at the bottom of the league you will be earning 12 points right off the bat. On the other hand if you place into gold but are borderline platinum then you will continue to earn a lot of points up until you reach the top levels of your league.
Old Post

 
 Roblin   Sweden. May 12 2011 16:16. Posts 835
Profile # 
awesome read, I had a vague idea of most of it, but for example the uncertainty parameter was complete news to me
I'm better today than I was yesterday!
Old Post

 
 Romis   Norway. May 15 2011 00:08. Posts 13
Profile # 
I'm probably just stupid, but this was really hard to understand. :3
It's time to kick ass and chew bubble gum, and I'm all out of gum.
Old Post

 
 DexVitality   Hong Kong. May 15 2011 02:03. Posts 177
Profile Blog # 
Cool with this I can really understand how the placement system works but my question is has blizzard made it easier to get into masters for arranged teams? I play in SEA and for randoms it is really really hard to get in but lately with AT, you can be in masters after 5-0 Placement or sometimes even 4-1... which I find may be the wrong way to go, people should start and work their way up, not start at the top right after 5 games.
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Old Post

  Excalibur_Z   United States. May 15 2011 02:55. Posts 10329Profile # 

On May 15 2011 02:03 DexVitality wrote:
Cool with this I can really understand how the placement system works but my question is has blizzard made it easier to get into masters for arranged teams? I play in SEA and for randoms it is really really hard to get in but lately with AT, you can be in masters after 5-0 Placement or sometimes even 4-1... which I find may be the wrong way to go, people should start and work their way up, not start at the top right after 5 games.


They did adjust the breakpoints for each game type in a hotfix that was deployed recently for each server (and a little earlier for NA). Previously, it was quite difficult to get into Master in 2v2, and even harder in 3v3 and 4v4 because so few arranged teams actually played those game types compared to 1v1. That meant that your win ratio against the average team had to be incredibly, unusually high, because any losses to the teams that you would face would cause a sharp dip in MMR. For example, on the NA server there were only two teams in Master 4v4, one had a 95% win ratio and the other had 100%. So, by lowering the MMR requirement to suit the needs of the regional server, they could get the results they wanted (around 2% of the top teams, whereas before that was as low as 0.1% for some servers). Of course, that doesn't make it super easy to get into Master league, there's still prestige behind it. This just means there's a lot less grinding involved.

As for getting placed into Master league, that became possible in 1.3. Again, it doesn't necessarily trivialize the effort required to get into Master league, because in order to get there you have to play and win against a lot of top-level teams.
 
Old Post

 
 apoct   United States. May 15 2011 16:26. Posts 76
Profile Blog # 
Excellent read.
Old Post

 
 alpinefp   May 15 2011 17:53. Posts 2
Profile # 
Wow this is the first time ive ever actually understood how the ladder system works, awesome job.
Old Post

 
 Trowa127   United Kingdom. May 15 2011 18:48. Posts 1163
Profile # 
Good read, thanks a lot. I'm World rank 500 in platinum or something at the moment as I recently switched races and I started playing Diamonds about 30 games ago - I'm currently 16 wins 12 losses but still no promotion - I'm assuming it will happen soon.
Captain of the UWL Sc2 team, EU CSL Season 1 Champions. Bling, MC, Snute, HwangSin, Deranging (<3) fan. 'Full name - ESP ORTS' Vote hotbid. Vote ESPORTS.
Old Post

 
 Gulzt   Netherlands. May 15 2011 19:10. Posts 275
Profile # 

On May 15 2011 18:48 Trowa127 wrote:
Good read, thanks a lot. I'm World rank 500 in platinum or something at the moment as I recently switched races and I started playing Diamonds about 30 games ago - I'm currently 16 wins 12 losses but still no promotion - I'm assuming it will happen soon.


Just 30 games this season?? Or since you're playing against diamond players?
I mean, with 30 games of which you lost almost half it's impossible to be 500th in the world in platinum, since that isn't even enough to empty your entire bonus pool.

Anyway, when I was finally promoted to diamond I had a 80% winratio for 20 games. Doesn't mean anything though, as it's impossible to know what my MMR rating was at that point.. I was always top8 platinum though. Since the hotfix it should be slightly easier though.
Old Post

 
 Lukk   United States. May 15 2011 19:15. Posts 36
Profile # 
Great Post, Finally understand the promotion system a little bit
 
Old Post

 
 Trowa127   United Kingdom. May 15 2011 19:26. Posts 1163
Profile # 

On May 15 2011 19:10 Gulzt wrote:

Show nested quote +
On May 15 2011 18:48 Trowa127 wrote:
Good read, thanks a lot. I'm World rank 500 in platinum or something at the moment as I recently switched races and I started playing Diamonds about 30 games ago - I'm currently 16 wins 12 losses but still no promotion - I'm assuming it will happen soon.



Just 30 games this season?? Or since you're playing against diamond players?
I mean, with 30 games of which you lost almost half it's impossible to be 500th in the world in platinum, since that isn't even enough to empty your entire bonus pool.

Anyway, when I was finally promoted to diamond I had a 80% winratio for 20 games. Doesn't mean anything though, as it's impossible to know what my MMR rating was at that point.. I was always top8 platinum though. Since the hotfix it should be slightly easier though.


I've played loads of games in season 2 since I switched to P (about 300), I mean thats my record since I started playing Diamond players every game.
Captain of the UWL Sc2 team, EU CSL Season 1 Champions. Bling, MC, Snute, HwangSin, Deranging (<3) fan. 'Full name - ESP ORTS' Vote hotbid. Vote ESPORTS.
Old Post

 
 Candles   United Kingdom. May 15 2011 20:25. Posts 103
Profile # 
It's been a while since I checked up on this thread and you've added some more to the explanations.

What i really love is the skill distribution graph. It shows perfectly why people struggle so much to get out of Bronze and Diamond as they both possess the widest skill ranges so even with steady improvement it takes a lot of time to get from the bottom to the top. This should also mean that only a small skill improvement is required to get out of gold

While getting promoted from Bronze (which took forever) and then Silver (which was quick) I definitely noticed the tiers in effect. I would be roughly 50/50 in silver playing against silvers and high bronzes. One day I went on a great undefeated streak of like 9 or 10 before settling into 50/50 again. I definitely noticed the competition get stronger and I was playing against High Silvers and Low Golds suddenly. I think this is a shift in tiers for opponents. so instead of facing mostly Tier 3 Silvers I was now playing Tier 1 Silvers as my MMR had settled in line with it despite my division probably still being tier 3

Also well done. This is a very elegant solution and supports my laddering experience 100%
Old Post

  Ruscour   May 15 2011 21:01. Posts 5116Profile Blog # 
This is awesome and really well written.

Let me see if I understand this. I'm currently in Bronze getting matched against silver level players. I'm winning about 80% of the time, they're all favored. Once I start facing high silver/low gold players and win rate settles to about 50%, I'll likely get promoted to silver?
Old Post

 
 ninjakingcola   United States. May 16 2011 03:38. Posts 262
Profile # 
Wow, thank you for writing this, it took me forever to find any data on how any of the ladder/ranking system worked on my own. Now it's all in one place and so well written too ^^
Where my demons hide? Why, if I showed you it wouldn't be a secret my dear.
Old Post

 
 oZe   Sweden. May 16 2011 06:47. Posts 413
Profile # 
A big fat rotfl lol at the ranking system is in order. I was Silver in 1v1 (after losing my placement match almost exclusively play team games) won one game against a Bronze player (who would have won if he didn't blue screen and got promoted to gold =)

Was #1 platinum with over a 100 points(15%) more than #2 and winning 7 games in a row in 4v4 before getting diamond.

If you know someone at blizzard plz plz plz give them this link http://www.glicko.net/glicko/glicko.doc/glicko.html so we can assess our skill in a meaningful way, like chess players.
The worst kinds of organized crime are religion & government.
Old Post

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