So in a nut shell, if I can get a high number of kills and low number of deaths in any FFA match, regardless of the win/loss I will be increasing my overall MMR. So does that mean, if I lose some matches on team play, but still do well by those metrics, when I do finally have a win my CSR will also rise significantly to catch up with my MMR?QX wrote:Based on numerous responses by Josh true skill 2 only takes into account KPM, DPM and whether you won or not. Movement is not a "stat" used to determine skill as far as we know. The streamer you watched is probably very good at the game. If they are already a champion level FFA player then even with only using Spartan abilities and melee they could most likely reach diamond level. Now because FFAs population is so low the matchmaking range is quite high and allows champions to quite easily match diamonds and platinums. Therefore it isn't a stretch that the streamer was matching champions even on his new account. You don't have to win to have your MMR go up/go down by very little. A decent portion of how much your MMR changes is based on how well you did in terms of KPM compared to what was expected of you before the game. For example if you had a KPM of 3 but the system expected you to only achieve a KPM of 1 that game your MMR is going to probably rise, even if you lose that game.Pius Rampage wrote:Thanks for posting the link to the white paper on TS2. I read it and it did confirm some of what I suspected about rankings for any mode having an influence on rankings for the others. Good to know. I am still looking for individual skill parameters. There must be more to how TS2 predicting beyond Kill and Death rates in relation to winning a match. I watched an Onyx/Champion player create a new profile and start from scratch. He played Free-For-All and only killed using Spartan Charge or Melee. He didn't win any of his matches, but by the third match he was playing other Champion level players. In theory, TS2 should believe it to be a new soul playing and using those parameters he should be playing low level players. However, TS2 has to also be factoring the method that players engage in the game. (i.e., the type of movements they use..are the advanced movements or basic, where on the map they move and when). I am assuming that better players maneuver around the map much differently that low level players. These are the types of data points I am looking for. What characteristics or data points does the system target as a "Champion Level" player vs an average "Gold Level" player. Also, I am incredibly curious about scenarios in Super Fiesta or Big Team Battle where an individual has a much higher number of kills vs his teammates or even those on the opposing team, and his team still loses. Does that individuals MMR still take a hit even though that person carried more weight that anyone else in the game? ZaedynFelChimera30 wrote:The white paper will give you the most in-depth description on how TS2 measures skill.Pius Rampage wrote:Would you be willing to tell us the variables that Trueskill 2 uses to assess MMR and CSR? I am curious as to what parameters are used.
The super generalized version: TS2 looks makes a prediction of whether you'll win/lose, your kill rate, and your death rate. If TS2 predicts right, it means it has accurately placed you and adjustment to your MMR isn't needed. If TS2 predicts wrong, it will adjust your MMR accordingly. CSR then follows MMR closely; CSR will always go down on a loss and always go up on a win, but the amount CSR goes up/down is dependent on how close to your MMR your CSR is.
In designing TS2, additional variables were tested in the prediction model, but they either didn't make the prediction better or made the prediction worse. This is why TS2 doesn't look at things like medals, damage, accuracy, etc.
BTW, I appreciate you responding. I am deathly curious about the algorithms and the methodology involved.