HanabiGrandMaster wrote: ↑31 August 2023, 22:09
If more skill doesn't equal more win rate, then what does skill even mean?
Win rate is NOT equal to skill. For Hanabi it does not make sense. You might have different partners who play differently. Some worse, some better. The other players would take down your win rate.
Also, what you seem to consider a win is only max score. But for elo calculations you can also "win" at 28 or 29 or even less if your average elo for the team is low enough. It is not as black and white as you make it seem. A win for 5 color is not the same as a win for black powder + multicolors.
HanabiGrandMaster wrote: ↑31 August 2023, 22:09
Stroom wrote: ↑28 August 2023, 20:42
A player who accidentally wins the first game would be at 100%.
No it wouldn't. If you take the average of (at least) 17 games, a player who accidentally wins the first game would be at 5.9% (or 58.8 ELO points).
Oh, OK. Sure, in this case it might work... but it still only applies to max score. This is just bad. You could have a string of bad luck or bad partners who bring down your score. If it's only 17 games, it will influence your stats greatly. And it stops representing your skill if 5-10 games can drop your score significantly. With current elo it does not do that.
HanabiGrandMaster wrote: ↑31 August 2023, 22:09
Stroom wrote: ↑28 August 2023, 20:42
Someone who plays thousands of games decently would not be able to get rid of the history of the initial games. And if you only count x latest games, the score might start jumping a lot if the player is trying out different strategies. But elo is actually a good system because you actually have to consistently play well to reach a higher score. With a low K value, it is harder to climb in score. Sure it's hard to fall too but that's actually good as your elo fluctuates less. Over time elo will adjust itself.
I don't think we need to discuss this further, since you clearly don't understand how ELO works. And if you think you do, then think of it this way: ELO is meant for 1v1. So for cooperative games it should reflect TEAM vs GAME. And team is expected to win 100% of the time.
I know how elo works. I have programmed an implementation of it in a personal project. For team games it is also a similar implementation where you just take an average to represent the team score. Sure, it was originally for 1v1 but it does work for 1vX and team vs environment as well. For 1vX you just calculate as if for every X you played a 1v1 game. For team vs environment you have an arbitrary opponent strength that you as a team have to beat. You don't seem to grasp how it works and you aren't happy with your current score, it seems.
Not sure where you take it that a team is expected to win 100% of the time. Bad decks can happen. A hand can become completely full and you have 0 clues so you have to discard blindly.
BTW the correct way it to use lower case for elo.
HanabiGrandMaster wrote: ↑31 August 2023, 22:09
Stroom wrote: ↑28 August 2023, 20:42
What the actual problem at the moment is that all the game modes you can play are aggregated into one general elo score. So a 2p player and 5p player have the same number but they mean different things. Similarly whether you use 5 colors or multicolors or black powder or flamboyants.
That is not a problem. Pretty much all variants have similar theoretical winrates if you play perfectly (no cheating). The biggest game changers are "unofficial variant" (which balances 2p and 5p to be more similar to 3p and 4p games (higher winrates for 2p and 5p), and flamboyants who reduce your loss rates from ~5% to ~0.5%.
You completely do not understand the situation. Don't try to fix it if you do not understand Hanabi or the scoring system. You can't balance different game modes under one elo. There are so many more variables and varying skills can influence the outcome differently so the calculation would never work to fairly address it. Apparently your analysis of the theoretical win rates is off too. You do not take into account that player hands can get clogged and how often it can happen. I'd say that flamboyant can reduce "loss rate" more than that if you use it correctly. Still, a 29 score is not a loss for elo calculations if your team average is low enough. Your entire basis of win and loss is incorrect.
Still, don't try to create a complicated new system. The current system is good enough. At the most, it just needs to lower everyones elo by 200 points so the current 700s and 800s would not be masters anymore.
HanabiGrandMaster wrote: ↑31 August 2023, 22:09
But how about we just abandon the question if my maths is correct or not. With all the things you bring up, it feels like you're trying to make it personal.
I will give you a different perspective, by using these three assumptions:
- The majority of posts is about ELO doesn't reflect (Hanabi) skills.
- ELO is ranked too high.
- We can only filter on ELO's in steps of 100, or 200 points. (0+, 100+, 200+, 300+, 500+, and 700+ filters)
So can we please agree that ELO for cooperative games should be roughly between 0 and 900 points? Since the ELO can be an arbitrary number (ELO's are relative, not absolute), we should adjust the numbers to reflect the filters we can apply on BGA. This wasn't possible before, because people could boost ELO by abandoning. Since that feature was removed, it is now possible to change the ELO reward tables for ALL cooperative games.
If you don't agree, then what is the point of being so skilled that you are worth 1400 ELO points, but can only filter playing with people under 700 ELO points?
Not personal.
1. Elo roughly does represent skill. But it does not explain whether it is for 2 player games or 3 player or 5 player... and what game mode you play. I only play the same game mode and I feel that I have mastered it. I don't say that I would play as well with other modes.
2. It does not matter how high the elo score is. Everyone is judged on the same basis and everyone can get a very high score. In chess, some grandmasters are at 2000+ in real life too.
3. Yes, the filters do not let us go higher and that is an issue for me. But I can play quite well with most 700s too. Winning with them increases my score while playing with 900s would at best keep the score the same.
No. Elo does not need t be only up to 900. Some people can master the game better and elo does not have an upper limit. Elo is an arbitrary number just as well as skill is an arbitrary and subjective thing. Elo seems to give us a somewhat consistent basis for it. If only each game mode had a different score...
If someone has climbed a lot in elo then if he filters by that high elo, he might not find anyone to play with for hours. By the current system, seems like at about 1000 team average elo, if you win, you gain 0. So playing with lower levels is actually more beneficial.
Seriously, it works well enough. Maybe the calculation might need to set a "stronger" virtual opponent for the elo baseline.