"Why do you continue discussing?"
----The guy continuing to discuss.
----The guy continuing to discuss.
Whoops, I typed the wrong word there. Fixed.FrankJones wrote: ↑11 April 2026, 19:38Just for clarity - they want a lower k-factor for higher luck games.
Are you being serious?
Yeah, that seems like an instance of putting the cart before the horse to me. Games shouldn't be classified based on some human intuition of how luck based they may be.
dschingis27 wrote: ↑05 April 2026, 07:36 I made another simulation to make my points more clear. Again, I simulated the Elos of two players over the course of 100 games. This time, both have the same "true Elo" and the same starting Elo. I fixed their "true Elo" at 300 and they are facing opponents with Elo 200 in all their games. That means both players have a constant win probability of 64%.
In the pictures below you can observe how their Elo evolves and wobbles over time with the different K factors (I made 2 runs per K factor). The blue line always shows the current Elo difference between the two players.
K=40
K=20
K=10
I made another simulation where I made 1000 runs instead of 2 runs for each K factor. For each K factor, I calculated the relative frequency of Elo difference categories. (So the follwoing numbers are based on 1000 runs of 100 games each.)
Table from 1000 runs for each K factor:
You can see that with K=40, the Elo difference is greater than 50 in more than half the time, it is more than 100 in 21% of time. With K=20, still in one third of the time the difference is more than 50. Only with K=10 we get something that I would consider acceptable.
Why would we want an Elo system that is so inaccurate so many times?
I know that some of you will argue that my assumptions with constant true Elos were unrealistic. But that is more than good enough for the question how accurate the Elos are measured. Even in such a simple situation with constant true Elo and constant opponent strength, we get such strong wobbling and inaccuracy of the calculated Elos. This is the simplest situation a rating system can get. There is no reason to assume that it would get better if you count in player form and learning curves and more variance in opponent strength. Maybe I do a simulation with these factors in the future, too.
The question of whether Elo works would probably be answered:Fuchur wrote: ↑11 April 2026, 22:13
There is another point about ELO which isn't clear : Does it work ? Can a single number (or rather difference of numbers) give a good prediction of who will win (let's restrict to 2 player games for simplification). I've seen studies for chess-ELO which provide evidence that ELO works for chess (sample size was rather small for high ELO-gaps).
And that assumption is not always a trivial one. When you throw in a large enough number of games, player quality changes become a real concern. From personal experience in various games, I often have breakthroughs. Even after plateauing for a while, I can still find myself once again making improvements. These things are not static.
I did that to achieve clarity. Partially tried to convince you but mostly I did that for my own closure. I wanted to lay out the weaknesses in the argumentation clearly for everyone to see.FrankJones wrote: ↑11 April 2026, 19:53 Why do you feel compelled to continue the discussion with me?
I feel that your opinion is wrong because I think it is inconsistent. On the one hand, you say we should look at rolling averages, on the other hand you say that a lower K factor doesn't help. But both would do a very similar thing. I absolutely don't get what you get out of keeping a higher fluctuating Elo in addition to a rolling-average Elo.FrankJones wrote: ↑11 April 2026, 19:53 I feel as though you're telling me my opinion is "wrong", which is an odd approach to take.
That is true. There is one that I can mostly agree with. https://boardgamearena.com/bug?id=14455FrankJones wrote: ↑11 April 2026, 19:53 And the best way to convince them would be to show them suggestion reports in a large number of bug/suggestion forums for specific games.
But what are these other purposes? What are you trying to accomplish with Elo? I really can't see it in your posts honestly.FrankJones wrote: ↑11 April 2026, 22:23 The question of whether Elo works would probably be answered:
3) "That depends on what we are trying to accomplish with Elo", by me.
Elo (whether by intention or not) serves several functions.
That is not what would happen. Even with K=10, in the high-luck games that are usually short, you can get to your supposed region in the ranking in very reasonable time. The problem is that you then don't stay there. The grinding usually comes from the huge variance you face after you reached roughly the position in the ranking that you should have. I want to quote euklid14 from the other thread.
I think with lower K there would be less variance and hence less misplacement and hence less appeal for grinding. I now see that you commented that, too.euklid314 wrote: ↑05 August 2025, 09:39 A lower K-factor would help because it would decrease those big swing and earlier games would influence AES more - not only the last 10 games...
That being said, I have already taken Jellbys advice and accepted the way it is.
In Backgammon I can reach top20 quite easily. Then I can decide to play on and reach top5 or fall back to top500 in the next 10 games or I stop at my top20 spot.
Position 1, 20, or 200 may be the result of the same Arena season with same win percentages.
So is grinding a good thing or a bad thing now? You have to decide.
Ok budChiefPointThief wrote: ↑28 March 2026, 15:51Face palm. Always one of these comments. Also it isnt impossible to adjust the win probabilities to consider luck factor. Actually it is rather simple.
Don't worry about site crashes, Don't worry about bugs, Don't worry about new games being added etc etc etc. You can apply this to literally every topic.
Actually in another luck based related thread luck factor ratings were pulled from games on another site that lets the community rate games. Those ratings were more on point than bga ratings which are set by the dev. Same thing could be done here.
This doesn't solve the problem at all. We've been through this Frank! (Although this tip can be helpful)FrankJones wrote: ↑17 March 2026, 19:07 Avoid playing Arena, because in Arena, you cannot filter by Elo.
Play non-arena games and set an Elo filter to avoid being matched against players with very low Elo, because in a high luck game, you don't want to be playing against players rated lower than you are.
Except the win probabilities are inaccurate for high luck games. Creating false elos. Thus it isnt even properly reflecting win probabilities. Which brings players closer to the same level than they should be and results in more skilled players inevitably falling below weaker players because the math is off.dschingis27 wrote: ↑17 March 2026, 15:05 Elo is reflecting win probability. If there is a high luck factor, there is not much difference in win probabilities between players, hence players tend to have similar Elos.
Its been stated multiple times in this thread that the purpose of elo is for matchmaking which is not true for this site. Elo is used to determine prestige on this site. Your profile is ranked by xp and where you rank all time on the xp list is posted on the home page. The majority of xp is gained from placement on the all time elo list and arena seasons. So if the gaming site is going to crown players based on these things then it should actually attempt to enhance its rating system which has clear flaws.BarnardsStar wrote: ↑20 March 2026, 19:15 I’d think the answer to that would be to hide the actual Elo values. Its primary rationale, on a site like this, is simply to match people up with players of their level.