Hi, you made a lot of valid points, although they are based on a perfect ELO system for skill based games. I agree that it will always be challenging to rate games with luck involved but I think we can find better solutions that the ones we currently have.
As an example
Player A ELO Win Prob = 80 %
Games decided by too much luck = 20% (10 % wins, 10 % loses)
Real Winning probability = 10% + 80%*80% = 74%
As your real win probability is lower than the estimated one, on average you will lose points by playing lower players. All your points would hold if we could adapt the ELO formula to consider this luck parameter for every game, however I think this is an almost impossible task to do properly.
As this is almost impossible, that's why I considered taking win % into account, as someone who consistently wins games shows that is winning most of non-luck based games. I agree that this could be exploited by trying to play lower opponents (eventhough you cannot choose opponents on arena) and has to be limited somehow. That's why I always said a formula combining all points, never switching player rating for win %.
A possibility could be
Pts = 5 * win % against 300s ELO + 3 * win % against 200s ELO + 1 * win % against 100s ELO ------- minimum games needed per category
If there's luck that's not true. ELO system will give you win probability. Since some portion of the games will be decided by luck without skill involved, your win probability is lower on reality.Ceaseless wrote: ↑02 April 2024, 17:47
Assuming the players are rated properly, there's no reason not to play those games. The reason you get so little vs them is because you're expected to beat them by that much. You should only expect to have your rating go up if you think you are underrated, (or I suppose if you happen to think your opponent is overrated). But the ideal outcome for players is no change on average, not without a change in their play level. Now, as rating gaps get further away, I think the rating's predictions get less accurate, and frankly I find the idea of players regularly playing rated games with such large gaps distasteful as a result. The higher rated players are either getting unfairly nabbed in the greater variance games or they're boosting in the lesser variance games. The main issue here is the lack of depth in the player pool for that game on BGA.
As an example
Player A ELO Win Prob = 80 %
Games decided by too much luck = 20% (10 % wins, 10 % loses)
Real Winning probability = 10% + 80%*80% = 74%
As your real win probability is lower than the estimated one, on average you will lose points by playing lower players. All your points would hold if we could adapt the ELO formula to consider this luck parameter for every game, however I think this is an almost impossible task to do properly.
As this is almost impossible, that's why I considered taking win % into account, as someone who consistently wins games shows that is winning most of non-luck based games. I agree that this could be exploited by trying to play lower opponents (eventhough you cannot choose opponents on arena) and has to be limited somehow. That's why I always said a formula combining all points, never switching player rating for win %.
A possibility could be
Pts = 5 * win % against 300s ELO + 3 * win % against 200s ELO + 1 * win % against 100s ELO ------- minimum games needed per category