Introducing Rating Decay

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ufm
Posts: 2039
Joined: 06 January 2017, 08:38

Introducing Rating Decay

Post by ufm »

What is 'rating decay'?

'Rating decay' system is a variant rating system, which gradually decreases player ratings naturally over time.
Seasonal rating resets may be seen as a form of rating decay too.
Plenty of games implemented rating decay, and alternative rating systems like Glicko address rating decay by itself.
But I'm not arguing BGA should shift to another rating system, so I'll not mention them more in this article.

I'm against rating decay in Arena mode due to Arena's seasonal resets. Adding decay in Arena EAS is redundant.
However normal ELO needs to introduce rating decay for numerous reasons.


Reasons to introduce rating decay

One of the fundamental problem in ELO rating is 'ELO protection' which heavily stagnates and disencourages player activities.
This problem has been around for a long time in BGA too, and still exists now.
Check out this post from Oct. 2016: https://boardgamearena.com/forum/viewto ... 120#p32655
Most of top players just sit out and try to preserve ratings and ranks by playing once or twice a month.
This happens more frequently in luck-based or multiplayer games.
'Top players' pull off lucky streaks for first 20 games and get K-factor boosts, then stop playing to preserve their ELO.

Also, ELO protection discourages other players' motivation.
Without decay ELO 1st~20th prestiges become practically impossible goals in many games.
Veteran players got huge advantage from 2017 rating reform, receiving nearly 200 rating boost compared to newer players.
(Reform announcement: viewtopic.php?t=10974)
And many of those players still protect rating and ranks for years without playing games much.
In the past prestiges were not permanent so this behavior was understandable, to keep trophies.
But now they are, so losing current rank does not mean losing trophies too.
Adding rating decay rewards active playerbase highly, which is favorable for the entire site.

In addition, rating decay helps appropriate matchmaking.
Skill of most (if not all) players returned from long hiatus is not the same as before.
However current BGA rating system can't reflect this, so players suffering 'skill rust' are assured to lose some rating.
Thus these players also stop playing if they want to protect own ratings.
Plus, few lucky streaks from multiplayer games will not guarantee a safe spot anymore if rating decay is introduced.

This phenomenon is apparent in many games, so some games add activity bonus instead of rating decay.
However there are a lot of games with small playerbase in BGA.
So, adding activity bonus in BGA will inflate ratings, especially of few diehard players.
In contrast, rating decay can keep rating inflation in check by decreasing overall rating sum.

Adding rating decay can solve these problems altogether by forcing players actually play games to preserve ratings.
Good rating system should help matchmaking and encouraging players to play, not doing the opposite.


Which algorithm to use?

I think linear decay (flat -X per day) fits in BGA's environment most.
Consecutive inactivity is hard to measure, because in BGA both real-time and turn-based games use the same rating.
Linear decay without any condition related to playtime seems to be fairest method then.

-0.5 ~ -0.7 per day might be proper. It is -15 ~ -21 per month.
For reference, winning a single 1:1 game vs a player with -400 rating gives +2.
I can't say this is the best value cause I don't have statistic samples large enough though.


Setting decay cap

If BGA introduces rating decay, there should be a decay cap to prevent over-reducing ratings.
Rating decay must not put ratings below 200, which is a borderline of 'good players'.
Further decay seems to be meaningless and overly harsh for new players trying to stay above 100.
Decay cap prevents former strong or higher-rated players being classified as average players or beginners as well.

Also, rating decay should not punish high-rated players too much.
So my proposal is, '200 or half of the maximum rating record, which is higher'.
For example, max. strong players' cap stays in 200, and masters' cap becomes at least 350.
In this fashion higher rated players can retain some kind of advantage.


Feel free to add comments or opinions!
Last edited by ufm on 08 December 2020, 08:55, edited 2 times in total.
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Jest Phulin
Posts: 1856
Joined: 08 July 2013, 21:50

Re: Introducing Rating Decay

Post by Jest Phulin »

What is the purpose of ratings decay?

Yes, it would remove people from the top of the ELO list who don't play anymore. But that's what the Arena system is for. The purpose of ELO is for appropriate matchmaking. And while there is some loss of skill if a game hasn't been played in a while, losing even 15 ELO per month means dropping from Strong to Average in about 6 months, which seems a bit extreme.

Every thread I have ever seen on ELO decay has revolved around "we need to remove the players at the top of the ELO list who don't play ranked games anymore." I have yet to see an argument that this assumption is actually a truth. Any harm that occurs with players sitting on top of a deprecated ranking system is fixed by a working Arena system.
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ufm
Posts: 2039
Joined: 06 January 2017, 08:38

Re: Introducing Rating Decay

Post by ufm »

Jest Phulin wrote: 08 December 2020, 06:18 Yes, it would remove people from the top of the ELO list who don't play anymore. But that's what the Arena system is for. The purpose of ELO is for appropriate matchmaking. And while there is some loss of skill if a game hasn't been played in a while, losing even 15 ELO per month means dropping from Strong to Average in about 6 months, which seems a bit extreme.
If you think drop rate is too drastic you may suggest appropriate value or alternative.
As I said I'm not sure the rate I suggested be best or not. Also, please read decay cap section.
Jest Phulin wrote: 08 December 2020, 06:18 Every thread I have ever seen on ELO decay has revolved around "we need to remove the players at the top of the ELO list who don't play ranked games anymore." I have yet to see an argument that this assumption is actually a truth. Any harm that occurs with players sitting on top of a deprecated ranking system is fixed by a working Arena system.
Not actually. Arena mode has its own flaws.
For example Arena game settings vary by seasons passing, and not every player may like the setting.
There were already some debates for current/next season options.
If somebody does not like the season's variants what should that player do?
Stay in Arena without support for that variant just to play 'working ranked games'? I don't think that is the way to go.
EAS matchmaking is not good enough too. No distinction within Elite league whatsoever.

Honestly if I were to choose one between current ELO and Arena I'd choose latter, but current system uses both.
About purposes, I explained already in the article so I won't add more texts.
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compte obelète
Posts: 669
Joined: 17 April 2020, 15:25

Re: Introducing Rating Decay

Post by compte obelète »

ufm wrote: 08 December 2020, 05:50 What is 'rating decay'?

'Rating decay' system is a variant rating system, which gradually decreases player ratings naturally over time.
Seasonal rating resets may be seen as a form of rating decay too.
Plenty of games implemented rating decay, and alternative rating systems like Glicko address rating decay by itself.
But I'm not arguing BGA should shift to another rating system, so I'll not mention them more in this article.

I'm against rating decay in Arena mode due to Arena's seasonal resets. Adding decay in Arena EAS is redundant.
However normal ELO needs to introduce rating decay for numerous reasons.


Reasons to introduce rating decay

One of the fundamental problem in ELO rating is 'ELO protection' which heavily stagnates and disencourages player activities.
This problem has been around for a long time in BGA too, and still exists now.
Check out this post from Oct. 2016: https://boardgamearena.com/forum/viewto ... 120#p32655
Most of top players just sit out and try to preserve ratings and ranks by playing once or twice a month.
This happens more frequently in luck-based or multiplayer games.
'Top players' pull off lucky streaks for first 20 games and get K-factor boosts, then stop playing to preserve their ELO.

Also, ELO protection discourages other players' motivation.
Without decay ELO 1st~20th prestiges become practically impossible goals in many games.
Veteran players got huge advantage from 2017 rating reform, receiving nearly 200 rating boost compared to newer players.
(Reform announcement: viewtopic.php?t=10974)
And many of those players still protect rating and ranks for years without playing games much.
In the past prestiges were not permanent so this behavior was understandable, to keep trophies.
But now they are, so losing current rank does not mean losing trophies too.
Adding rating decay rewards active playerbase highly, which is favorable for the entire site.

In addition, rating decay helps appropriate matchmaking.
Skill of most (if not all) players returned from long hiatus is not the same as before.
However current BGA rating system can't reflect this, so players suffering 'skill rust' are assured to lose some rating.
Thus these players also stop playing if they want to protect own ratings.
Plus, few lucky streaks from multiplayer games will not guarantee a safe spot anymore if rating decay is introduced.

This phenomenon is apparent in many games, so some games add activity bonus instead of rating decay.
However there are a lot of games with small playerbase in BGA.
So, adding activity bonus in BGA will inflate ratings, especially of few diehard players.
In contrast, rating decay can keep rating inflation in check by decreasing overall rating sum.

Adding rating decay can solve these problems altogether by forcing players actually play games to preserve ratings.
Good rating system should help matchmaking and encouraging players to play, not doing the opposite.


Which algorithm to use?

I think linear decay (flat -X per day) fits in BGA's environment most.
Consecutive inactivity is hard to measure, because in BGA both real-time and turn-based games use the same rating.
Linear decay without any condition related to playtime seems to be fairest method then.

-0.5 ~ -0.7 per day might be proper. It is -15 ~ -21 per month.
For reference, winning a single 1:1 game vs a player with -400 rating gives +2.
I can't say this is the best value cause I don't have statistic samples large enough though.


Setting decay cap

If BGA introduces rating decay, there should be a decay cap to prevent over-reducing ratings.
Rating decay must not put ratings below 200, which is a borderline of 'good players'.
Further decay seems to be meaningless and overly harsh for new players trying to stay above 100.
Decay cap prevents former strong or higher-rated players being classified as average players or beginners as well.

Also, rating decay should not punish high-rated players too much.
So my proposal is, '200 or half of the maximum rating record, which is higher'.
For example, max. strong players' cap stays in 200, and masters' cap becomes at least 350.
In this fashion higher rated players can retain some kind of advantage.


Feel free to add comments or opinions!
It's could depends also the popularity of the game, like saboteur will have a time 1 element, but metromania will have time 0,45 the decaying stuff, because it's less popular
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Wonderful Plays
Posts: 247
Joined: 20 September 2018, 13:06

Re: Introducing Rating Decay

Post by Wonderful Plays »

I have actually different idea to combat the same problems:
https://boardgamearena.com/forum/viewto ... =9&t=18661

You get your place by arena peak, not by current arena score.
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Woodruff
Posts: 423
Joined: 08 March 2014, 00:53

Re: Introducing Rating Decay

Post by Woodruff »

While this idea is interesting, and implemented in another game platform I know, I am against implementing it in BGA.
I agree with Jest Phulin that Arena is for competitive play, despite its flaws. So we should not care too much about Elo.

Surcompensate it to modelize the possible loss of skill due to not practicing a game is difficult and I surmise it could be detrimental in some case.

For the most popular games, such as RFTG, being a "good player" is not a great achievement in se. One could lose all their Elo not playing for a while and be classified as "good player" but they could be an hidden expert or master who could easily win games, even if not Arena games are not designed to be competitive, I don't think that is desirable either, since the main point I see in Elo is to give a rough estimation of the skill level of a player. That effect could be even worse if the decay value is not set properly.

If the main concern here is that the access of high trophees (being top XX), which indeed are worth a great Xp value, I think the best and easier solution is just decrease the value of that achievement dramatically.

My two cents,
Woodruff
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ufm
Posts: 2039
Joined: 06 January 2017, 08:38

Re: Introducing Rating Decay

Post by ufm »

TheClaudeQc wrote: 11 December 2020, 20:26 It's could depends also the popularity of the game, like saboteur will have a time 1 element, but metromania will have time 0,45 the decaying stuff, because it's less popular
Oh, yes. Decaying rating can be set according to the number of total/current running games.
That seems to be better than assigning the same value for all games.
Wonderful Plays wrote: 12 December 2020, 00:08 I have actually different idea to combat the same problems:
https://boardgamearena.com/forum/viewto ... =9&t=18661

You get your place by arena peak, not by current arena score.
This might incentivize frequent playing in the late stage of Arena season, however won't prevent ELO protection that much.
ELO protection occurs when rating gain/loss becomes too severe to stay in current rating.
The idea does not directly deal with this aspect. Staying away from playing is still beneficial to maximize rating gain and minimize rating loss.
Due to the same reason this solution cannot prevent 'climbing and parking' fundamentally, allowing parking to stay in the top spots by midseason.
ELO gain/loss is based on rating difference, so top players may wait until other players catch up.
Woodruff wrote: 12 December 2020, 00:36 While this idea is interesting, and implemented in another game platform I know, I am against implementing it in BGA.
I agree with Jest Phulin that Arena is for competitive play, despite its flaws. So we should not care too much about Elo.

Surcompensate it to modelize the possible loss of skill due to not practicing a game is difficult and I surmise it could be detrimental in some case.

For the most popular games, such as RFTG, being a "good player" is not a great achievement in se. One could lose all their Elo not playing for a while and be classified as "good player" but they could be an hidden expert or master who could easily win games, even if not Arena games are not designed to be competitive, I don't think that is desirable either, since the main point I see in Elo is to give a rough estimation of the skill level of a player. That effect could be even worse if the decay value is not set properly.

If the main concern here is that the access of high trophees (being top XX), which indeed are worth a great Xp value, I think the best and easier solution is just decrease the value of that achievement dramatically.

My two cents,
Woodruff
Trophies are just one of possible motivations, not the main concern.
Basically I proposed this as a method of better matchmaking.
If the decay cap is too hard, then it can be adjusted like maximum rating - 100 ~ 200 or so.
Even if Arena is superior to Normal mode as a competitive play platform, current ELO system still has room for improvement.
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Pocc
Posts: 21
Joined: 12 May 2013, 04:49

Re: Introducing Rating Decay

Post by Pocc »

I like this idea. To me, ELO is like a queue. If you get out of the queue, somebody else *should* take your place.

The queue metaphor is also apt for people who are in the top 100 of the game who are told "you are the 45th best player in this game!" when they create a game.

I think rating decay should also stop at 250. The whole point is to prevent people from gaming ELO. If ELO is accurate, then once you begin playing again, you'll quickly regain the ELO you had before.
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Pocc
Posts: 21
Joined: 12 May 2013, 04:49

Re: Introducing Rating Decay

Post by Pocc »

Something like

daily_reduction(x) = ln(x-250)/10

so that the rate of decay slows down as you get closer to 250, but is about 0.5 for most ratings.
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RicardoRix
Posts: 2541
Joined: 29 April 2012, 23:43

Re: Introducing Rating Decay

Post by RicardoRix »

ELO is a mark of skill, not how often you play. You could play once a year and beat the #1 guy everytime - your ELO should not be 200, or whatever other artificial lower limit you place.

You are making the mistake of blaming ELO, when in fact it's the leader-boards that you have a problem with.
You do drop off the leaderboards after 6 weeks, so it sounds like you should propose to drop of the leader boards in a shorter time.

Arena is (apparently) the solution to the problem you're trying to 'fix'.

It's nice to see the ELO on a players profile even if they're not active in that game - just like yours - very impressive.

People that have that ELO rating have usually earned it. Stop trying to take it away from them.
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