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Elo point

Posted: 19 May 2025, 15:51
by Toastmaster13
How is the number of ELO points gained or lost determined at the end of the game?

Re: Elo point

Posted: 19 May 2025, 17:57
by Jellby

Re: Elo point

Posted: 26 May 2025, 04:37
by FSKFSK
Elo is a horrible system for games that have a substantial luck component, like this one. No matter how great you are at this game, you aren't going to be able boost your win rate more than a couple percent.

Re: Elo point

Posted: 04 June 2025, 04:00
by Solarman9
FSKFSK wrote: 26 May 2025, 04:37 Elo is a horrible system for games that have a substantial luck component, like this one. No matter how great you are at this game, you aren't going to be able boost your win rate more than a couple percent.
Be careful what you say about elo, you can get banned, but Arena isn't much better. I play arena games to play better people. Tonight i had a person with the 2X stop after attaining second place. They only had 1 card higher then a 9 and could have won, but they quit. Why play if you are only playing for second.

Re: Elo point

Posted: 04 June 2025, 05:31
by Meeplelowda
Solarman9 wrote: 04 June 2025, 04:00 Be careful what you say about elo, you can get banned
Provide a justification for this statement.

Re: Elo point

Posted: 05 June 2025, 08:27
by buv3x
In my mind ELO is ok even for luck-based games, it's just that a K factor has to account for that. Provided, that probability function p(D) stays the same for all games, K factors currently in use in both Arena and regular Elo suit long less-to-no luck based games. Luck based games should really have them much smaller to reduce unrepresentative swings. Also, as the games are shorter, smaller K factor is not an issue for settling in your rating initially, as you can just play a lot of games quickly.

Re: Elo point

Posted: 06 June 2025, 01:30
by FSKFSK
It isn't enough to adjust the k factor. You also have to adjust the assumed probability distribution. Suppose that, in a 3p game, you have at most a 40% chance of winning no matter how good you are. If you play opponents whose elo is below a certain amount, you will, on average, lose elo paying against them.

The elo probability distribution assumes that someone with an elo 400 points higher has a 90% chance of winning. That's completely unattainable for any luck-based game like flip7.

Re: Elo point

Posted: 21 June 2025, 22:44
by NoPainNoGain_777
FSKFSK wrote: 06 June 2025, 01:30 It isn't enough to adjust the k factor. You also have to adjust the assumed probability distribution. Suppose that, in a 3p game, you have at most a 40% chance of winning no matter how good you are. If you play opponents whose elo is below a certain amount, you will, on average, lose elo paying against them.

The elo probability distribution assumes that someone with an elo 400 points higher has a 90% chance of winning. That's completely unattainable for any luck-based game like flip7.
What is your suggestion for a better system?

Re: Elo point

Posted: 22 June 2025, 20:18
by FSKFSK
Dynamically adjust the probability distribution based on the observed win rates of each game.

For example, in games where both players have 300+ elo, look at how often the better player wins (based on rating difference). Then use that probability distribution instead of the one elo uses.

Re: Elo point

Posted: 22 June 2025, 21:21
by FSKFSK
The way elo works is that both players "ante" rating points based on their rating difference, and the winner gets the pot.

Elo uses the formula 1 / (1 + 10^(rating difference/400)) as the "better player's chance of winning", where "rating difference" is lower rated player's ranking minus high rated player's ranking.

This system works very well for chess, because a player with a 400+ better rating will almost always win, due to the lack of a luck factor.

This system fails for luck-based games, because the better player will only have a 55%-75% chance of winning, no matter how much better they are, as long as their opponent knows the basic strategy for the game.

I'm just saying that the formula 1 / (1 + 10^(rating difference/400)) needs to be replaced with something else for games with a significant luck component. Ideally, the distribution can be determined dynamically by looking at game results, maybe updating it every 3-6 months.