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On December 06 2013 07:45 Erasme wrote: i propose dsr to be showed next to our posts in tl maybe even go so far that only mithril ranks can actually post, everyone below mithril has to just read the words of wisdom and reflect on gaining such knowledge.
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On December 06 2013 07:45 Erasme wrote: It's been displayed the whole time, right next to post date ^_^.
Wood league represent~
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Thats the time. I'm serious.
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On December 06 2013 07:46 crms wrote:Show nested quote +On December 06 2013 07:45 Erasme wrote: i propose dsr to be showed next to our posts in tl maybe even go so far that only mithril ranks can actually post, everyone below mithril has to just read the words of wisdom and reflect on gaining such knowledge. ¨ 8 weeks in mithril and you get EE-samas face next to your id
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On December 06 2013 07:46 crms wrote:Show nested quote +On December 06 2013 07:45 Erasme wrote: i propose dsr to be showed next to our posts in tl maybe even go so far that only mithril ranks can actually post, everyone below mithril has to just read the words of wisdom and reflect on gaining such knowledge. I approve this motion. Comrades please unite.
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Harioo wins the prize of being one of the only people I've ever seen on a forum being told to calm down and stop being a dick and -actually do it-
Seriously man, you deserve a prize.
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On December 06 2013 06:26 hariooo wrote:Show nested quote +On December 06 2013 06:20 devilesk wrote:On December 06 2013 06:15 hariooo wrote:On December 06 2013 06:10 devilesk wrote:On December 06 2013 06:00 Milkis wrote:On December 06 2013 05:58 devilesk wrote:On December 06 2013 05:50 Milkis wrote: I don't really want to go through all that PHP but it seems like the general idea was to train a bunch of data to get stuff like kda/xpm/gpm and such for every hero and judged you by the performance of those statistics per hero. That would be my guess. This is why he can get away with "20 games" for that reason.
I think such a methodology can work very well to rate players but I don't think how he's accomplishing is the best way ever. There's a lot of issues with such a system too that I wonder if it was addressed (I don't really want to read that code). But it's really not difficult to think which ones work or not.
One more thing is that every rating system has anomalies -- I mean, not everyone tryhard ladders every game and I think things like that affect your rating probably. No, he might train with all that data, but ultimately the question he's trying to solve with his model is whether a game is "pro-level" or "normal". From his training, he can "graph" a surface that represents the baseline between pro and normal. Anything below the surface is normal and anything above it is pro. He's using the distance from that surface as the metric for generating his rating, which is I believe a point of contention for people knowledgeable about SVM (I am not), because it seems like the model's simple purpose is just to make that binary decision. Yeah I'm definitely not defending how he implemented it -- I'd have approached it very differently. There's a lot to criticize on the implementation, but the idea itself isn't without merit IMO Like I think if he just looked at stuff like CS, game length, etc, to control for that he'd have a much stronger rating. But I agree that doing that based on just one GPM/XPM/KDA estimate per a single hero isn't the best idea ever. My problem isn't with what variables he's taking into account. My problem is with the question his model is trying to answer and how I don't see how it's even good for basing a rating system off of. So he's trying to classify games as in pro bracket or non pro bracket. Suppose he can actually do this perfectly, taking into account every stat imaginable. So now I can tell you that 0 out of your 500 games were played at a "pro level". What good is that metric, especially if 90% of everyone else has the same result? Even if the two brackets were distributed evenly, so then 250 out of your 500 games were played at a "pro level" how do you create a rating out of that? Since Valve MM matches people based on a continous scale, there's more than just "pro" and "normal" bracket. I can say things like this match in the 99th percentile of matches based on the average Elo in the game, or it was played at the 5th percentile. The only thing you can do with the metric this guy is measuring is say, this match was played in "pro bracket" or this match was played in "normal bracket" I'll give you a really simplistic example of how this can work. Let's say you flip a coin. Heads is "pro" bracket. Tails is the opposite. If you flip this coin many times and find that 80% of these flips are heads versus the 40% heads that your friend is flipping, this is something you can compare. Many people can do this and the distribution of what percentage heads you get will form a continuous distribution even though you originally started with only two possibilities. So suddenly you can start matchmaking your 80% against other people with close to 80% ratios. You're assuming people juggle back and forth between the two brackets. Realistically, if your cutoff is "pro level" for a game how many people are even going to play one game at pro level? Basically, an equivalent metric would be a rating based off how many times you've played with or against Dendi. To explain the algorithm to the level you want me to requires expertise on the subject that neither of us have. I'm just saying your initial argument is flawed. The explanation I already gave is close enough on a conceptual level. By the way, back before this was changed, the proportion of your games in normal, high, and very high would have correlated very strongly with your actual MMR>
Your explanation is flawed. You're using coin flips which are 50/50. Are you telling me there's a 50/50 chance my game is a "pro" game? Because I'd say there's less than a 10% chance my game is actually a pro game, and that applies to most people. I don't see how my initial argument is flawed. The fact is, you're putting matches into two bins and then trying to derive a rating from that.
By the way, this is assuming a rating system that is based on the approximation that DSR is trying to make. This isn't even what DSR actually does, because it's still solely what I consider an uncertainty measurement in whether your games are even in a pro or normal bracket which is not the same as then actually doing something with that distribution of games to form a rating.
And yes your % of games in normal, high, and very high correlated to your actual MMR. And that's a partition of matches into 3 bins. So you're saying something based on a 2-partitioning of matches is going to correlate higher?
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guys no i'm emerald that means i'm apparently like top 1% can't i post too stop being racist.
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On December 06 2013 09:54 Shaella wrote: guys no i'm emerald that means i'm apparently like top 1% can't i post too stop being racist. sorry, mithril master race only. one more infraction and you will be banned.
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On December 06 2013 09:56 crms wrote:Show nested quote +On December 06 2013 09:54 Shaella wrote: guys no i'm emerald that means i'm apparently like top 1% can't i post too stop being racist. sorry, mithril master race only. one more infraction and you will be banned. NOOOOOOOOOOOOOOOOOOOO
B-b-b-but i'm almost mithril guys
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there is actually a user named NotYango
damn Yango avoiding wasting his 20k
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On December 06 2013 09:57 Shaella wrote:Show nested quote +On December 06 2013 09:56 crms wrote:On December 06 2013 09:54 Shaella wrote: guys no i'm emerald that means i'm apparently like top 1% can't i post too stop being racist. sorry, mithril master race only. one more infraction and you will be banned. NOOOOOOOOOOOOOOOOOOOO B-b-b-but i'm almost mithril guys That's it buddy, you're outta here.
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Emerald exists, mythril is a myth. Hard to be master race when you're A LIE.
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earth spirit should be banned from using smoke
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On December 06 2013 09:41 devilesk wrote:Show nested quote +On December 06 2013 06:26 hariooo wrote:On December 06 2013 06:20 devilesk wrote:On December 06 2013 06:15 hariooo wrote:On December 06 2013 06:10 devilesk wrote:On December 06 2013 06:00 Milkis wrote:On December 06 2013 05:58 devilesk wrote:On December 06 2013 05:50 Milkis wrote: I don't really want to go through all that PHP but it seems like the general idea was to train a bunch of data to get stuff like kda/xpm/gpm and such for every hero and judged you by the performance of those statistics per hero. That would be my guess. This is why he can get away with "20 games" for that reason.
I think such a methodology can work very well to rate players but I don't think how he's accomplishing is the best way ever. There's a lot of issues with such a system too that I wonder if it was addressed (I don't really want to read that code). But it's really not difficult to think which ones work or not.
One more thing is that every rating system has anomalies -- I mean, not everyone tryhard ladders every game and I think things like that affect your rating probably. No, he might train with all that data, but ultimately the question he's trying to solve with his model is whether a game is "pro-level" or "normal". From his training, he can "graph" a surface that represents the baseline between pro and normal. Anything below the surface is normal and anything above it is pro. He's using the distance from that surface as the metric for generating his rating, which is I believe a point of contention for people knowledgeable about SVM (I am not), because it seems like the model's simple purpose is just to make that binary decision. Yeah I'm definitely not defending how he implemented it -- I'd have approached it very differently. There's a lot to criticize on the implementation, but the idea itself isn't without merit IMO Like I think if he just looked at stuff like CS, game length, etc, to control for that he'd have a much stronger rating. But I agree that doing that based on just one GPM/XPM/KDA estimate per a single hero isn't the best idea ever. My problem isn't with what variables he's taking into account. My problem is with the question his model is trying to answer and how I don't see how it's even good for basing a rating system off of. So he's trying to classify games as in pro bracket or non pro bracket. Suppose he can actually do this perfectly, taking into account every stat imaginable. So now I can tell you that 0 out of your 500 games were played at a "pro level". What good is that metric, especially if 90% of everyone else has the same result? Even if the two brackets were distributed evenly, so then 250 out of your 500 games were played at a "pro level" how do you create a rating out of that? Since Valve MM matches people based on a continous scale, there's more than just "pro" and "normal" bracket. I can say things like this match in the 99th percentile of matches based on the average Elo in the game, or it was played at the 5th percentile. The only thing you can do with the metric this guy is measuring is say, this match was played in "pro bracket" or this match was played in "normal bracket" I'll give you a really simplistic example of how this can work. Let's say you flip a coin. Heads is "pro" bracket. Tails is the opposite. If you flip this coin many times and find that 80% of these flips are heads versus the 40% heads that your friend is flipping, this is something you can compare. Many people can do this and the distribution of what percentage heads you get will form a continuous distribution even though you originally started with only two possibilities. So suddenly you can start matchmaking your 80% against other people with close to 80% ratios. You're assuming people juggle back and forth between the two brackets. Realistically, if your cutoff is "pro level" for a game how many people are even going to play one game at pro level? Basically, an equivalent metric would be a rating based off how many times you've played with or against Dendi. To explain the algorithm to the level you want me to requires expertise on the subject that neither of us have. I'm just saying your initial argument is flawed. The explanation I already gave is close enough on a conceptual level. By the way, back before this was changed, the proportion of your games in normal, high, and very high would have correlated very strongly with your actual MMR> Your explanation is flawed. You're using coin flips which are 50/50. Are you telling me there's a 50/50 chance my game is a "pro" game? Because I'd say there's less than a 10% chance my game is actually a pro game, and that applies to most people. I don't see how my initial argument is flawed. The fact is, you're putting matches into two bins and then trying to derive a rating from that. By the way, this is assuming a rating system that is based on the approximation that DSR is trying to make. This isn't even what DSR actually does, because it's still solely what I consider an uncertainty measurement in whether your games are even in a pro or normal bracket which is not the same as then actually doing something with that distribution of games to form a rating. And yes your % of games in normal, high, and very high correlated to your actual MMR. And that's a partition of matches into 3 bins. So you're saying something based on a 2-partitioning of matches is going to correlate higher?
No I'm saying you're flipping coins with some probability p, 0<p<1. This p would be the proportion of your games in "pro" bracket, kinda of like "very high" or whatever. Your initial assumption seemed to be that 2 discrete bins couldn't produce a continuous distribution and thus a numerical rating when it could. I just gave a really simple explanation about how that could give you a rating.
I still haven't seen a source on DSR being based on these 2 "pro" and "non-pro" bins so I have no idea where you got it from just yet. I've read like quite a few explanations from the author by this point so I'm surprised if it slipped by.
Edit: found it
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United Kingdom14103 Posts
whatever guys, my ranking is pro
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United States12261 Posts
On December 06 2013 06:06 crms wrote:Show nested quote +On December 06 2013 05:55 Sn0_Man wrote:
Doing something like swapping your carry to safety as venge literally lowers your DSR. HOW STUPID IS THAT? all systems have issues, even the mightly ELO. I mean you can be 30-0-30 and lose and that LOWERS YOUR MMR/ELO, HOW STUPID IS THAT??! (sarcasm) The DSR method while certainly riddled with issues is still 'something'. Does it work perfectly? Nope. Are there flaws? Yep. But for all the trolling and complaining it's been more or less about where I'd expect it to be for most people I play with. My friends I expected to be close to me have been close, worse than me have been worse, and better than me better. Sure it's anecdotal evidence but if you take it with a grain of salt, it hasn't been so bad. The main point and underlying conclusion of all the DSR discussion to me has been that ratings and the desire for ratings is obviously super hyped in the community and I wish Valve would just step in and deal with it.
From what I could gather just browsing around the PHP (and I'm no coder), DSR pulls down all its stats directly from Dotabuff: average hero win rates, average hero GPM, XPM, lasthits, denies, KDA, then it analyzes your match history and spits out a rating based on the deviation from those established markers. It seems to basically be "how far do you deviate from the average on a per-hero basis?" and it's highly questionable whether reliance on those markers is even worth anything or correlates to skill in any regard.
Basically it's terrible.
Actually I shouldn't say terrible. I'll say laughable.
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im in the dsr mines guys, need to mine my ass up some rarity of material
its saltybet all over again
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On December 06 2013 12:01 Klonere wrote: im in the dsr mines guys, need to mine my ass up some rarity of material
its saltybet all over again
Coming next week a new algorithm and an Illuminati feature to help you out of the mines.
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guys i'm top 1% DSR said so
Cmon guys, emerald is almost like being mithral
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