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Fusilero
Profile Blog Joined July 2011
United Kingdom50293 Posts
Last Edited: 2014-06-30 19:41:06
June 30 2014 19:39 GMT
#1981
http://www.hitbox.tv/ChallengerFaceOff
Jwaow has picked reworked nid vs lulu, started dblade
Glorious SEA doto
ZERG_RUSSIAN
Profile Blog Joined November 2008
10417 Posts
Last Edited: 2014-06-30 19:48:35
June 30 2014 19:46 GMT
#1982
On June 30 2014 21:32 PrinceXizor wrote:
Show nested quote +
On June 30 2014 21:11 ZERG_RUSSIAN wrote:
On June 30 2014 17:46 PrinceXizor wrote:
I'm pretty sure the system tries to find 10 evenly matched players, puts them in teams and then whatever team is incidentally higher MMR will be on purple. though its possible its systemic and intentionally selects better players for purple.

I guess what I'm saying is that there's no difference between the two scenarios you just described except for mens rea which is dumb because algorithms don't have intent.

well think of it this way.

if the acceptable variance in MMR between players when matchmaking is say 20, then 1380 and 1400 could be matched together, the first method would try to find 10 players between those values and match them, and whichever side incidentally ended up with more MMR goes purple.

in the second method, they find two teams who each within themselves fall within that 20 variance. say a team from 1370-1390 that averages 1380, and a team that varies from 1390-1410 that averages 1400. they could be matched up with eachother in the second system, despite the overall variance between players being double that which is the "acceptable" variance because the variance within the teams and between the TEAMS is within the acceptable limits.

The difference may not be great. but it is certainly a difference.

So how do you account for when a bronze duos with a diamond in the first example? It doesn't seem possible.

Also I'm pretty sure you're using the word variance where you should be using difference. Variance is a measure of spread but it's not in the same units as the spread itself. It's the standard deviation squared.

So to be clearer, the variance would be expressed in units of (MMR^2).
I'm on GOLD CHAIN
Zess
Profile Joined July 2012
Adun Toridas!9144 Posts
June 30 2014 19:51 GMT
#1983
On July 01 2014 04:39 Fusilero wrote:
http://www.hitbox.tv/ChallengerFaceOff
Jwaow has picked reworked nid vs lulu, started dblade

I tuned in to see N! get delay aced at Dragon and then lose dragon.

Looks like Ocelote has found the scene in which to demonstrate his amazing skills.
Administrator@TL_Zess
| (• ◡•)|八 (❍ᴥ❍ʋ)
chalice
Profile Joined September 2010
United States1945 Posts
June 30 2014 19:51 GMT
#1984
On July 01 2014 04:36 wei2coolman wrote:
Show nested quote +
On July 01 2014 02:40 Sufficiency wrote:
http://www.reddit.com/r/leagueoflegends/comments/29h4oc/ive_been_climbing_the_ladder_by_dodging_1_game_a/


This brings out an interesting point. Say through some statistical method I can predict who will win the game just by looking at team composition with 80% accuracy in 1 in 10 games... so whenever I see that kind of bad comp I just dodge...

Hue.

Such a small sample size from OP, and it's not like his mmr jumped significantly outside normal variance.

Posts like these just make me shake my head, who da fuck cares, just play the game and learn to carry. Even if you're on a losing side of a composition, doesn't mean there isn't anything to gain by playing it out.

lol there's plenty of champ selects where it'd be worth it to dodge just from an enjoying the game point of view even without the possible mmr/lp benefits.
Fusilero
Profile Blog Joined July 2011
United Kingdom50293 Posts
June 30 2014 19:54 GMT
#1985

Hey guys guess who's disabled again!
Glorious SEA doto
chalice
Profile Joined September 2010
United States1945 Posts
June 30 2014 19:57 GMT
#1986
On July 01 2014 04:46 ZERG_RUSSIAN wrote:
Show nested quote +
On June 30 2014 21:32 PrinceXizor wrote:
On June 30 2014 21:11 ZERG_RUSSIAN wrote:
On June 30 2014 17:46 PrinceXizor wrote:
I'm pretty sure the system tries to find 10 evenly matched players, puts them in teams and then whatever team is incidentally higher MMR will be on purple. though its possible its systemic and intentionally selects better players for purple.

I guess what I'm saying is that there's no difference between the two scenarios you just described except for mens rea which is dumb because algorithms don't have intent.

well think of it this way.

if the acceptable variance in MMR between players when matchmaking is say 20, then 1380 and 1400 could be matched together, the first method would try to find 10 players between those values and match them, and whichever side incidentally ended up with more MMR goes purple.

in the second method, they find two teams who each within themselves fall within that 20 variance. say a team from 1370-1390 that averages 1380, and a team that varies from 1390-1410 that averages 1400. they could be matched up with eachother in the second system, despite the overall variance between players being double that which is the "acceptable" variance because the variance within the teams and between the TEAMS is within the acceptable limits.

The difference may not be great. but it is certainly a difference.

So how do you account for when a bronze duos with a diamond in the first example? It doesn't seem possible.

Also I'm pretty sure you're using the word variance where you should be using difference. Variance is a measure of spread but it's not in the same units as the spread itself. It's the standard deviation squared.

So to be clearer, the variance would be expressed in units of (MMR^2).

are you trying to tell him that MMR doesn't vary? if the MMR varies then CLEARLY variance is the correct word to use here.
Zess
Profile Joined July 2012
Adun Toridas!9144 Posts
June 30 2014 19:58 GMT
#1987
On July 01 2014 04:54 Fusilero wrote:
https://twitter.com/RiotDeficio/status/483699650114121728
Hey guys guess who's disabled again!

Let me guess, it's Sion right?
Administrator@TL_Zess
| (• ◡•)|八 (❍ᴥ❍ʋ)
Alaric
Profile Joined November 2009
France45622 Posts
June 30 2014 19:59 GMT
#1988
The duo is two players already paired with an average Elo. Then the system builds a team around that average and pits it against another somewhat close, for exemple. Or search for 8 other people reasonably around said Elo (with one other pair max, that'll go against them when both teams are arranged).

Ryze/Katarina/Skarner/Morgana/Tristana was a damn scary team comp to deal with in the late game, especially when Kat started getting fed.
Thanksfully, with Irelia/Yasuo/Xin/Nami/Vayne we had a bunch of cc to deal with her and some damage potential past midgame too, although ours was more single-target oriented, and 3 melees + one short-ranged AD. Tristana really was a darn thorn to get to (especially as Irelia, I'm not tanky enough to go back in and I'm reliant on burst).

We ended up winning because we managed to catch people alone through rotations in their jungle, especially after we got the first inhib and basically danced around Skarner. Last fight had Skarner flash-ult Vayne over a wall and Katarina kill her (getting low and using zhonya thanks to QSS), then for some reason they all stacked on her so Nami set up Yasuo and my ult for sheer destruction.
Still, we died so fast when Tristana didn't split us up and they got their AoE burst, despite my first item post-triforce being locket...
And that comp scaled hard.
Cant take LMS hipsters serious.
Ryuu314
Profile Joined October 2009
United States12679 Posts
June 30 2014 20:01 GMT
#1989
On July 01 2014 04:54 Fusilero wrote:
https://twitter.com/RiotDeficio/status/483699650114121728
Hey guys guess who's disabled again!

i find it hilarious that Shen is perma-disabled now, considering his ult bug is at least 3 seasons old, but he was never disabled during his 90%+ pick/ban reign.
Alaric
Profile Joined November 2009
France45622 Posts
June 30 2014 20:03 GMT
#1990
Maybe if Crumbzz keeps picking Vi for no good reason at all at least she'll glitch 3 or 4 times in a single game and Riot will be forced to acknowledge her issues. >_<
Cant take LMS hipsters serious.
arb
Profile Blog Joined April 2008
Noobville17922 Posts
June 30 2014 20:17 GMT
#1991
On July 01 2014 05:03 Alaric wrote:
Maybe if Crumbzz keeps picking Vi for no good reason at all at least she'll glitch 3 or 4 times in a single game and Riot will be forced to acknowledge her issues. >_<

I've played a shitload of games as Vi and never had any of those Issues lol.

Ive seen my friend pick her and go thru people with Q and do no damage/not knock them up though.
Artillery spawned from the forges of Hell
ZERG_RUSSIAN
Profile Blog Joined November 2008
10417 Posts
Last Edited: 2014-06-30 20:27:24
June 30 2014 20:23 GMT
#1992
On July 01 2014 04:57 chalice wrote:
Show nested quote +
On July 01 2014 04:46 ZERG_RUSSIAN wrote:
On June 30 2014 21:32 PrinceXizor wrote:
On June 30 2014 21:11 ZERG_RUSSIAN wrote:
On June 30 2014 17:46 PrinceXizor wrote:
I'm pretty sure the system tries to find 10 evenly matched players, puts them in teams and then whatever team is incidentally higher MMR will be on purple. though its possible its systemic and intentionally selects better players for purple.

I guess what I'm saying is that there's no difference between the two scenarios you just described except for mens rea which is dumb because algorithms don't have intent.

well think of it this way.

if the acceptable variance in MMR between players when matchmaking is say 20, then 1380 and 1400 could be matched together, the first method would try to find 10 players between those values and match them, and whichever side incidentally ended up with more MMR goes purple.

in the second method, they find two teams who each within themselves fall within that 20 variance. say a team from 1370-1390 that averages 1380, and a team that varies from 1390-1410 that averages 1400. they could be matched up with eachother in the second system, despite the overall variance between players being double that which is the "acceptable" variance because the variance within the teams and between the TEAMS is within the acceptable limits.

The difference may not be great. but it is certainly a difference.

So how do you account for when a bronze duos with a diamond in the first example? It doesn't seem possible.

Also I'm pretty sure you're using the word variance where you should be using difference. Variance is a measure of spread but it's not in the same units as the spread itself. It's the standard deviation squared.

So to be clearer, the variance would be expressed in units of (MMR^2).

are you trying to tell him that MMR doesn't vary? if the MMR varies then CLEARLY variance is the correct word to use here.

Not in the statistical sense. I could be wrong, but what he's describing is a difference in MMR between two teams. Variance is a MEASURE of that but not in the units that he's describing.

But whatever, I understand what he's saying even if he's using the wrong terms for it.

In any case, he's wrong and the matchmaking algorithm is much more complicated than that.
I'm on GOLD CHAIN
wei2coolman
Profile Joined November 2010
United States60033 Posts
June 30 2014 20:38 GMT
#1993
On July 01 2014 04:51 chalice wrote:
Show nested quote +
On July 01 2014 04:36 wei2coolman wrote:
On July 01 2014 02:40 Sufficiency wrote:
http://www.reddit.com/r/leagueoflegends/comments/29h4oc/ive_been_climbing_the_ladder_by_dodging_1_game_a/


This brings out an interesting point. Say through some statistical method I can predict who will win the game just by looking at team composition with 80% accuracy in 1 in 10 games... so whenever I see that kind of bad comp I just dodge...

Hue.

Such a small sample size from OP, and it's not like his mmr jumped significantly outside normal variance.

Posts like these just make me shake my head, who da fuck cares, just play the game and learn to carry. Even if you're on a losing side of a composition, doesn't mean there isn't anything to gain by playing it out.

lol there's plenty of champ selects where it'd be worth it to dodge just from an enjoying the game point of view even without the possible mmr/lp benefits.

Those are few and far between.
liftlift > tsm
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
June 30 2014 20:55 GMT
#1994
On July 01 2014 05:23 ZERG_RUSSIAN wrote:
Not in the statistical sense. I could be wrong, but what he's describing is a difference in MMR between two teams. Variance is a MEASURE of that but not in the units that he's describing.

But whatever, I understand what he's saying even if he's using the wrong terms for it.

In any case, he's wrong and the matchmaking algorithm is much more complicated than that.

I used english not math or statistics to describe what i was saying. sorry, i'm haven't had anything to do with any actual math since sophmore year in high school. got all that crap taken care of then.

please explain the matchmaking system since you seem to know how it works thoroughly.
chalice
Profile Joined September 2010
United States1945 Posts
June 30 2014 21:13 GMT
#1995
On July 01 2014 05:23 ZERG_RUSSIAN wrote:
Show nested quote +
On July 01 2014 04:57 chalice wrote:
On July 01 2014 04:46 ZERG_RUSSIAN wrote:
On June 30 2014 21:32 PrinceXizor wrote:
On June 30 2014 21:11 ZERG_RUSSIAN wrote:
On June 30 2014 17:46 PrinceXizor wrote:
I'm pretty sure the system tries to find 10 evenly matched players, puts them in teams and then whatever team is incidentally higher MMR will be on purple. though its possible its systemic and intentionally selects better players for purple.

I guess what I'm saying is that there's no difference between the two scenarios you just described except for mens rea which is dumb because algorithms don't have intent.

well think of it this way.

if the acceptable variance in MMR between players when matchmaking is say 20, then 1380 and 1400 could be matched together, the first method would try to find 10 players between those values and match them, and whichever side incidentally ended up with more MMR goes purple.

in the second method, they find two teams who each within themselves fall within that 20 variance. say a team from 1370-1390 that averages 1380, and a team that varies from 1390-1410 that averages 1400. they could be matched up with eachother in the second system, despite the overall variance between players being double that which is the "acceptable" variance because the variance within the teams and between the TEAMS is within the acceptable limits.

The difference may not be great. but it is certainly a difference.

So how do you account for when a bronze duos with a diamond in the first example? It doesn't seem possible.

Also I'm pretty sure you're using the word variance where you should be using difference. Variance is a measure of spread but it's not in the same units as the spread itself. It's the standard deviation squared.

So to be clearer, the variance would be expressed in units of (MMR^2).

are you trying to tell him that MMR doesn't vary? if the MMR varies then CLEARLY variance is the correct word to use here.

Not in the statistical sense. I could be wrong, but what he's describing is a difference in MMR between two teams. Variance is a MEASURE of that but not in the units that he's describing.

But whatever, I understand what he's saying even if he's using the wrong terms for it.

In any case, he's wrong and the matchmaking algorithm is much more complicated than that.

i was mocking the way people will argue english semantics instead of just admitting they made a mistake, tried to make it obvious by capitalizing "CLEARLY" but communicating on the internets is hard.

i don't think you're wrong at all.
Goumindong
Profile Joined February 2013
United States3529 Posts
June 30 2014 21:18 GMT
#1996
On July 01 2014 05:23 ZERG_RUSSIAN wrote:
Show nested quote +
On July 01 2014 04:57 chalice wrote:
On July 01 2014 04:46 ZERG_RUSSIAN wrote:
On June 30 2014 21:32 PrinceXizor wrote:
On June 30 2014 21:11 ZERG_RUSSIAN wrote:
On June 30 2014 17:46 PrinceXizor wrote:
I'm pretty sure the system tries to find 10 evenly matched players, puts them in teams and then whatever team is incidentally higher MMR will be on purple. though its possible its systemic and intentionally selects better players for purple.

I guess what I'm saying is that there's no difference between the two scenarios you just described except for mens rea which is dumb because algorithms don't have intent.

well think of it this way.

if the acceptable variance in MMR between players when matchmaking is say 20, then 1380 and 1400 could be matched together, the first method would try to find 10 players between those values and match them, and whichever side incidentally ended up with more MMR goes purple.

in the second method, they find two teams who each within themselves fall within that 20 variance. say a team from 1370-1390 that averages 1380, and a team that varies from 1390-1410 that averages 1400. they could be matched up with eachother in the second system, despite the overall variance between players being double that which is the "acceptable" variance because the variance within the teams and between the TEAMS is within the acceptable limits.

The difference may not be great. but it is certainly a difference.

So how do you account for when a bronze duos with a diamond in the first example? It doesn't seem possible.

Also I'm pretty sure you're using the word variance where you should be using difference. Variance is a measure of spread but it's not in the same units as the spread itself. It's the standard deviation squared.

So to be clearer, the variance would be expressed in units of (MMR^2).

are you trying to tell him that MMR doesn't vary? if the MMR varies then CLEARLY variance is the correct word to use here.

Not in the statistical sense. I could be wrong, but what he's describing is a difference in MMR between two teams. Variance is a MEASURE of that but not in the units that he's describing.

But whatever, I understand what he's saying even if he's using the wrong terms for it.

In any case, he's wrong and the matchmaking algorithm is much more complicated than that.


A team can be thought of as a set of 5 players drawn from a population such that E(MMR) = Team MMR. This will mean that there will be variance between the individual players since each persons MMR is not precisely the team MMR.

Each team is another random variable and is the sum of the 5 random variables on the team. This also has its own variance (which is lower than the individual variance).

So if we select teams by grabbing 5 players and then finding another team of 5 players at once which are relatively close then putting the higher MMR on purple this is different than finding 10 players and then grouping such that purple has the higher MMR.
Alaric
Profile Joined November 2009
France45622 Posts
June 30 2014 21:47 GMT
#1997
"MMR" will never accurately represent people's inability to look at the teamcomps and use their brains. x_x
Cant take LMS hipsters serious.
Gahlo
Profile Joined February 2010
United States35173 Posts
June 30 2014 21:53 GMT
#1998
On July 01 2014 06:47 Alaric wrote:
"MMR" will never accurately represent people's inability to look at the teamcomps and use their brains. x_x

And unfortunately how the game evaluates us.
Slayer91
Profile Joined February 2006
Ireland23335 Posts
Last Edited: 2014-06-30 21:55:43
June 30 2014 21:54 GMT
#1999
id prefer to be judged by how good I am than an arbitrary point that alaric gives extra significance to.

mmr=skill statistically
pretty much the only reliable metric even if it has medium variance
MooMooMugi
Profile Blog Joined January 2011
United States10531 Posts
Last Edited: 2014-06-30 22:16:21
June 30 2014 22:16 GMT
#2000
Any Psych major here know the condition where a person(player in this case) truly believes that nothing is ever his fault and its always his team's fault for his own failures?
|LoL & SC2 IGN both my username| Just livin' the baylife| Hearthstone ID: MooMooMugi#1544| Dank Memer since 2011
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