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Just for kicks, I wrote a quick&dirty program to get some very basic data from players profiles on the new SC2 website that was recently launched. I'm crawling for more data as we speak and I guess I'll update this post when I get more if there's any interest, but some might be interested in what I've got so far.
The stats are pretty self explanatory: just the races, amounts of players and win and loss stats. Average win % means average win % across all games, while the average player win % means average win % across all players. So if the avg win% is higher than the avg player win%, that theoretically means the race requires more "skill" as the good win percentages are on the players with more games (thus bringing up the avg win% but not the avg player win %). Vice versa theoretically means the race is either less viable on high levels as the players with a lot of games have worse win percentages, or it just requires less skill so the people with less games can do well.
Here's the data so far, gathered from 1v1 only (duh) :
UPDATE: Courtesy of http://starcraftrankings.com , the data mining is even easier now. Here's the average ratings and race map win percentages from the recent match history for virtually all diamond players.
US REGION (~3300 players): + Show Spoiler +Average Diamond ratings: Terran : 235.04709748083243 Zerg : 223.09195402298852 Random : 213.29753914988814 Protoss : 235.13303167420815
Map statistics from Diamond games: Terran on Kulas Ravine : 55.16 % Terran on Metalopolis : 55.79 % Terran on Scrap Station : 53.35 % Terran on Desert Oasis : 51.03 % Terran on Lost Temple : 54.64 % Terran on Steppes of War : 55.02 % Terran on Blistering Sands : 50.37 %
Zerg on Kulas Ravine : 54.56% Zerg on Metalopolis : 49.93 % Zerg on Scrap Station : 56.45 % Zerg on Desert Oasis : 52.87 % Zerg on Steppes of War : 52.23 % Zerg on Lost Temple : 48.47 % Zerg on Blistering Sands : 54.94 %
Protoss on Kulas Ravine : 53.34 % Protoss on Metalopolis : 53.18 % Protoss on Scrap Station : 54.23 % Protoss on Desert Oasis : 55.10 % Protoss on Lost Temple : 53.47 % Protoss on Steppes of War : 53.56 % Protoss on Blistering Sands : 53.41 %
Random on Kulas Ravine : 52.34 % Random on Metalopolis : 51.94 % Random on Scrap Station : 51.85 % Random on Desert Oasis : 54.14 % Random on Steppes of War : 52.83 % Random on Lost Temple : 52.94 % Random on Blistering Sands : 52.56 %
EU REGION (~2700 players): + Show Spoiler +Average Diamond ratings: Terran : 258.703511053316, 769 players Zerg : 243.84520547945206, 730 players Protoss : 247.65024630541873, 1015 players Random : 247.67032967032966, 273 players
Map statistics from Diamond games: Terran on Kulas Ravine : 816/810 = 50.18 % Terran on Metalopolis : 1133/920 = 55.18 % Terran on Scrap Station : 829/726 = 53.31 % Terran on Desert Oasis : 639/564 = 53.11 % Terran on Steppes of War : 1154/1024 = 52.98 % Terran on Lost Temple : 1278/1018 = 55.66 % Terran on Blistering Sands : 873/965 = 47.49 %
Zerg on Kulas Ravine : 537/591 = 47.60 % Zerg on Metalopolis : 1049/941 = 52.71 % Zerg on Scrap Station : 883/769 = 53.45 % Zerg on Desert Oasis : 550/463 = 54.29 % Zerg on Steppes of War : 978/977 = 50.02 % Zerg on Lost Temple : 1016/1023 = 49.82 % Zerg on Blistering Sands : 1005/862 = 53.82 %
Protoss on Kulas Ravine : 1025/904 = 53.13 % Protoss on Metalopolis : 1253/1153 = 52.07 % Protoss on Scrap Station : 1098/1006 = 52.18 % Protoss on Desert Oasis : 714/629 = 53.16 % Protoss on Steppes of War : 1510/1328 = 53.20 % Protoss on Lost Temple : 1449/1320 = 52.32 % Protoss on Blistering Sands : 1419/1251 = 53.14 %
Random on Kulas Ravine : 264/231 = 53.33 % Random on Metalopolis : 350/314 = 52.71 % Random on Scrap Station : 310/272 = 53.26 % Random on Desert Oasis : 244/186 = 56.74 % Random on Steppes of War : 377/350 = 51.85 % Random on Lost Temple : 302/363 = 45.41 % Random on Blistering Sands : 350/304 = 53.51 %
Old, incomplete data:
+ Show Spoiler +These are not the whole region stats, just a subset; that's why all win%s can be over 50% (more wins than losses were played against players not included). Specifically currently they are 10k profile numbers per region, leading to about 5.5k-6k profiles with 1v1 games played. EU REGION, player amounts and race win percentages: + Show Spoiler +*** Protoss *** Diamond players: 210 Diamond wins: 7834 Diamond losses: 5939 Diamond win %: 56.879401728018586 Diamond average player win %: 57.745825746592594
Total players: 1999 Total wins: 31770 Total losses: 31339 Total win %: 50.341472690107594 Total average player win %: 50.335409295261734
*** Terran *** Diamond players: 170 Diamond wins: 5899 Diamond losses: 4260 Diamond win %: 58.06673885224923 Diamond average player win %: 58.90079943093901
Total players: 1772 Total wins: 27039 Total losses: 27419 Total win %: 49.65110727533145 Total average player win %: 49.09382588162275
*** Zerg *** Diamond players: 172 Diamond wins: 5946 Diamond losses: 4454 Diamond win %: 57.17307692307693 Diamond average player win %: 57.69252266391792
Total players: 1478 Total wins: 24095 Total losses: 23104 Total win %: 51.0498103773385 Total average player win %: 51.70109039139262
*** Random *** Diamond players: 48 Diamond wins: 1608 Diamond losses: 1249 Diamond win %: 56.28281414070704 Diamond average player win %: 57.27544032169478
Total players: 733 Total wins: 11024 Total losses: 11065 Total win %: 49.90719362578659 Total average player win %: 50.97116509501811
Bronze: 1424 Silver: 1579 Gold: 1795 Platinum: 584 Diamond: 600 EU REGION, Diamond average ratings and map win percentages from the same data as above: + Show Spoiler +Average Diamond ratings: Terran : 245.28813559322035 Zerg : 226.67415730337078 Random : 228.4468085106383 Protoss : 238.889400921659
Diamond Map statistics:
Terran on Kulas Ravine : 54.15384615384615 % Terran on Metalopolis : 57.45526838966203 % Terran on Scrap Station : 55.10204081632652 % Terran on Desert Oasis : 57.0945945945946 % Terran on Steppes of War : 52.36363636363637 % Terran on Lost Temple : 54.79704797047971 % Terran on Blistering Sands : 49.88290398126464 %
Zerg on Kulas Ravine : 45.8498023715415 % Zerg on Metalopolis : 49.7907949790795 % Zerg on Scrap Station : 51.03092783505154 % Zerg on Desert Oasis : 47.77327935222672 % Zerg on Steppes of War : 50.513347022587276 % Zerg on Lost Temple : 50.42553191489362 % Zerg on Blistering Sands : 57.30593607305936 %
Protoss on Kulas Ravine : 54.54545454545454 % Protoss on Metalopolis : 52.89719626168225 % Protoss on Scrap Station : 51.247165532879826 % Protoss on Desert Oasis : 49.84025559105431 % Protoss on Lost Temple : 54.69255663430421 % Protoss on Steppes of War : 50.911854103343465 % Protoss on Blistering Sands : 54.738562091503276 %
Random on Kulas Ravine : 52.42718446601942 % Random on Metalopolis : 59.82142857142857 % Random on Scrap Station : 52.475247524752476 % Random on Desert Oasis : 47.22222222222222 % Random on Steppes of War : 55.81395348837209 % Random on Lost Temple : 52.459016393442624 % Random on Blistering Sands : 51.33333333333333 % US REGION, player amounts and race win percentages: + Show Spoiler +*** Protoss *** Diamond players: 172 Diamond wins: 6590 Diamond losses: 4906 Diamond win %: 57.324286708420324 Diamond average player win %: 58.14703173000268
Total players: 1759 Total wins: 28091 Total losses: 26625 Total win %: 51.33964471087068 Total average player win %: 52.19619717160816
*** Terran *** Diamond players: 139 Diamond wins: 5011 Diamond losses: 3739 Diamond win %: 57.26857142857143 Diamond average player win %: 58.45396761893058
Total players: 1467 Total wins: 22390 Total losses: 22011 Total win %: 50.4267921893651 Total average player win %: 51.43293804777954
*** Zerg *** Diamond players: 126 Diamond wins: 4957 Diamond losses: 3833 Diamond win %: 56.393629124004555 Diamond average player win %: 57.86276027987997
Total players: 1276 Total wins: 20478 Total losses: 19676 Total win %: 50.99865517756636 Total average player win %: 51.87928273362291
*** Random *** Diamond players: 71 Diamond wins: 2373 Diamond losses: 1804 Diamond win %: 56.81110845104141 Diamond average player win %: 58.29673792881712
Total players: 1001 Total wins: 15231 Total losses: 14412 Total win %: 51.381439125594575 Total average player win %: 54.0980079548428
Bronze: 1510 Silver: 1241 Gold: 1269 Platinum: 975 Diamond: 508
US REGION, Diamond average ratings and map win percentages from the same data as above: + Show Spoiler +Average Diamond ratings: Terran : 233.36241610738256 Zerg : 237.96062992125985 Random : 220.92537313432837 Protoss : 243.22413793103448
Map statistics: Terran on Kulas Ravine : 57.30337078651685 % Terran on Metalopolis : 56.388888888888886 % Terran on Scrap Station : 54.0650406504065 % Terran on Desert Oasis : 48.818897637795274 % Terran on Lost Temple : 57.25 % Terran on Steppes of War : 54.038997214484674 % Terran on Blistering Sands : 52.5 %
Zerg on Kulas Ravine : 58.0246913580247 % Zerg on Metalopolis : 49.45054945054945 % Zerg on Scrap Station : 56.03112840466926 % Zerg on Desert Oasis : 46.400000000000006 % Zerg on Lost Temple : 48.297213622291025 % Zerg on Steppes of War : 53.874538745387454 % Zerg on Blistering Sands : 52.36363636363637 %
Protoss on Kulas Ravine : 50.588235294117645 % Protoss on Metalopolis : 56.446991404011456 % Protoss on Scrap Station : 55.47445255474452 % Protoss on Desert Oasis : 50.27624309392266 % Protoss on Lost Temple : 53.605769230769226 % Protoss on Steppes of War : 53.319057815845824 % Protoss on Blistering Sands : 53.333333333333336 %
Random on Kulas Ravine : 53.48837209302325 % Random on Metalopolis : 62.121212121212125 % Random on Scrap Station : 48.38709677419355 % Random on Desert Oasis : 56.41025641025641 % Random on Lost Temple : 55.96330275229357 % Random on Steppes of War : 38.53211009174312 % Random on Blistering Sands : 62.244897959183675 %
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Sweet work, do you think you would be able to make a server ladder? What about Mu data that is the most interesting to me.
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Fantastic post! Is it possible to get some stats on the average rating?
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edit: don't want to start another race imba argument, so I'm deleting my post
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Judging from this Random is quite obviously the weakest race with a win % of only 56.27. lol
But seriously, this is interesting, maybe consider doing this for all of the servers and compiling in neat graph form (or put it in an excel spreadsheet and let someone else make fancy graphs).
Also, what is the difference between
Total average player win % and Total player win %
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Awesome. Would like to see data from all the servers for comparison purposes.
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Wow, I didn't think it was that even across all the races. 'toss is obviously more popular in EU than any other, but it's not that big of a gap. And win-rates are all roughly the same.
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Nice! Any idea how many players there are in the diamond league in total?
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Looks pretty balanced really.
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On July 16 2010 04:11 DeckTech wrote: Nice! Any idea how many players there are in the diamond league in total?
350 just add them up
Other interesting things:
350/3151 = 11% so diamond leauge is around 11% of all players
19933 total games played in diamond leauge, that is 28.475 games per player in diamond. note: 2 players in each game
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Great to finally see solid statistics like these.
Prima facie, the races looks pretty balanced. If possible, can you figure out the win percentages BETWEEN the races? Such as the win% of PvT, PvZ, TvZ. That would be even more comprehensive.
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I think some of this data is going to be misinterpreted. Having similar overall win % doesn't mean much. You should only count games that are vs other diamond players, and go by specific matchups as well.
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I'm still a strong proponent that win %s do not mean balance. However, Its interesting to see the number of players for each race. I think Asia is Zerg, EU is Protoss, and maybe US is Terran?
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Any chance you could release the program and/or run the same on US and Asia?
Even better if you make it an open source program on something like github or sourceforge so more people can pitch in on it.
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Wow, that was fast. Thanks for doing this, I love statistics.
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Yeah, I know these win%s don't mean that much. Guess I just wanted to show in some way that playing terran isn't a magic wand that anyone can wave to win every game It was pretty much a given that the win%s are very very similar.
On July 16 2010 04:00 jamesr12 wrote: Sweet work, do you think you would be able to make a server ladder? What about Mu data that is the most interesting to me.
Well, a server ladder means constant polling and crawling for updated data. I guess it's possible with the hardware and bandwidth, but I don't think Blizzard would like a system that's constantly harassing their service Maybe there's an efficient way to implement it, dunno. MU data is a bit trickier than basic stuff like this, might look into it.
Fantastic post! Is it possible to get some stats on the average rating?
Yeah that's not that hard. I'll see if I'll make more crawls at some point where that's included.
Also, what is the difference between
Total average player win % and Total player win %
Well, just actually read the OP, should help 
Any idea how many players there are in the diamond league in total?
No idea. I probably won't crawl through the whole profile address space, just a set amount of profiles.
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Fantastic data, seems pretty even so far.
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oh oh. Also maybe diamond rating (as in 100,200,500, etc) by race as that's something that'd show racial (im)balance as much as win %.
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what website is this data from?
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Nice stuff. Confirms the change I thought occurred- Diamond is now top 10% rather than 20%.
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Oh, a global EU ladder ranking would be nice too~
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On July 16 2010 04:16 Chriamon wrote: I think some of this data is going to be misinterpreted. Having similar overall win % doesn't mean much. You should only count games that are vs other diamond players, and go by specific matchups as well.
While I'll agree that this isn't end all be all data (Certainly, the sample size is still small), actual data from aggregate results is a lot more significant than the anecdotal evidence that's been dominating the discussion thus far.
A little induction would suggest it means each race has a success rate against the other two races that averages out equally.
(TvP + TvZ)/2 = (PvT + PvZ)/2 = (ZvT + ZvP)/2 with a deviation of <2% at both diamond level and general play.
That means that if Terran were truly overpowered against Zerg and dominating that match-up, then Terran would have to be equally underpowered against Protoss to generate such a close winning percentage to the other 2 races. Until that result is ruled out, its a possibility and Rock>Paper>Scissor is not the intended balance, but I for one, would be surprised if that were the case. Particularly because of how consistent the numbers are at both the general and top level.
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Currently, the website doesn't include information about match-ups, or individual games even. So what is in the OP is the only possible information that can be gotten from there. Some can even be wrong (but I think statistically it evens out), because all that's shown is "Favorite Race", which includes 2v2s, 3v3s, etc.
EDIT: Global ladder information is possible too, I guess.
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What site is this information coming from??
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On July 16 2010 04:58 EccoEcco wrote:Show nested quote +On July 16 2010 04:16 Chriamon wrote: I think some of this data is going to be misinterpreted. Having similar overall win % doesn't mean much. You should only count games that are vs other diamond players, and go by specific matchups as well. While I'll agree that this isn't end all be all data (Certainly, the sample size is still small), actual data from aggregate results is a lot more significant than the anecdotal evidence that's been dominating the discussion thus far. A little induction would suggest it means each race has a success rate against the other two races that averages out equally. (TvP + TvZ)/2 = (PvT + PvZ)/2 = (ZvT + ZvP)/2 with a deviation of <2% at both diamond level and general play. That means that if Terran were truly overpowered against Zerg and dominating that match-up, then Terran would have to be equally underpowered against Protoss to generate such a close winning percentage to the other 2 races. Until that result is ruled out, its a possibility and Rock>Paper>Scissor is not the intended balance, but I for one, would be surprised if that were the case. Particularly because of how consistent the numbers are at both the general and top level.
There's more to it than that because it assumes that all races are rated equally. The matchmaking system works to ensure 50% win ratios. If we want to use this kind of information it has to be based on things like average player ratings by race or some aggregate stat like average player rating/# of games
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United States12235 Posts
On July 16 2010 04:36 3clipse wrote: Nice stuff. Confirms the change I thought occurred- Diamond is now top 10% rather than 20%.
How is that a change? According to my estimate it's always been this way...
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On July 16 2010 05:11 ashaman771 wrote: What site is this information coming from??
The official beta website from battle.net
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Excellent post, 5/5, would read again. Surprised to see how precisely balanced the game is.
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Nice statistics. Always nice to see how balanaced the wins/losses are for each race.
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On July 16 2010 04:20 Logo wrote: Any chance you could release the program and/or run the same on US and Asia?
Even better if you make it an open source program on something like github or sourceforge so more people can pitch in on it.
Yeah my intention was to run it for US and Asia as well, currently doing US as I finished iterating through 10k EU profile numbers (got around 6k actual hits = profiles with 1v1 games played). Takes forever though, for a great part because of the subpar implementation I guess As I said I just threw it together to get some funny numbers fast, I'm sort of a sucker for statistics as well.
I don't think what was used here is very useful as a baseline for more extensive analysis as the HTML parsing is very quick&dirty Anyhow if someone is really interested the (Java) code is here.
what website is this data from?
http://beta-eu.battle.net/sc2/en/ - the profile URLs are of type http://beta-eu.battle.net/sc2/en/profile/PROFILE_NUMBER/1/ , where PROFILE_NUMBER is simply a (roughly) sequential index starting from 1 so it's possible to iterate through them.
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Great information, thanks.
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United States12235 Posts
Silu, thanks for the data. Could you parse through the leagues to determine the number of players in each league? I'd like to update my ladder analysis post with confirmed results beyond the diamond level.
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On July 16 2010 05:22 Excalibur_Z wrote: Silu, thanks for the data. Could you parse through the leagues to determine the number of players in each league? I'd like to update my ladder analysis post with confirmed results beyond the diamond level.
Hmm, you mean just the amount of players in each of Bronze/Silver/Gold/Plat/Dia? From the EU data I gathered already, this is the distribution:
Bronze: 1424 Silver: 1579 Gold: 1795 Platinum: 584 Diamond: 600
Probably very skewed from the very low amount of games played and the vast majority of people going in Bronze/Silver/Gold from placement matches.
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United States12235 Posts
On July 16 2010 05:38 Silu wrote:Show nested quote +On July 16 2010 05:22 Excalibur_Z wrote: Silu, thanks for the data. Could you parse through the leagues to determine the number of players in each league? I'd like to update my ladder analysis post with confirmed results beyond the diamond level. Hmm, you mean just the amount of players in each of Bronze/Silver/Gold/Plat/Dia? From the EU data I gathered already, this is the distribution: Bronze: 1424 Silver: 1579 Gold: 1795 Platinum: 584 Diamond: 600 Probably very skewed from the very low amount of games played and the vast majority of people going in Bronze/Silver/Gold from placement matches.
Yeah I don't see anything conclusive yet, we'll probably just have to wait for more data. It would be pretty strange to have them 10%/10%/30%/25%/25%. Diamond makes sense because you have to be promoted into it, but we may have to wait a few more days to get some more concrete info about the other leagues. Thanks!
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On July 16 2010 04:14 jamesr12 wrote:Show nested quote +On July 16 2010 04:11 DeckTech wrote: Nice! Any idea how many players there are in the diamond league in total?
350 just add them up Other interesting things: 350/3151 = 11% so diamond leauge is around 11% of all players 19933 total games played in diamond leauge, that is 28.475 games per player in diamond. note: 2 players in each game
!!!!! These statistics diamond league is hilarious I mean seriously.. the # of baddies i've met in the ladder so far..too funny, I'm surprised they are in the 11%..
around a 50% win ratio all round..I'd say that is pretty balanced.
On July 16 2010 05:38 Silu wrote:Show nested quote +On July 16 2010 05:22 Excalibur_Z wrote: Silu, thanks for the data. Could you parse through the leagues to determine the number of players in each league? I'd like to update my ladder analysis post with confirmed results beyond the diamond level. Hmm, you mean just the amount of players in each of Bronze/Silver/Gold/Plat/Dia? From the EU data I gathered already, this is the distribution: Bronze: 1424 Silver: 1579 Gold: 1795 Platinum: 584 Diamond: 600 Probably very skewed from the very low amount of games played and the vast majority of people going in Bronze/Silver/Gold from placement matches.
It's kinda funny how the drop off is regardless of placement.
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Excellent work. At one point some friends and I were trying to datamine all the TSL ladder games to see which maps and openings were the least balanced, but we had trouble detecting duplicate games (i.e. the same game listed in both the winner's and loser's folder, so for instance a duplicated T>Z game would count as 2 T>Z's) so we couldn't get good statistics. If you assume that the distribution of duplicate games in TSL is representative of the total population of games, then we found the only map to not be within 52-48 every matchup was Gaia (which had very few games on it anyway), while all of the following maps were balanced despite having very different distributions of build orders: Blue Storm, Katrina, Python, Tau Cross, Troy and Zodiac.
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+ Show Spoiler +On July 16 2010 05:16 Logo wrote:On July 16 2010 04:58 EccoEcco wrote:Show nested quote +On July 16 2010 04:16 Chriamon wrote: I think some of this data is going to be misinterpreted. Having similar overall win % doesn't mean much. You should only count games that are vs other diamond players, and go by specific matchups as well. While I'll agree that this isn't end all be all data (Certainly, the sample size is still small), actual data from aggregate results is a lot more significant than the anecdotal evidence that's been dominating the discussion thus far. A little induction would suggest it means each race has a success rate against the other two races that averages out equally. (TvP + TvZ)/2 = (PvT + PvZ)/2 = (ZvT + ZvP)/2 with a deviation of <2% at both diamond level and general play. That means that if Terran were truly overpowered against Zerg and dominating that match-up, then Terran would have to be equally underpowered against Protoss to generate such a close winning percentage to the other 2 races. Until that result is ruled out, its a possibility and Rock>Paper>Scissor is not the intended balance, but I for one, would be surprised if that were the case. Particularly because of how consistent the numbers are at both the general and top level. There's more to it than that because it assumes that all races are rated equally. The matchmaking system works to ensure 50% win ratios. If we want to use this kind of information it has to be based on things like average player ratings by race or some aggregate stat like average player rating/# of games
Curses, i totally forgot about the matchmaking system and its nefarious data skewing. WTB complete access to back end data... and a monogrammed white lab coat.
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On July 16 2010 04:14 jamesr12 wrote:Show nested quote +On July 16 2010 04:11 DeckTech wrote: Nice! Any idea how many players there are in the diamond league in total?
350 just add them up Other interesting things: 350/3151 = 11% so diamond leauge is around 11% of all players 19933 total games played in diamond leauge, that is 28.475 games per player in diamond. note: 2 players in each game
eh, im guessing its a flat 10%, but b/c its group based and not rating based, its more/less 10%
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Scary how balanced these numbers look.
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On July 16 2010 06:34 Gescom wrote: Scary how balanced these numbers look.
I wouldn't expect differently.
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wow, wonder who u got it. The stats on the races are pretty similar so thats cool.
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On July 16 2010 05:16 Logo wrote:Show nested quote +On July 16 2010 04:58 EccoEcco wrote:On July 16 2010 04:16 Chriamon wrote: I think some of this data is going to be misinterpreted. Having similar overall win % doesn't mean much. You should only count games that are vs other diamond players, and go by specific matchups as well. While I'll agree that this isn't end all be all data (Certainly, the sample size is still small), actual data from aggregate results is a lot more significant than the anecdotal evidence that's been dominating the discussion thus far. A little induction would suggest it means each race has a success rate against the other two races that averages out equally. (TvP + TvZ)/2 = (PvT + PvZ)/2 = (ZvT + ZvP)/2 with a deviation of <2% at both diamond level and general play. That means that if Terran were truly overpowered against Zerg and dominating that match-up, then Terran would have to be equally underpowered against Protoss to generate such a close winning percentage to the other 2 races. Until that result is ruled out, its a possibility and Rock>Paper>Scissor is not the intended balance, but I for one, would be surprised if that were the case. Particularly because of how consistent the numbers are at both the general and top level. There's more to it than that because it assumes that all races are rated equally. The matchmaking system works to ensure 50% win ratios. If we want to use this kind of information it has to be based on things like average player ratings by race or some aggregate stat like average player rating/# of games
This.
You get ranked by the match making system, so that you will have around 50% wins (for obvious reasons higher for top players). So the results just show that the match making system works. If one race would be op, all players of this race would be higher ranked so that they will fight stronger enemies and should still have 50% win rate. It's very difficult to get 'correct' results. There are too many unknowns I think. You could assume that the average (diamond) player of each race is equally strong (which blizzard is doing I think if I interpret their interviews correctly but obviously this assumption is not very strong).
I think its interesting that around 10.5% of all toss players are in diamond league, around 9.5% of all terran players and 11.5% of all zerg players are in diamond league (6.5% for random). So this could either mean that it's easier for zerg players to get into diamond league or that the average zerg player is stronger then the average player of the other races.
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On July 16 2010 07:12 Hinni wrote:Show nested quote +On July 16 2010 05:16 Logo wrote:On July 16 2010 04:58 EccoEcco wrote:On July 16 2010 04:16 Chriamon wrote: I think some of this data is going to be misinterpreted. Having similar overall win % doesn't mean much. You should only count games that are vs other diamond players, and go by specific matchups as well. While I'll agree that this isn't end all be all data (Certainly, the sample size is still small), actual data from aggregate results is a lot more significant than the anecdotal evidence that's been dominating the discussion thus far. A little induction would suggest it means each race has a success rate against the other two races that averages out equally. (TvP + TvZ)/2 = (PvT + PvZ)/2 = (ZvT + ZvP)/2 with a deviation of <2% at both diamond level and general play. That means that if Terran were truly overpowered against Zerg and dominating that match-up, then Terran would have to be equally underpowered against Protoss to generate such a close winning percentage to the other 2 races. Until that result is ruled out, its a possibility and Rock>Paper>Scissor is not the intended balance, but I for one, would be surprised if that were the case. Particularly because of how consistent the numbers are at both the general and top level. There's more to it than that because it assumes that all races are rated equally. The matchmaking system works to ensure 50% win ratios. If we want to use this kind of information it has to be based on things like average player ratings by race or some aggregate stat like average player rating/# of games This. You get ranked by the match making system, so that you will have around 50% wins (for obvious reasons higher for top players). So the results just show that the match making system works. If one race would be op, all players of this race would be higher ranked so that they will fight stronger enemies and should still have 50% win rate. It's very difficult to get 'correct' results. There are too many unknowns I think. You could assume that the average (diamond) player of each race is equally strong (which blizzard is doing I think if I interpret their interviews correctly but obviously this assumption is not very strong). I think its interesting that around 10.5% of all toss players are in diamond league, around 9.5% of all terran players and 11.5% of all zerg players are in diamond league (6.5% for random). So this could either mean that it's easier for zerg players to get into diamond league or that the average zerg player is stronger then the average player of the other races.
Good point. I wouldn't read that much into the win percentages either from a race vs race perspective; nevertheless it still tells something.
In any case, I added the US stats. The league distribution is clearly more sensible, probably because US has been up for a couple of days longer. The race and race&league distribution looks to be quite similar.
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Looking at US data, it looks like 30/20/20/20/10-ish (meaning percent in bronze, silver,.....etc.)(and I know the numbers don't add up, it's just an estimate)
Nice find OP!
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United States12235 Posts
On July 16 2010 07:27 Silu wrote:Show nested quote +On July 16 2010 07:12 Hinni wrote:On July 16 2010 05:16 Logo wrote:On July 16 2010 04:58 EccoEcco wrote:On July 16 2010 04:16 Chriamon wrote: I think some of this data is going to be misinterpreted. Having similar overall win % doesn't mean much. You should only count games that are vs other diamond players, and go by specific matchups as well. While I'll agree that this isn't end all be all data (Certainly, the sample size is still small), actual data from aggregate results is a lot more significant than the anecdotal evidence that's been dominating the discussion thus far. A little induction would suggest it means each race has a success rate against the other two races that averages out equally. (TvP + TvZ)/2 = (PvT + PvZ)/2 = (ZvT + ZvP)/2 with a deviation of <2% at both diamond level and general play. That means that if Terran were truly overpowered against Zerg and dominating that match-up, then Terran would have to be equally underpowered against Protoss to generate such a close winning percentage to the other 2 races. Until that result is ruled out, its a possibility and Rock>Paper>Scissor is not the intended balance, but I for one, would be surprised if that were the case. Particularly because of how consistent the numbers are at both the general and top level. There's more to it than that because it assumes that all races are rated equally. The matchmaking system works to ensure 50% win ratios. If we want to use this kind of information it has to be based on things like average player ratings by race or some aggregate stat like average player rating/# of games This. You get ranked by the match making system, so that you will have around 50% wins (for obvious reasons higher for top players). So the results just show that the match making system works. If one race would be op, all players of this race would be higher ranked so that they will fight stronger enemies and should still have 50% win rate. It's very difficult to get 'correct' results. There are too many unknowns I think. You could assume that the average (diamond) player of each race is equally strong (which blizzard is doing I think if I interpret their interviews correctly but obviously this assumption is not very strong). I think its interesting that around 10.5% of all toss players are in diamond league, around 9.5% of all terran players and 11.5% of all zerg players are in diamond league (6.5% for random). So this could either mean that it's easier for zerg players to get into diamond league or that the average zerg player is stronger then the average player of the other races. Good point. I wouldn't read that much into the win percentages either from a race vs race perspective; nevertheless it still tells something. In any case, I added the US stats. The league distribution is clearly more sensible, probably because US has been up for a couple of days longer. The race and race&league distribution looks to be quite similar.
So based on the initial US numbers, we have a distribution of approximately 9/18/23/23/27
A bit closer to my 10/15/20/25/30 estimate. Let's see how this evolves in the coming days =)
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I read through most of the posts. Any explanation why every win % is over 50.... (which is impossible)?
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How is it impossible? It's the average win% of X players.
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Because diamons players gets to play against plat players from time to time and since they are higher ranked my guess is that they will win more games than they loose
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Sweden33719 Posts
On July 16 2010 07:34 Excalibur_Z wrote:Show nested quote +On July 16 2010 07:27 Silu wrote:On July 16 2010 07:12 Hinni wrote:On July 16 2010 05:16 Logo wrote:On July 16 2010 04:58 EccoEcco wrote:On July 16 2010 04:16 Chriamon wrote: I think some of this data is going to be misinterpreted. Having similar overall win % doesn't mean much. You should only count games that are vs other diamond players, and go by specific matchups as well. While I'll agree that this isn't end all be all data (Certainly, the sample size is still small), actual data from aggregate results is a lot more significant than the anecdotal evidence that's been dominating the discussion thus far. A little induction would suggest it means each race has a success rate against the other two races that averages out equally. (TvP + TvZ)/2 = (PvT + PvZ)/2 = (ZvT + ZvP)/2 with a deviation of <2% at both diamond level and general play. That means that if Terran were truly overpowered against Zerg and dominating that match-up, then Terran would have to be equally underpowered against Protoss to generate such a close winning percentage to the other 2 races. Until that result is ruled out, its a possibility and Rock>Paper>Scissor is not the intended balance, but I for one, would be surprised if that were the case. Particularly because of how consistent the numbers are at both the general and top level. There's more to it than that because it assumes that all races are rated equally. The matchmaking system works to ensure 50% win ratios. If we want to use this kind of information it has to be based on things like average player ratings by race or some aggregate stat like average player rating/# of games This. You get ranked by the match making system, so that you will have around 50% wins (for obvious reasons higher for top players). So the results just show that the match making system works. If one race would be op, all players of this race would be higher ranked so that they will fight stronger enemies and should still have 50% win rate. It's very difficult to get 'correct' results. There are too many unknowns I think. You could assume that the average (diamond) player of each race is equally strong (which blizzard is doing I think if I interpret their interviews correctly but obviously this assumption is not very strong). I think its interesting that around 10.5% of all toss players are in diamond league, around 9.5% of all terran players and 11.5% of all zerg players are in diamond league (6.5% for random). So this could either mean that it's easier for zerg players to get into diamond league or that the average zerg player is stronger then the average player of the other races. Good point. I wouldn't read that much into the win percentages either from a race vs race perspective; nevertheless it still tells something. In any case, I added the US stats. The league distribution is clearly more sensible, probably because US has been up for a couple of days longer. The race and race&league distribution looks to be quite similar. So based on the initial US numbers, we have a distribution of approximately 9/18/23/23/27 A bit closer to my 10/15/20/25/30 estimate. Let's see how this evolves in the coming days =) I don't know this for a fact, but I've heard from several people in gold that then got immediately promoted to diamond - I wonder if this could have something to do with the European equality between plat/diamond....
(I'm still stuck in gold at 20-2 or 22-2 or whatever, while someone else got promoted to diamond at 17-11 or something like that - I really do not get the system, I guess there's a minimum game requirement?).
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There seems to be a minimum loss requirement, as little sense as that makes. I haven't seen anyone get promoted to diamond with any less than 8 losses, regardless of having 90% win rates through 30+ games.
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United States12235 Posts
On July 16 2010 07:45 Liquid`Jinro wrote:Show nested quote +On July 16 2010 07:34 Excalibur_Z wrote:On July 16 2010 07:27 Silu wrote:On July 16 2010 07:12 Hinni wrote:On July 16 2010 05:16 Logo wrote:On July 16 2010 04:58 EccoEcco wrote:On July 16 2010 04:16 Chriamon wrote: I think some of this data is going to be misinterpreted. Having similar overall win % doesn't mean much. You should only count games that are vs other diamond players, and go by specific matchups as well. While I'll agree that this isn't end all be all data (Certainly, the sample size is still small), actual data from aggregate results is a lot more significant than the anecdotal evidence that's been dominating the discussion thus far. A little induction would suggest it means each race has a success rate against the other two races that averages out equally. (TvP + TvZ)/2 = (PvT + PvZ)/2 = (ZvT + ZvP)/2 with a deviation of <2% at both diamond level and general play. That means that if Terran were truly overpowered against Zerg and dominating that match-up, then Terran would have to be equally underpowered against Protoss to generate such a close winning percentage to the other 2 races. Until that result is ruled out, its a possibility and Rock>Paper>Scissor is not the intended balance, but I for one, would be surprised if that were the case. Particularly because of how consistent the numbers are at both the general and top level. There's more to it than that because it assumes that all races are rated equally. The matchmaking system works to ensure 50% win ratios. If we want to use this kind of information it has to be based on things like average player ratings by race or some aggregate stat like average player rating/# of games This. You get ranked by the match making system, so that you will have around 50% wins (for obvious reasons higher for top players). So the results just show that the match making system works. If one race would be op, all players of this race would be higher ranked so that they will fight stronger enemies and should still have 50% win rate. It's very difficult to get 'correct' results. There are too many unknowns I think. You could assume that the average (diamond) player of each race is equally strong (which blizzard is doing I think if I interpret their interviews correctly but obviously this assumption is not very strong). I think its interesting that around 10.5% of all toss players are in diamond league, around 9.5% of all terran players and 11.5% of all zerg players are in diamond league (6.5% for random). So this could either mean that it's easier for zerg players to get into diamond league or that the average zerg player is stronger then the average player of the other races. Good point. I wouldn't read that much into the win percentages either from a race vs race perspective; nevertheless it still tells something. In any case, I added the US stats. The league distribution is clearly more sensible, probably because US has been up for a couple of days longer. The race and race&league distribution looks to be quite similar. So based on the initial US numbers, we have a distribution of approximately 9/18/23/23/27 A bit closer to my 10/15/20/25/30 estimate. Let's see how this evolves in the coming days =) I don't know this for a fact, but I've heard from several people in gold that then got immediately promoted to diamond - I wonder if this could have something to do with the European equality between plat/diamond.... (I'm still stuck in gold at 20-2 or 22-2 or whatever, while someone else got promoted to diamond at 17-11 or something like that - I really do not get the system, I guess there's a minimum game requirement?).
I had a theory about this but it's not concrete enough to post in the analysis thread. Basically either you haven't played enough games to reach a review checkpoint, or your win ratio against top-level players is too high which means your volatility is too high which means the system can't place you in a new league yet because it doesn't know where you belong.
Equally likely, I suppose, is Cauthon's idea that you need a minimum number of losses.
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On July 16 2010 07:48 CauthonLuck wrote: There seems to be a minimum loss requirement, as little sense as that makes. I haven't seen anyone get promoted to diamond with any less than 8 losses, regardless of having 90% win rates through 30+ games.
You may be right. Alot of people have been saying they went like LLLLLLWWWWWWWWWWL and got promoted^^
Also, a platinum player gets matched with gold and diamond to see if they are deserving of their rank.
If you are gold and beat many platinum players, you will get bumped up sooner then playing vs. more gold players.
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There is data missing from this...data
Anyways...using good 'ol Excel...I managed to figure out some things....
From this data (US DATA), you have a total of 70959 wins, 68312 losses. There are 2647 losses missing. This makes no sense because there's a winner and a loser in every game. So if we assume the total avg. win percent of everyone INCLUDING people still playing placement matches is 50% and we keep the win % of the leagues, the win percentage of these people (placement match people) has to be 47%....may makes sense, may not.
*please put this in OP, assuming numbers my numbers are correct...*
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keep it up plz.
any chance to get the asia server?
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On July 16 2010 07:53 EliteAzn wrote: There is data missing from this...data
Anyways...using good 'ol Excel...I managed to figure out some things....
From this data (US DATA), you have a total of 70959 wins, 68312 losses. There are 2647 losses missing. This makes no sense because there's a winner and a loser in every game. So if we assume the total avg. win percent of everyone INCLUDING people still playing placement matches is 50% and we keep the win % of the leagues, the win percentage of these people (placement match people) has to be 47%....may makes sense, may not.
*please put this in OP, assuming numbers my numbers are correct...*
Ties. Sometimes, in games where my opponent quits early, like 2 minutes in, before any action happened, I check my match history and it doesn't update as a win or lose until a day later.
But that number seems a bit too high. There are several possibilities.
1. Wins update faster than losses. 2. Data is missing from servers 3. Disconnects count as win and tie, but appears as a -0 loss 4. Placement matches do not count towards ladder ranking, so if you are in placement and you've played against someone in ladder, your loss is not recorded, but his win is. Or something of the sort. Seems the most plausible.
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On July 16 2010 09:10 vica wrote:Show nested quote +On July 16 2010 07:53 EliteAzn wrote: There is data missing from this...data
Anyways...using good 'ol Excel...I managed to figure out some things....
From this data (US DATA), you have a total of 70959 wins, 68312 losses. There are 2647 losses missing. This makes no sense because there's a winner and a loser in every game. So if we assume the total avg. win percent of everyone INCLUDING people still playing placement matches is 50% and we keep the win % of the leagues, the win percentage of these people (placement match people) has to be 47%....may makes sense, may not.
*please put this in OP, assuming numbers my numbers are correct...* Ties. Sometimes, in games where my opponent quits early, like 2 minutes in, before any action happened, I check my match history and it doesn't update as a win or lose until a day later. But that number seems a bit too high. There are several possibilities. 1. Wins update faster than losses. 2. Data is missing from servers 3. Disconnects count as win and tie, but appears as a -0 loss 4. Placement matches do not count towards ladder ranking, so if you are in placement and you've played against someone in ladder, your loss is not recorded, but his win is. Or something of the sort. Seems the most plausible.
The other possibility (which is what happened I believe) is that this doesn't include all players, this is just the players that have been crawled through.
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matchup data would be useful. At least excluding mirror match from the win % statistics would be good.
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On July 16 2010 04:14 jamesr12 wrote:Show nested quote +On July 16 2010 04:11 DeckTech wrote: Nice! Any idea how many players there are in the diamond league in total?
350/3151 = 11% so diamond leauge is around 11% of all players
This should go down quite a lot upon release, it makes sense that a lot of the people who got a beta key would be really good players.
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Something about this doesn't seem quite right. Only 437 Diamond players total on the US server? That number seems pretty low, and also makes it seem like there are only like 4 divisions lol.
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The missing #s are from the platinum/gold-leaguers who get stomped by diamond players and the matches they aggregated before getting placed diamond. Making this less useful than it should be
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On July 16 2010 09:10 vica wrote:Show nested quote +On July 16 2010 07:53 EliteAzn wrote: There is data missing from this...data
Anyways...using good 'ol Excel...I managed to figure out some things....
From this data (US DATA), you have a total of 70959 wins, 68312 losses. There are 2647 losses missing. This makes no sense because there's a winner and a loser in every game. So if we assume the total avg. win percent of everyone INCLUDING people still playing placement matches is 50% and we keep the win % of the leagues, the win percentage of these people (placement match people) has to be 47%....may makes sense, may not.
*please put this in OP, assuming numbers my numbers are correct...* Ties. Sometimes, in games where my opponent quits early, like 2 minutes in, before any action happened, I check my match history and it doesn't update as a win or lose until a day later. But that number seems a bit too high. There are several possibilities. 1. Wins update faster than losses. 2. Data is missing from servers 3. Disconnects count as win and tie, but appears as a -0 loss 4. Placement matches do not count towards ladder ranking, so if you are in placement and you've played against someone in ladder, your loss is not recorded, but his win is. Or something of the sort. Seems the most plausible.
A tie wouldn't result in a win for one player though. Your other 4 points seem reasonable, I think that it has to do with people still being in placement, because I didn't see anything in the OP about that.
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Can we see some matchup specific win %'s please?
ZvT=? PvT=? PvZ=?
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Win rates seem pretty much the same.
Data pool is pretty big, so the data should be quite valid.
It'd be nice to see winrates for specific matchups though.
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On July 16 2010 09:41 Najda wrote:Show nested quote +On July 16 2010 09:10 vica wrote:On July 16 2010 07:53 EliteAzn wrote: There is data missing from this...data
Anyways...using good 'ol Excel...I managed to figure out some things....
From this data (US DATA), you have a total of 70959 wins, 68312 losses. There are 2647 losses missing. This makes no sense because there's a winner and a loser in every game. So if we assume the total avg. win percent of everyone INCLUDING people still playing placement matches is 50% and we keep the win % of the leagues, the win percentage of these people (placement match people) has to be 47%....may makes sense, may not.
*please put this in OP, assuming numbers my numbers are correct...* Ties. Sometimes, in games where my opponent quits early, like 2 minutes in, before any action happened, I check my match history and it doesn't update as a win or lose until a day later. But that number seems a bit too high. There are several possibilities. 1. Wins update faster than losses. 2. Data is missing from servers 3. Disconnects count as win and tie, but appears as a -0 loss 4. Placement matches do not count towards ladder ranking, so if you are in placement and you've played against someone in ladder, your loss is not recorded, but his win is. Or something of the sort. Seems the most plausible. A tie wouldn't result in a win for one player though. Your other 4 points seem reasonable, I think that it has to do with people still being in placement, because I didn't see anything in the OP about that.
Yeah, lol I didn't want to edit the tie out after I wrote the other four. I think its the bot didn't crawl enough too. Number of players seems a bit low.
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I do not think these numbers are useful.
The matchmaking system tries to push everyone to a 50% win rate. If there is an imbalance in the game, the player with the stronger race will start playing harder opponents of weaker races until his win rate is 50%. This negative feedback ensures that the races will always appear balanced. The win rates need to be weighted by the underlying matchmaking parameters, and we don't have access to that information.
Props nonetheless for putting this together. It's pretty cool to see .
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United States12235 Posts
On July 16 2010 11:04 Sentient wrote:I do not think these numbers are useful. The matchmaking system tries to push everyone to a 50% win rate. If there is an imbalance in the game, the player with the stronger race will start playing harder opponents of weaker races until his win rate is 50%. This negative feedback ensures that the races will always appear balanced. The win rates need to be weighted by the underlying matchmaking parameters, and we don't have access to that information. Props nonetheless for putting this together. It's pretty cool to see  .
That doesn't make any sense whatsoever. Players are matched against other players, regardless of what race they play.
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On July 16 2010 11:15 Excalibur_Z wrote:Show nested quote +On July 16 2010 11:04 Sentient wrote:I do not think these numbers are useful. The matchmaking system tries to push everyone to a 50% win rate. If there is an imbalance in the game, the player with the stronger race will start playing harder opponents of weaker races until his win rate is 50%. This negative feedback ensures that the races will always appear balanced. The win rates need to be weighted by the underlying matchmaking parameters, and we don't have access to that information. Props nonetheless for putting this together. It's pretty cool to see  . That doesn't make any sense whatsoever. Players are matched against other players, regardless of what race they play. Right, but if a person gives themselves a handicap, the system will generally find an equilibrium where they are at 50%. It doesn't matter what you do as long as you are consistent. You could decide to only ever build one extractor, and you will keep losing until it finds truly terrible players where you are at 50%. You would never conclude that building only one extractor is just as good as building two, but you would still have a 50% win rate with it.
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This is great stuff. Hoping to see whats going on in Asia server.
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There's always a 1-2% error, so the data doesn't show anything really. But thanks!
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Wow, thats awesome data. Good work.
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On July 16 2010 09:41 Najda wrote:Show nested quote +On July 16 2010 09:10 vica wrote:On July 16 2010 07:53 EliteAzn wrote: There is data missing from this...data
Anyways...using good 'ol Excel...I managed to figure out some things....
From this data (US DATA), you have a total of 70959 wins, 68312 losses. There are 2647 losses missing. This makes no sense because there's a winner and a loser in every game. So if we assume the total avg. win percent of everyone INCLUDING people still playing placement matches is 50% and we keep the win % of the leagues, the win percentage of these people (placement match people) has to be 47%....may makes sense, may not.
*please put this in OP, assuming numbers my numbers are correct...* Ties. Sometimes, in games where my opponent quits early, like 2 minutes in, before any action happened, I check my match history and it doesn't update as a win or lose until a day later. But that number seems a bit too high. There are several possibilities. 1. Wins update faster than losses. 2. Data is missing from servers 3. Disconnects count as win and tie, but appears as a -0 loss 4. Placement matches do not count towards ladder ranking, so if you are in placement and you've played against someone in ladder, your loss is not recorded, but his win is. Or something of the sort. Seems the most plausible. A tie wouldn't result in a win for one player though. Your other 4 points seem reasonable, I think that it has to do with people still being in placement, because I didn't see anything in the OP about that.
Another possibility is that the bottom bronze players who have only played a few games haven't gone on the forums ( and may not at all)
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cool would be good to see PvT stats etc if possible though
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Its interesting that in the US data, all winning % are above 50%. I wonder how that works?
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United States12235 Posts
On July 16 2010 13:11 Sentient wrote:Show nested quote +On July 16 2010 11:15 Excalibur_Z wrote:On July 16 2010 11:04 Sentient wrote:I do not think these numbers are useful. The matchmaking system tries to push everyone to a 50% win rate. If there is an imbalance in the game, the player with the stronger race will start playing harder opponents of weaker races until his win rate is 50%. This negative feedback ensures that the races will always appear balanced. The win rates need to be weighted by the underlying matchmaking parameters, and we don't have access to that information. Props nonetheless for putting this together. It's pretty cool to see  . That doesn't make any sense whatsoever. Players are matched against other players, regardless of what race they play. Right, but if a person gives themselves a handicap, the system will generally find an equilibrium where they are at 50%. It doesn't matter what you do as long as you are consistent. You could decide to only ever build one extractor, and you will keep losing until it finds truly terrible players where you are at 50%. You would never conclude that building only one extractor is just as good as building two, but you would still have a 50% win rate with it.
Oh I see what you were saying before. It was just worded in a confusing way so I misunderstood.
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United States12235 Posts
On July 16 2010 13:22 happyness wrote:Show nested quote +On July 16 2010 09:41 Najda wrote:On July 16 2010 09:10 vica wrote:On July 16 2010 07:53 EliteAzn wrote: There is data missing from this...data
Anyways...using good 'ol Excel...I managed to figure out some things....
From this data (US DATA), you have a total of 70959 wins, 68312 losses. There are 2647 losses missing. This makes no sense because there's a winner and a loser in every game. So if we assume the total avg. win percent of everyone INCLUDING people still playing placement matches is 50% and we keep the win % of the leagues, the win percentage of these people (placement match people) has to be 47%....may makes sense, may not.
*please put this in OP, assuming numbers my numbers are correct...* Ties. Sometimes, in games where my opponent quits early, like 2 minutes in, before any action happened, I check my match history and it doesn't update as a win or lose until a day later. But that number seems a bit too high. There are several possibilities. 1. Wins update faster than losses. 2. Data is missing from servers 3. Disconnects count as win and tie, but appears as a -0 loss 4. Placement matches do not count towards ladder ranking, so if you are in placement and you've played against someone in ladder, your loss is not recorded, but his win is. Or something of the sort. Seems the most plausible. A tie wouldn't result in a win for one player though. Your other 4 points seem reasonable, I think that it has to do with people still being in placement, because I didn't see anything in the OP about that. Another possibility is that the bottom bronze players who have only played a few games haven't gone on the forums ( and may not at all)
You don't have to post on the forums to have your games counted here. All this information is mined from a script that browses the profiles of all live accounts. I'm not sure what you're suggesting here.
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On July 16 2010 10:22 Wr3k wrote: Can we see some matchup specific win %'s please?
ZvT=? PvT=? PvZ=?
You don't really understand how this data is compiled, do you? It's done by looking up the win-loss ratio of every player, assuming that they play exclusively their "most played" race, then totaling them up. Not individual matchups.
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Does anybody have any idea what's up with the profile numbers that lead to errors? (using US profiles)
From 1 to 850, every number aside from 1, 51, 101, 151, etc errors. Then blocks of 50 like 1052-1100, 1152-1200, all error. The first 10,000 have a lot of these blocks, and then it just falls off a cliff and stops being so uniform.
Also, error IDs seem completely random and don't mean anything.
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On July 16 2010 13:44 MangoTango wrote:Show nested quote +On July 16 2010 10:22 Wr3k wrote: Can we see some matchup specific win %'s please?
ZvT=? PvT=? PvZ=? You don't really understand how this data is compiled, do you? It's done by looking up the win-loss ratio of every player, assuming that they play exclusively their "most played" race, then totaling them up. Not individual matchups.
And if I'm not mistaken, there's only a portion of each player's matches that's kept and displayed on the website. Hence why anything statistics of MU would not be complete.
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People, people, please actually read the post. It does not have the whole server stats, just a subset, 10k profile numbers per region, which corresponds to about actual 5.5k-6k profiles with 1v1 games played. So it does not have the total number of Diamond players, and all win%s can be over 50% since the games recorded can be against people that were not mined. And yeah I know there are a bajillion more interesting stats, these are the ones that are easy to get 
Now if I had infinite time and bandwidth and then a global ranking with global stats for the whole region would be possible.
And if I'm not mistaken, there's only a portion of each player's matches that's kept and displayed on the website. Hence why anything statistics of MU would not be complete.
AFAIK MU stats cannot be mined at all since the match history doesn't show who the games are played against. A rough race&map win% would be possible though since the map is shown in the partial match history. Maybe I'll check that.
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maybe im just bad at math but how does each race have an average of over 50%. In order to win you have to beat som1 so every1 cant win more than half the time but w.e i could be oblivious to something
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Wont lie, looking at US one my first thought was "50 more toss than zerg and terran? Does that mean Toss is the strongest in the US?"
But then noticed there are just more Toss overall (500 more, actually), so yeah.
Kinda interesting that it seems each race has 10% of it's numbers in diamond
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What this data tells us is that the MM is doing its job. As long as they are matching people with people close to their skill level, win rates should always be 50-60% no matter what race they play.
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not sure whether we can use this to create our own ladder though ... as has been pointed out there is no detailed information on games played and the player 'points'' are just the points in that particular division. There is information on the points won or lost for every game but I don't think there is anyway to correlate players between different divisions/leagues?
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I updated with some data that might be of interest; average diamond player ratings of different races and map win percentages, based on the brief match history of each diamond player.
Please note that I'm pretty sure this sample size is not very statistically significant. Can't be bothered to calculate that though The data was the 1v1 games that were found in the last 25 games played for those ~600 diamond players.
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T seems to be pretty imbalanced on metalopolis and desert oasis. On the other hand, random has 59% on metalopolis also, so I wonder if any real conclusions can be drawn from these stats at all?
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On July 16 2010 17:49 Multis wrote: T seems to be pretty imbalanced on metalopolis and desert oasis. On the other hand, random has 59% on metalopolis also, so I wonder if any real conclusions can be drawn from these stats at all?
Probably not because of the relatively small amounts of games analyzed (~6k-10k). Even less so for Random and DO since the sample size is even smaller for those (since everyone thumbdowns DO). Still, at least for the more popular maps the figures shouldn't be THAT far off.
In theory 4p maps could favor Random because of the harder scouting.
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Ohh, nice find =D The stats seem to be pretty even-ish for diamond level play, and sure there are some stats that aren't dead 50/50 but thats what skill is for right?
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Can someone explain to me why every single race has over 50% on kulas? How is that possible?
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Sweden33719 Posts
On July 16 2010 17:49 Multis wrote: T seems to be pretty imbalanced on metalopolis and desert oasis. On the other hand, random has 59% on metalopolis also, so I wonder if any real conclusions can be drawn from these stats at all? How exactly do you find a 51% win ratio to be imbalanced (desert oasis), especially when the other races have higher winrates on that map?
EDIT: Oh I see, EU stats are different from the US stats. Pretty big difference too.
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We have Diamond players, who are matched against people not part of the sample (possibly including some platinum players I'd imagine). We should expect diamond players to have a slightly over 50% win rate on average overall.
That said, I agree that this says more about the matchmaker than it does about the game balance.
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On July 17 2010 00:49 Glacierz wrote: Can someone explain to me why every single race has over 50% on kulas? How is that possible?
Diamond League has a >50% win rate as a whole because they kill lower level leagues.
Zerg on Kulas Ravine : 54.56% Zerg on Metalopolis : 49.93 % Zerg on Scrap Station : 56.45 % Zerg on Desert Oasis : 52.87 % Zerg on Steppes of War : 52.23 % Zerg on Lost Temple : 48.47 % Zerg on Blistering Sands : 54.94 %
Did no one think to point this out, this is mind boggling.
The ONLY sub 50% win rate for any race on any map in diamond is Zerg in Metalopolis and LT! That's just nuts for the 'most zerg favored map'.
I wonder what kind of bias there is. Are inferior zerg diamond players thumbing down everything they can so they play Metaloplis and LT more often because those maps are 'zerg favored'? If they're doing this while stronger zerg players leave everything thumbed up it could account for the %s.
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Good info, good post.
LT is absolutely awful for Zerg (against T) with that cliff over the nat. Don't know who would ever say it favors Zerg. I HAVE heard that for metalopolis though. I think that 2nd nat is really easy for t and p to take and defend while Zerg usually has to take a big risk to get their 4th, and Zerg has almost nowhere to put overlords. Those are the only reasons I can think of that would put Zerg far enough behind the other races to account for that, although I still wonder how it's THAT low..
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That's a good analysis, but the more shocking one really is Metalopolis. Also shocking is that Kulas Ravine has a 'normal' win % for Zerg, it's even one of the higher win %s in the pool.
Zerg also has the highest map win % with Scrap Station. I hate that map as Z so that's pretty surprising for me.
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On July 17 2010 00:58 Logo wrote:Show nested quote +On July 17 2010 00:49 Glacierz wrote: Can someone explain to me why every single race has over 50% on kulas? How is that possible? Diamond League has a >50% win rate as a whole because they kill lower level leagues. Show nested quote +Zerg on Kulas Ravine : 54.56% Zerg on Metalopolis : 49.93 % Zerg on Scrap Station : 56.45 % Zerg on Desert Oasis : 52.87 % Zerg on Steppes of War : 52.23 % Zerg on Lost Temple : 48.47 % Zerg on Blistering Sands : 54.94 % Did no one think to point this out, this is mind boggling. The ONLY sub 50% win rate for any race on any map in diamond is Zerg in Metalopolis and LT! That's just nuts for the 'most zerg favored map'. I wonder what kind of bias there is. Are inferior zerg diamond players thumbing down everything they can so they play Metaloplis and LT more often because those maps are 'zerg favored'? If they're doing this while stronger zerg players leave everything thumbed up it could account for the %s.
Oh right, but in time most people in diamond should also get 50% as they get matched against one another... I think theres not enough data history here for anything conclusive as a lot of these high win %s are from climbing up the ladder while the ladder is still settling players.
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On July 17 2010 00:56 Liquid`Jinro wrote:Show nested quote +On July 16 2010 17:49 Multis wrote: T seems to be pretty imbalanced on metalopolis and desert oasis. On the other hand, random has 59% on metalopolis also, so I wonder if any real conclusions can be drawn from these stats at all? How exactly do you find a 51% win ratio to be imbalanced (desert oasis), especially when the other races have higher winrates on that map? EDIT: Oh I see, EU stats are different from the US stats. Pretty big difference too.
Yeah, I would probably not take heed of the data marked as "old", as the sample set in the now updated US region data is 6-7 times bigger and should include virtually every diamond player and all the 1v1 games from their 25 last played games. So that's about 50k games total - should give statistical significance already.
The zerg deficit in Metalo and LT looks pretty dumbfounding though since as far as I understand those are the only two maps widely considered as balanced. I'm not sure what could cause such a difference compared to the others, even maps like Kulas which zergs often seem to struggle on, judging by the posts here.
Also fun to see how Protoss looks to be almost oblivious to the map played, with win percentages very very similar across all maps.
I'll probably do other regions when they get included in http://starcraftrankings.com (= the data is muuuch faster to mine since the diamond players would be indexed already).
Oh right, but in time most people in diamond should also get 50% as they get matched against one another... I think theres not enough data history here for anything conclusive as a lot of these high win %s are from climbing up the ladder while the ladder is still settling players.
Yeah the absolute numbers don't really say a lot, but the relative numbers do compared to other maps for the same race.
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On July 17 2010 01:30 Glacierz wrote:Show nested quote +On July 17 2010 00:58 Logo wrote:On July 17 2010 00:49 Glacierz wrote: Can someone explain to me why every single race has over 50% on kulas? How is that possible? Diamond League has a >50% win rate as a whole because they kill lower level leagues. Zerg on Kulas Ravine : 54.56% Zerg on Metalopolis : 49.93 % Zerg on Scrap Station : 56.45 % Zerg on Desert Oasis : 52.87 % Zerg on Steppes of War : 52.23 % Zerg on Lost Temple : 48.47 % Zerg on Blistering Sands : 54.94 % Did no one think to point this out, this is mind boggling. The ONLY sub 50% win rate for any race on any map in diamond is Zerg in Metalopolis and LT! That's just nuts for the 'most zerg favored map'. I wonder what kind of bias there is. Are inferior zerg diamond players thumbing down everything they can so they play Metaloplis and LT more often because those maps are 'zerg favored'? If they're doing this while stronger zerg players leave everything thumbed up it could account for the %s. Oh right, but in time most people in diamond should also get 50% as they get matched against one another... I think theres not enough data history here for anything conclusive as a lot of these high win %s are from climbing up the ladder while the ladder is still settling players.
No.
Long Version: Diamond comprises the top 10% of the ladder, even more it extends up to the top 1 player. Players at the top are statistically more likely to play someone below them than above them given the possible range in match making. It sounds obvious but think about what it means. When you account for people being offline, in game, or not playing then the top 10 players are more likely to play the top 11-50 than they are each other, the top 11-50 are more likely to play 51-200 than they are to play the top 1-50 and so on. It's only the middle part of the bell-curve of player skill that you're statistically likely to have opponents that are on average exactly your skill level. You have to remember that the # of people with say 400 Diamond points is significantly more than the # of people with 500 diamond points, but those groups of players are still close enough to be matched.
So what happens is players play people that they're slightly favored to beat (say 57% likely as the racial win %s for diamond show) because when searching for a game it's more likely for a player at the top to match a player slightly below them.
To put it another way, even though behind the scenes it's the same effect, players in platinum may play vs diamond players as their rating streaks up. On the other end there's no one better than diamond to come down and play diamond.
If you looked at map win %s of Platinum or Gold they'd be much closer to 50%. If you looked at map win %s of Bronze they'd average slightly below 50%.
This sounds like it's largely about overall win % and it is. If diamond players are winning 57% of their games how could they possible have an average of 50% win rate on the maps. That'd be mathematically impossible.
Now the larger the bell curve (more players that play) the less the bell curve dips off. So right now it's a 7% difference for top players. Come release that may shrink down to 1%-5%, but it'll still exist.
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This data is completely useless.. It just proves that Diamond players across all races play more non-diamond players than other Diamond players, otherwise there wouldn't be 50+% for every single race across every single map (with the exception of 2 zerg maps) .
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The game aims to give everyone a win percentage of 50-60%.
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On July 17 2010 01:44 Paramore wrote: This data is completely useless.. It just proves that Diamond players across all races play more non-diamond players than other Diamond players, otherwise there wouldn't be 50+% for every single race across every single map (with the exception of 2 zerg maps) .
That's not at all what it proves or says.
Every diamond vs diamond game drives the rating towards 50% win. Every diamond vs non-diamond game drives it away from that 50% by some unspecified amount based on how likely a diamond is to beat a non-diamond.
Here's an example... If a diamond pool has 2000 games vs diamond players and 1000 games vs non-diamond players with a 75% win rate then the pool's win % is 55% while 2/3rds of the games were played diamond vs diamond.
If the win rate vs non-diamonds is higher than 75% then you could have 57% with an even higher % of games being diamond vs diamond.
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On July 17 2010 01:40 Logo wrote:Show nested quote +On July 17 2010 01:30 Glacierz wrote:On July 17 2010 00:58 Logo wrote:On July 17 2010 00:49 Glacierz wrote: Can someone explain to me why every single race has over 50% on kulas? How is that possible? Diamond League has a >50% win rate as a whole because they kill lower level leagues. Zerg on Kulas Ravine : 54.56% Zerg on Metalopolis : 49.93 % Zerg on Scrap Station : 56.45 % Zerg on Desert Oasis : 52.87 % Zerg on Steppes of War : 52.23 % Zerg on Lost Temple : 48.47 % Zerg on Blistering Sands : 54.94 % Did no one think to point this out, this is mind boggling. The ONLY sub 50% win rate for any race on any map in diamond is Zerg in Metalopolis and LT! That's just nuts for the 'most zerg favored map'. I wonder what kind of bias there is. Are inferior zerg diamond players thumbing down everything they can so they play Metaloplis and LT more often because those maps are 'zerg favored'? If they're doing this while stronger zerg players leave everything thumbed up it could account for the %s. Oh right, but in time most people in diamond should also get 50% as they get matched against one another... I think theres not enough data history here for anything conclusive as a lot of these high win %s are from climbing up the ladder while the ladder is still settling players. No. Long Version: Diamond comprises the top 10% of the ladder, even more it extends up to the top 1 player. Players at the top are statistically more likely to play someone below them than above them given the possible range in match making. It sounds obvious but think about what it means. When you account for people being offline, in game, or not playing then the top 10 players are more likely to play the top 11-50 than they are each other, the top 11-50 are more likely to play 51-200 than they are to play the top 1-50 and so on. It's only the middle part of the bell-curve of player skill that you're statistically likely to have opponents that are on average exactly your skill level. You have to remember that the # of people with say 400 Diamond points is significantly more than the # of people with 500 diamond points, but those groups of players are still close enough to be matched. So what happens is players play people that they're slightly favored to beat (say 57% likely as the racial win %s for diamond show) because when searching for a game it's more likely for a player at the top to match a player slightly below them. To put it another way, even though behind the scenes it's the same effect, players in platinum may play vs diamond players as their rating streaks up. On the other end there's no one better than diamond to come down and play diamond. If you looked at map win %s of Platinum or Gold they'd be much closer to 50%. If you looked at map win %s of Bronze they'd average slightly below 50%. This sounds like it's largely about overall win % and it is. If diamond players are winning 57% of their games how could they possible have an average of 50% win rate on the maps. That'd be mathematically impossible. Now the larger the bell curve (more players that play) the less the bell curve dips off. So right now it's a 7% difference for top players. Come release that may shrink down to 1%-5%, but it'll still exist. I still think with a large enough player base it will be a negligible difference, assuming the matchmaking system has no trouble matching players with similar skill levels, then maybe only the top 10 players out of say 1000 will have a significant over 50% win rate. Let's be realistic, these top players will never get matched against some plat league. As long as they play against other diamond league players, 1 win = 1 loss = 50% win rate in diamond league.
Edit: You probably get matched to plat if you are on the lower quantile of the diamond league and the plat player is about to get promoted. This is where I think could potentially cause some biases.
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On July 17 2010 01:50 Logo wrote:Show nested quote +On July 17 2010 01:44 Paramore wrote: This data is completely useless.. It just proves that Diamond players across all races play more non-diamond players than other Diamond players, otherwise there wouldn't be 50+% for every single race across every single map (with the exception of 2 zerg maps) . That's not at all what it proves or says. Every diamond vs diamond game drives the rating towards 50% win. Every diamond vs non-diamond game drives it away from that 50% by some unspecified amount based on how likely a diamond is to beat a non-diamond. Here's an example... If a diamond pool has 2000 games vs diamond players and 1000 games vs non-diamond players with a 75% win rate then the pool's win % is 55% while 2/3rds of the games were played diamond vs diamond. If the win rate vs non-diamonds is higher than 75% then you could have 57% with an even higher % of games being diamond vs diamond.
I hope the matchmaking wouldn't create 1000 games vs non-diamond players unless the non-diamond players are playing at diamond level and eventually becomes the diamond pool.
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I don't know how much this means, because I thought the pros agreed that Metalopolis is a zerg favored map, and that Kulas is a pretty bad map for zerg,
Zerg on Metalopolis : 49.93 % Zerg on Kulas Ravine : 54.56%
There might be too many bronze players messing up the stats to find anything useful
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You're putting too much stock into leagues. Leagues are an arbitrary division on a match making rating. Some of those players may eventually become diamond, many of them will play a diamond, lose, and drop in rating.
Think of it like this. You have score x that's your rating, this rating goes up and down based on wins and losses as 0-sum* (every point you lose your opponent gains). Because it does this a bell curve forms of player's ratings. When you matchmake you're targets for a game are x +/- z. When we take an arbitrary division of the top # of players (diamond) there are more players with x-z than there are x+z. So a diamond level player plays more favored match-ups than they do unfavored. That's really all it comes down to with the >50% win rates.
*even if it's not 0-sum it should still form a bell curve or possibly a slightly skewed bell curve.
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See this is where I don't understand why the x-z should happen. As number of players approach a large sum, z should approach 0 by fundamental calculus. There's no reason you would match 2 players with completely different skill sets to create a 5% win difference when there are enough players in all spectrum of skill levels. I think it happens here because the number of people in beta is too small.
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On July 17 2010 01:56 MattDamon wrote: I don't know how much this means, because I thought the pros agreed that Metalopolis is a zerg favored map, and that Kulas is a pretty bad map for zerg,
Zerg on Metalopolis : 49.93 % Zerg on Kulas Ravine : 54.56%
There might be too many bronze players messing up the stats to find anything useful
The map win percentage data is from Diamond players' match histories only. Granted, their opponents could be from Bronze but does that really skew the stats since they get an equal amount of noobs on other maps as well?
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On July 17 2010 01:56 MattDamon wrote: Zerg on Metalopolis : 49.93 % Zerg on Kulas Ravine : 54.56%
As a zerg player, I find this really strange.
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On July 17 2010 01:50 Logo wrote:Show nested quote +On July 17 2010 01:44 Paramore wrote: This data is completely useless.. It just proves that Diamond players across all races play more non-diamond players than other Diamond players, otherwise there wouldn't be 50+% for every single race across every single map (with the exception of 2 zerg maps) . That's not at all what it proves or says. Every diamond vs diamond game drives the rating towards 50% win. Every diamond vs non-diamond game drives it away from that 50% by some unspecified amount based on how likely a diamond is to beat a non-diamond. Here's an example... If a diamond pool has 2000 games vs diamond players and 1000 games vs non-diamond players with a 75% win rate then the pool's win % is 55% while 2/3rds of the games were played diamond vs diamond. If the win rate vs non-diamonds is higher than 75% then you could have 57% with an even higher % of games being diamond vs diamond.
Well, neither of us know what the frequency of diamond vs diamond and diamond vs non-diamond.. so that information becomes even more ambiguous and useless.... it could even be possible that non-diamond win vs diamond more often than diamond win vs non-diamond lol... I'm not saying that is the case, but we actually don't know anything from this information.
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On July 17 2010 05:15 Paramore wrote: Well, neither of us know what the frequency of diamond vs diamond and diamond vs non-diamond.. so that information becomes even more ambiguous and useless.... it could even be possible that non-diamond win vs diamond more often than diamond win vs non-diamond lol... I'm not saying that is the case, but we actually don't know anything from this information.
.......???
So you know that across all leagues, a race has 50% win. You know that diamond players of that race have ~57% win. And you say that from this we can't say if dias win vs non-dias more often than not? Please elaborate how the percentage discrepancy is possible if dias don't win against non-dias more often than not. Or tell me what I misunderstood.
Anyhow, the main point here is the dia race avg ratings and dia map win percentages... As that's the only stuff with a really sufficient sample size. Plus the only things that people (other than the "0mg ter4n has 80% win r31t agenst all and 73% of dias is ter4n" folk) didn't already know
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On July 17 2010 05:57 Silu wrote:Show nested quote +On July 17 2010 05:15 Paramore wrote: Well, neither of us know what the frequency of diamond vs diamond and diamond vs non-diamond.. so that information becomes even more ambiguous and useless.... it could even be possible that non-diamond win vs diamond more often than diamond win vs non-diamond lol... I'm not saying that is the case, but we actually don't know anything from this information.
.......??? So you know that across all leagues, a race has 50% win. You know that diamond players of that race have ~57% win. And you say that from this we can't say if dias win vs non-dias more often than not? Please elaborate how the percentage discrepancy is possible if dias don't win against non-dias more often than not. Or tell me what I misunderstood. Anyhow, the main point here is the dia race avg ratings and dia map win percentages... As that's the only stuff with a really sufficient sample size. Plus the only things that people (other than the "0mg ter4n has 80% win r31t agenst all and 73% of dias is ter4n" folk) didn't already know 
We really don't know how many diamond vs non-diamond there are.. or diamond vs diamond... there are many different possibilities to come up with the current map %... plus.. maybe non-diamond thumb down metropolis more often than diamonds... thats even more of a variable, but have fun at sifting through the information... i'm not hear to judge, i'm just saying the information cannot conclude anything
your 2nd paragraph doesn't even make sense. maybe try english...
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Some of the zerg map statics look weird indeed. As zerg I've shut down steppes/kulas/DO because first two I feel are really bad for someone who enjoys zerg macroing, and DO cos it's just bad map. So I feel most happy playing LT,meta,scrap and blistering, and I'd assume I have clearly highest win% on those also. I understand low % on LT since cliffs can be abused pretty hard, but meta definately seems top2 map for zvt. You can't nicely take gold there, but other than that there are no terran imbalance showing much. I have to assume the amount of games or something just isn't wide enough yet.
Come to think of it, meta close ground spawns are pretty bad for zerg though, similar to steppes. That could be partial reason for low win%. But Kulas having high win% just shows how very few terran is abusing the map properly. Should not be possible for equivalent players getting over 50% there in zvt.
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Updated with EU data. Zergs will find that it corresponds much better with the "baseline feeling", with Kulas at 47.6% and DO at 54.3% being the worst and best.
Interesting to note how Blistering Sands is clearly the worst map for Terrans in both EU and US, sitting at ~3% less than the second worst. Guess that back door really hurts the turtling Also, Protosses still don't seem to give a damn about which map they're playing on with regards to win percentage.
Also added amounts of win/loss to show what maps people thumb down - again, all games counted are Diamond (possibly vs non-Diamond) games. Not surprisingly DO has about 40% less games played on it than the others. Almost as few Kulas games for Zerg
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Nice to see Terran on EU with average rating over 10 points above the other 2.
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