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Statistical Analysis of StarCraft 2 Balance - Page 2

Forum Index > SC2 General
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MusiK
Profile Joined August 2010
United States302 Posts
May 05 2011 01:36 GMT
#21
Don't understand a thing about stats except that the calculator is ur best friend... buttttt I am impressed how fancy this looks.

Hoping to hear from some other stats fanatics confirm or deny these claims.

Cool graphs tho bro. =]
BOOM!!! ~ Tasteless
duk3
Profile Joined September 2010
United States807 Posts
May 05 2011 01:36 GMT
#22
The analysis is based off of 852 GSL games from October 2010 to March 2011.

Interesting read. How did you determine the B of each player?
Time flies like an arrow; fruit flies like a banana.
Mordiford
Profile Joined April 2011
4448 Posts
May 05 2011 01:41 GMT
#23
In a larger sample size, Starcraft 2 looks pretty fucking balanced in the foreigner scene.
wherebugsgo
Profile Blog Joined February 2010
Japan10647 Posts
May 05 2011 02:04 GMT
#24
So I kinda just skimmed the PDF, and I just wanted to say that there seem to be a lot of basic errors in spelling, grammar, etc. that make the paper look less professional.

You might want to go back and fix these things. (I actually haven't taken the time to fully understand the statistics, so I apologize in advance for not providing further insight other than the presentation of the paper)

example: in Appendix A the italicized names of Protoss and Terran are spelled wrong.
Drowsy
Profile Blog Joined November 2005
United States4876 Posts
Last Edited: 2011-05-05 02:39:42
May 05 2011 02:35 GMT
#25
On May 05 2011 09:54 Malpractice.248 wrote:
Wait, you think Z > P, at all levels, or on average?
At top lvl, its quite a diff story...

The sample is 852 GSL games, but it goes back to October and obviously there were patches.


I found it a pretty good read and it points to the game being relatively well balanced.
Our Protoss, Who art in Aiur HongUn be Thy name; Thy stalker come, Thy will be blunk, on ladder as it is in Micro Tourny. Give us this win in our daily ladder, and forgive us our cheeses, As we forgive those who play zerg against us.
Techno
Profile Joined June 2010
1900 Posts
May 05 2011 04:44 GMT
#26
On May 05 2011 09:41 d_ijk_stra wrote:
The difference of this article and previous one is that here I tried to take each gamer's ability into account. That is, oGsMC dominating Terran gamers does not necessarily mean that P >> T, since it could be that actually TvP balance is quite good but MC is just too strong. By taking each gamer's ability into account (using what statisticians call 'latent variable'), I think I resolved this problem.

Uhhh unfortunetly this sounds brutal. You cannot define skill. Period. You should have assumed it's normally distributed among the population.
Hell, its awesome to LOSE to nukes!
Al Bundy
Profile Joined April 2010
7257 Posts
May 05 2011 04:51 GMT
#27
I'm no statistic expert, so please forgive my stupidity; I don't understand how you calculated β
Is it explained somewhere? I may have missed it
o choro é livre
d_ijk_stra
Profile Joined March 2011
United States36 Posts
May 05 2011 04:54 GMT
#28
Techno/ Well this is what is called 'Latent Variable' method, which enables you to model which cannot be observed. It need not be defined or observed, although it's convenient to 'interpret' it that way. Actually the method of latent variable is very popular technique these days, although not covered in basic statistics courses (even in the graduate level).

I think you confused it with random effects / hierarchical model in ANOVA. You don't really need to assume latent variable to follow normal distribution. Of course, without any regularization it will overfit data, and using the assumption of normal distribution is a good way to regularize your parameters. But you can also use other types of regularization... I used L1 penalty for other reasons. However, I guess you may not want to discuss this much of technical details
My Life for IU!
d_ijk_stra
Profile Joined March 2011
United States36 Posts
May 05 2011 04:56 GMT
#29
AlBundy/ If you're familiar with linear regression/ANOVA, you estimate unknown parameter using maximum likelihood estimation, right? The same thing here. You put every gamer's ability to play as an unknown parameter, and then try to estimate it by maximizing the likelihood function. This is somewhat similar to estimate the mean of a group in ANOVA model, but a little more complicate than that.
My Life for IU!
Primadog
Profile Blog Joined April 2010
United States4411 Posts
May 05 2011 05:07 GMT
#30
Finally, somebody that actually knows statistics instead of 2-bit chums like me! Gonna grab some premium tea and try to wrap my mind around this.
Thank God and gunrun.
Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
May 05 2011 05:13 GMT
#31
Cool read man!

I'd definitely add a note that it's an approximation of racial balance as seen in GSL games played up until March. It doesn't say anything about racial balance now, so you can save this thread a whole lot of "I told you X is OP and Y UP, this proves it!".
I think esports is pretty nice.
Carkis
Profile Joined August 2010
Canada302 Posts
May 05 2011 05:14 GMT
#32
its nice to see a serious well thought out balance thread not just Z QQ lol but seriously really interesting stuff I hope you do follow up ones with progression
Quochobao
Profile Joined October 2010
United States350 Posts
May 05 2011 05:23 GMT
#33
I appreciate the effort of the OP!

But to everyone else, the statistical significance is LOW, meaning that there is too much variance, and the result may be MERE CHANCE.

Please don't say anything about balance based on this >.<
Best or nothing.
Nontrivial
Profile Joined April 2011
United States56 Posts
May 05 2011 05:26 GMT
#34
Although I'm no math major what I do understand I'm quite impressed with. I do have one question though how close to this is what the balence team talked about at Blizzcon?

Here is the link to what I'm referring to: Link
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
May 05 2011 05:27 GMT
#35
On May 05 2011 13:44 Techno wrote:
Show nested quote +
On May 05 2011 09:41 d_ijk_stra wrote:
The difference of this article and previous one is that here I tried to take each gamer's ability into account. That is, oGsMC dominating Terran gamers does not necessarily mean that P >> T, since it could be that actually TvP balance is quite good but MC is just too strong. By taking each gamer's ability into account (using what statisticians call 'latent variable'), I think I resolved this problem.

Uhhh unfortunetly this sounds brutal. You cannot define skill. Period. You should have assumed it's normally distributed among the population.

You can define skill, and when working with a definite set of games with a limited number of players you probably should define skill. He is working within the confines of probably 50-100 players, since he is using GSL games. While that is "statistically" a large enough sample size, it could easily produce errors when there are so many other variables included. Example: some players suck at a certain map or matchup which skews the data.

This brings up a question to the OP though:
I know you calculated player skill and map balance, but did you attribute a certain players matchup skill and their ability for a certain map? Or is there not enough data or is that too complex a situation to work out the numbers?

ie: MC may have a very strong PvT on xel'naga but a very weak PvT on tal'darim (dont know if its true, just an example). A different map may require different strategies in a certain matchup that the player isnt necessarily as good with.
Zedders
Profile Blog Joined April 2010
Canada450 Posts
May 05 2011 05:33 GMT
#36
alright I've had enough of these graphs popping up everywhere and people statingthat the game is 'balanced now' because it's like 50/50/50....

It'd be interesting to see what the average game length is over time as well. Since cheeses have changed a lot since the game started (5rax reaper and whatnot), people have a) learned to deal with cheeses all-ins more adequately and b) developed more late game strategies, the games are probably as a result, longer.

It isn't surprising to see that terran was so dominant at the beginning because of the number of people that started out playing terran. If i recall...the first GSL was vastly Terran populated. Not to mention vastly cheese populated too

Terran of course having the strongest tier one unit, the marine, had (has? i'm not sure anymore) the strongest early game. We all of course remember the BitByBit strategy (essentially all-inning...and if that all in doesnt work...all in again....and if that doesnt work...all in again...rinse and repeat).

Since terran had the strongest early game...the game ended fast because cheeses were so powerful/prevalent. Therefore Terran won a lot.

The games are getting longer now.... this of course results in more and more mistakes made by each player. Balance, in my opinion, should be weighted on how many mistakes the player can make in proportion to the other player's mistakes. What I mean by this is if one player makes less mistakes in his game decisions, he should ultimately win in a long game.

Why you ask? Because Starcraft 2 is a game of decisions. And the longer the game goes on, the more decisions must be made. The more decisions that are made, the more mistakes there are, which should result in the degree of separation that makes one player better than the other.

In context...let's say X race gets supply blocked 2 times (common macro mistake) but Y race never gets supply blocked. Y race then as a result has a larger army, larger economy etc. X race still wins simply because the units he made counter the units Y race made. Ok...this isn't imbalance...this is strategy right? Y makes a larger mistake by not scouting X and as a result his units crumble to X's.

So we've established that theres different TYPEs of mistakes one can make. And some mistakes are weighed less than others. But at what point do these mistakes balance. What if X can get supply blocked twice, not scout opponent's army (+more mistakes) and still win.

The severity of one race's total mistakes should not be much larger than another's. Ultimately I'd like to see X -not- win and I hope you agree with me, because X is clearly not the better player, his race is.

--------------back to the graphs.....
Ok so these graphs are representations of both races making an equal amount of mistakes since they are pros, and we are assuming that most pros compete at the same skill level regardless of race.

So the degree of seperation of skill because of the mistakes that are made should be negligible.

To sum up a little.......

The average game length has increased (I'm pretty sure of this considering map size, cheese prevalance, spawn points).

More game length means more potential for mistakes. Ultimately as e-sports fans, we want to see the better player win. This means the player that made the right call at the right time, with the right micro, while maintaining the right macro.

Now it's super important to note...these graphs don't display anything about HOW the games were won.

Looking at T v P... you might think "oh look it's balanced now because it's 50%/50% wins now"

November2010 to jan 2011....Terran cheese prevails until protoss finally learns how to stop it (or they patched whatever). The game was balanced in january 2011 because Protoss learned how to stop strong terran all-ins? (the emergence of a 'safe build' to gain eco lead was developed)

this isn't balance, this is metagame development, meaning half the people that are trying the old strategies that used to work 60% of the time, failed a lot. And the other half that realized this, tried new strategies (and not as developed and therefore not as good) won because it was something their opponent hadn't seen before. yay for meta game development!
huameng
Profile Blog Joined April 2007
United States1133 Posts
May 05 2011 05:35 GMT
#37
How did you estimate the Beta values? Sorry if it's in the paper and I missed it, but I didn't see anything.

Thanks for doing this by the way, it's really interesting.
skating
d_ijk_stra
Profile Joined March 2011
United States36 Posts
May 05 2011 05:39 GMT
#38
Nontrivial/ I looked at the slides before, but even for me it was not easy to decipher. It's clear they're using some kind of Bayesian statistics, but I think there's some error in the math equation in the slide. I hope Blizzard will open more information about it.

TheRabidDear/ This is a good point, and I strongly agree that gamer-map interaction should be taken into account. It really needs to be done, but as an initial investigation I wanted to keep the model simple and stopped at this point.

Well I have a lot more ideas to make this model much more realistic, but as a graduate student I need to work on the project which pays me... I did it during the spring break

If there's adequate conference/journal then maybe I can spend more time on it... If anyone has some idea, please let me know.
My Life for IU!
arbitrageur
Profile Joined December 2010
Australia1202 Posts
May 05 2011 05:42 GMT
#39
You commit an error in this paper:

"It is Xel'Naga Caverns, and it turns
out that the map favors Zerg slightly over Terran"

Says who? Says you? You realised ladder data cannot be extrapolated to the highest levels because the vast majority of people on ladder do not know how to play.
d_ijk_stra
Profile Joined March 2011
United States36 Posts
May 05 2011 05:42 GMT
#40
On May 05 2011 14:35 huameng wrote:
How did you estimate the Beta values? Sorry if it's in the paper and I missed it, but I didn't see anything.

Thanks for doing this by the way, it's really interesting.


huameng/ you may refer to my comment to Albundy
My Life for IU!
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