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Statistics behind map balance - Page 3

Forum Index > SC2 General
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docvoc
Profile Blog Joined July 2011
United States5491 Posts
Last Edited: 2011-11-24 22:15:13
November 24 2011 22:13 GMT
#41
Taldarim has major issues. The zvp is full of blind 6pools and 7RR that are effective because of the lack of choke. The PvP on that map is all 4 gate w or w/o phoenix. So far blizz just needs to let the real map makers in the community make the map like they have promised and stop with the stubborness. I understand that some maps are very good, like shakuras is, but there have been many issues. Also to quote Liquid` Sheth on a thread about metalopolis, some maps that are slightly imba are their because of that watching value and that it allows such maps to show who really has the great ability between two players. Heck if you hate a map so much, since blizz won't let the community make them, just veto up to three of them. Really map balance in question seems to lead to much in the way of complaints about maps and not really a true answer to how to fix said imbalances.
EDIT: I don't mean so sound like a total dick, you obviously put a lot of time and effort into this post and it is much appreciated, i just want to see somebody with greater map knowledge than i start proposing some really viable answers to map balancing.
User was warned for too many mimes.
Antoine
Profile Blog Joined May 2010
United States7481 Posts
November 24 2011 22:14 GMT
#42
2.0 fixed the invisible buildings from what i remember
1.0 was pulled from the ladder pool because of invis buildings and when it came back it was 2.0.
ModeratorFlash Sea Action Snow Midas | TheStC Ret Tyler MC | RIP 우정호
tzenes
Profile Blog Joined March 2010
Canada64 Posts
November 24 2011 22:18 GMT
#43
Ignoring the issue of sample size, I think it's important to control for overall balance.

For example, if TvZ is currently 60% (I realize it's not) and a map has a TvZ of 55%, although the map might look Terran favored the exact opposite would be true.

Ideally, you'd want to break out win rates by patch, and compare them to map win rates in the same time period using a Chi-squared test for independence.
Nymbul
Profile Joined July 2011
United Kingdom127 Posts
November 24 2011 22:20 GMT
#44
On November 25 2011 07:13 docvoc wrote:
Taldarim has major issues. The zvp is full of blind 6pools and 7RR that are effective because of the lack of choke. The PvP on that map is all 4 gate w or w/o phoenix. So far blizz just needs to let the real map makers in the community make the map like they have promised and stop with the stubborness. I understand that some maps are very good, like shakuras is, but there have been many issues. Also to quote Liquid` Sheth on a thread about metalopolis, some maps that are slightly imba are their because of that watching value and that it allows such maps to show who really has the great ability between two players. Heck if you hate a map so much, since blizz won't let the community make them, just veto up to three of them. Really map balance in question seems to lead to much in the way of complaints about maps and not really a true answer to how to fix said imbalances.
EDIT: I don't mean so sound like a total dick, you obviously put a lot of time and effort into this post and it is much appreciated, i just want to see somebody with greater map knowledge than i start proposing some really viable answers to map balancing.


I agree with this. On ladder I pretty much have to double scout in ZvP cause otherwise the zerg can do a random 6 pool which can kill you if you scout the zerg 2nd or last and PvP is just the same game every time.

I'm still not a massive fan of Antiga either. Sure terran and protoss can go onto 3 bases easily but after that it seems almost impossible for them to secure a 4th against a good zerg.
JiYan
Profile Blog Joined February 2009
United States3668 Posts
November 24 2011 22:21 GMT
#45
i think its worth comparing map statistics along with overall statistics. Due to certain patches, protoss might have 80% winrates vs the other two races and obviously those wins would be on the current map editions. Your data is pretty expansive, but if you plan on being conclusive you would have to compare map specific statistics with overall statistics to see the differentiation.

If you dont get my point:
Say patch 1.6 makes marines cost 100 minerals and terrans start losing everywhere. During this patch period, the current maps in play (i.e. the latest antiga, the latest shakuras). Since maps arent the only things that have been fluctuating, they can't be the only variable you look at.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
November 24 2011 22:27 GMT
#46
Fun to read but there's a lot of cases where it really isnt about what the map looked like imo...

Like, shakuras:

Conclusion for this one seems pretty straight forward. This is a classic case of out of the frying pan and into the fire. In an attempt to make the map closer to a balanced meta-game, they’ve managed to make it worse. All 3 matchups are worse off than before. We can almost definitively make a conclusion as well, since we have over 1700 non-mirror match-ups played in version 2.0 and over 1100 games beforehand.

Pretty sure if you gave us back the old version it would have more terran favoured stats now than it did then, because terran players are MUCH better at playing long macro games now, than 1 year ago.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Diamond
Profile Blog Joined May 2009
United States10796 Posts
November 24 2011 22:45 GMT
#47
Sort of similar to what Jinro said (but a little diff) is with maps that have LONG histories and HUGE sample sizes you have to wonder how much of that data is just due to metagame shifts. I really wish patches were separated for TLPD .

For example (my fav exmaple) is Scrap Station which is as follows:

TvZ: 252-249 (50.3%) | ZvP: 171-164 (51%) | PvT: 163-190 (46.2%)

Wait a minute, you mean SS is one of the most balanced maps ever?

No. So many metagame shifts and balance changes happened during that time that I believe (but don't have proof cause I'm too lazy to hand add up everything) is those stats were all evened out over the many metagame shifts. For example for a long time SS was Zerg favored in TvZ/ZvT. However eventually Terrans figured out how to play it and it became a Terran map in TvZ/ZvT. So basically these two major shifts caused it to balance out.

Does it make the map balanced? No, it just makes it used too long.
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
Antoine
Profile Blog Joined May 2010
United States7481 Posts
November 24 2011 22:49 GMT
#48
Just fyi you can separate it out manually, go to a map page and filter by date. I like the idea of making it easier though.
ModeratorFlash Sea Action Snow Midas | TheStC Ret Tyler MC | RIP 우정호
Primadog
Profile Blog Joined April 2010
United States4411 Posts
Last Edited: 2011-11-24 23:02:53
November 24 2011 22:50 GMT
#49
Even though TLPD doesn't pharse monthly data, the TLPD Winrate chart is a decent proxy of those values. Should consider using these for future analysis http://www.teamliquid.net/forum/viewmessage.php?topic_id=272754
Thank God and gunrun.
Diamond
Profile Blog Joined May 2009
United States10796 Posts
November 24 2011 22:51 GMT
#50
On November 25 2011 07:49 Antoine wrote:
Just fyi you can separate it out manually, go to a map page and filter by date. I like the idea of making it easier though.


Well then I have to do into Liquipeida and pull patch dates and line it up and document it all, not that hard but too much for someone already working 100+ hours a week in E-Sports ! But I am pretty positive SS would show MAJOR shifts in it's balance over the life of the game. It just happened to get canned when it happened to be pretty even.
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
darkscream
Profile Blog Joined December 2010
Canada2310 Posts
November 24 2011 22:52 GMT
#51
ok, rather than attacking the actual race matchup statistics as flawed (since lets face it, all statistics are flawed in some way)..

I find this post pretty interesting, I think map balance was the real issue rather than race balance and a lot of weird changes were made along the way before blizzard cleaned up the map pool. Now I think the problem with the maps is that they are stale; but at least they are relatively balanced with the game as it is today for the most part.

Its hard to introduce a new map and have it be somewhat balanced tho, even antiga is somewhat problematic in early versions thus far
Iamyournoob
Profile Joined August 2010
Germany595 Posts
November 24 2011 23:11 GMT
#52
Nicely done overall, but may I ask a couple of questions?

First of all: What is the distribution you used to do the calculation? Binomial distribution?

Second: What are +/- numbers behind the percentages? Are those the empirical standard deviations or are those confidence intervals? If it is the latter, what is the probability of the intervals?

(If you explained this somewhere and I missed it, then I am sorry)
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
November 24 2011 23:28 GMT
#53
On November 25 2011 08:11 Iamyournoob wrote:
Nicely done overall, but may I ask a couple of questions?

First of all: What is the distribution you used to do the calculation? Binomial distribution?

Second: What are +/- numbers behind the percentages? Are those the empirical standard deviations or are those confidence intervals? If it is the latter, what is the probability of the intervals?

(If you explained this somewhere and I missed it, then I am sorry)


The error is the square root of the smallest number of the wins and the losses, which is the standard deviation in this kind of counting measurables. In the limit of large numbers (as rule of thumb it's fine above 20 samples) this becomes a normal distribution where the standard deviation correspond to a 68% confidence, two standard deviations correspond to 95% confidence, and 3 standard deviations is more than 99%. These confidence intervals become a bit shaky below 20 samples, but still give a pretty good idea about how reliable things are.
Hassybaby
Profile Blog Joined November 2010
United Kingdom10823 Posts
November 25 2011 00:31 GMT
#54
On November 25 2011 07:27 Liquid`Jinro wrote:
Fun to read but there's a lot of cases where it really isnt about what the map looked like imo...

Like, shakuras:
Show nested quote +

Conclusion for this one seems pretty straight forward. This is a classic case of out of the frying pan and into the fire. In an attempt to make the map closer to a balanced meta-game, they’ve managed to make it worse. All 3 matchups are worse off than before. We can almost definitively make a conclusion as well, since we have over 1700 non-mirror match-ups played in version 2.0 and over 1100 games beforehand.

Pretty sure if you gave us back the old version it would have more terran favoured stats now than it did then, because terran players are MUCH better at playing long macro games now, than 1 year ago.


That reinforces the point of "wait and see" though. Map balances are a lot more subtle than race balance imo, so any changes have to be really justified. Removing the high ground in LT made sense, as did the prevention of close spawns on Shakuras. After that though, can there be actual justification of map changes when race changes have such an effect that could easily neutralise the effects? Or worse, cause greater diversity in number?
"These guys are mindfucking me into a sex coma" | "Mayonnaise is a must-have lubricant when performing necrophilia"
Szubie
Profile Joined April 2011
United Kingdom294 Posts
November 25 2011 01:16 GMT
#55
Very indepth analysis, it's interesting to see the shifting balances on these maps.

I wonder: perhaps it is because the map-makers are not sure exactly how to adjust balance effectively that maps have not played as large a role in balancing the game as in BW. Or maybe it's the other way around, that because we as a community look only to blizzard for most balance changes, and so the map-makers aren't given the opportunity to learn the nuances of balancing the matchups.
IMMvp, Maru
Acritter
Profile Joined August 2010
Syria7637 Posts
November 25 2011 01:26 GMT
#56
This is a very impressive work, but overall entirely useless. We don't have any way to ensure that the changes in winrate were independent of balance changes and metagame shift. You'd need to do a series of tests with a bunch of professionals (or at least Masters or Grandmasters players) on the maps between each version. Good effort, but we can't actually use this to prove or disprove anything. There are just too many variables at work.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
Probulous
Profile Blog Joined March 2011
Australia3894 Posts
November 25 2011 01:32 GMT
#57
Really interesting read.

This is also a good opportunity to link perhaps the greatest troll in the history of TL.

http://www.teamliquid.net/blogs/viewblog.php?id=70545

We love you Inc.
"Dude has some really interesting midgame switches that I wouldn't have expected. "I violated your house" into "HIHO THE DAIRY OH!" really threw me. You don't usually expect children's poetry harass as a follow up " - AmericanUmlaut
KevinIX
Profile Joined October 2009
United States2472 Posts
Last Edited: 2011-11-25 05:26:47
November 25 2011 05:26 GMT
#58
You also have to remember there were major balance patches and metagame shifts which may be affecting win rates.
Liquid FIGHTING!!!
Hassybaby
Profile Blog Joined November 2010
United Kingdom10823 Posts
November 25 2011 10:50 GMT
#59
I think I'll point this out once more, because I feel a few people still have missed one of the points I'm trying to point out by merging metagame/balance changes together to give a completely overall picture of a map, and only looking at the map changes: the small sample sizes, the ever changing aspects in the background which I haven't addressed fully, is a critical part of my point: Not Enough Information

We are constantly changing the state that the game is in. The meta-game shifts constantly, with innovation coming out in droves. Balance changes are quite constant, and their effects are wide and varied. General play-styles are different in different regions. The difference in player ability. All of these, and more factor into the overall results that we see. And all on them are constantly changing

So how, with all of these changes, it is even more important that we have a base to compare with. We don't have that in any way:
- We can't use the meta-game because it is ever shifting, and there are no indicators that we can use to portray when the next shift will be
- We can't use balance, because new patches come quite often, and their results are varied, so there is no stability in that sense.
- We have to take into consideration the difference in ability and match-up strengths. DRG playing a weaker Terran who isn't the great in TvZ is going to be different to playing, say, MMA. But again, with the way that tournaments are played, there is no logical way that we can take that into consideration in a reasonable manner, because there is always the "bad-day" aspect as well, that adds to the errors.

In an ideal world, we would test the ability of a map by pitting 2 equally skilled players on a map across several periods of time, and compare their results across the board, across several balance changes and meta shifts. That is to say, ceteris paribus, the variables would be the meta game and the balance changes. However, right now that can't happen, as we have all aspects being variables, including the fact that both competitors are human!

But with all these changes, should we not have something that is a constant? The only thing that CAN be is the map, which is why I'm asking that we stop changing maps so much. They are adding another variable to something that could possibly have been fixed through other means, so why the constant changes?

I want to actually use Jinro's example of Shakuras, because its a perfect point that he made:

On November 25 2011 07:27 Liquid`Jinro wrote:
Fun to read but there's a lot of cases where it really isnt about what the map looked like imo...

Like, shakuras:
Show nested quote +

Conclusion for this one seems pretty straight forward. This is a classic case of out of the frying pan and into the fire. In an attempt to make the map closer to a balanced meta-game, they’ve managed to make it worse. All 3 matchups are worse off than before. We can almost definitively make a conclusion as well, since we have over 1700 non-mirror match-ups played in version 2.0 and over 1100 games beforehand.

Pretty sure if you gave us back the old version it would have more terran favoured stats now than it did then, because terran players are MUCH better at playing long macro games now, than 1 year ago.


100% correct, I'm not going to argue with that. BUT the fact that there are these meta-game changes, as well as balance additions means that we can reasonably assume that would happen. But what was the result? We'll never know because the change has been put in. There may not have been an issue with the map in the first place, it was just the meta-game at the time. But we will never know

Same with Antiga Shipyard. barely 200 games have been played on a competitive levels, and then it was hit with the anti0-gold base movement. Now we have another map that was essentially a good test for us, but we've lost all data on it with the changes. And we really shouldn't have.

If it has consistently had high win-rates for a race, or performs better than the win-rates at numerous points, THEN we can justify a change to it, because we can see that balance changes and meta-game shifts are not the problem on the map. But it has to get that far to be able to have that data.

A map should be untouched for a year, unless there are blatant indications of a problem with it (and I'm taking about high-ground LT, or revealed buildings on Shalkuras levels here.) Then and only then will we have enough data to declare a map with balance problems.
"These guys are mindfucking me into a sex coma" | "Mayonnaise is a must-have lubricant when performing necrophilia"
Belha
Profile Joined December 2010
Italy2850 Posts
November 25 2011 11:35 GMT
#60
Nice analisys. However the stats are flawed for a simple reason. Every match up win% in every map must be considered in the same balance patch. So old classics like shattered and shakuras have gone through different patches that favored different races.
Chicken gank op
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