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Show elo you get after a game

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2 years ago
After a game ends, you can see how much XP you gained, but you can't see how much you elo you gained. Can you can maybe check somehow how much you gained, because I played a palladium game and still didn't get my elo, or maybe I did and I don't know, so please show how much elo you gain after a game.
+4 / -0
2 years ago
I don't think is that easy due to all the requirements of the algorithm. First the algorithm is Whole History Rating - WHR (not elo) which takes into account all the games played at once. Then there are some extra rules applied on top of that to make it more "user friendly". For example because it looks at all players at once, your personal WHR can increase/decrease due to games played by other people (ex: you beat the 1st of the ladder -> that's big increase for your rating. But - let's say 1h later - then 1st of the ladder gets beaten by lot of players -> algorithm deduces that your rating should have not been increased by that much -> your visible rating decreases). As it is not intuitive to have WHR decreasing when not playing there was an extra "rule" that your visible WHR will decrease ONLY when you loose once. Same goes for winning BTW.

I think a lot of the problems is thinking about rating something you can "farm" (the more you win the more you gain) and that is "fixed" (can't change without you playing). This is not entirely correct due to the characteristics of the algorithm of taking all games into account.

Note: the above are mostly from what I understood on the implementation from various discussions I did not write or look at the code in detail, but the challenges/solutions make sense.
+6 / -0

2 years ago
FRrankmalric describes the current state of the algorithm well, but it is fairly overengineered to provide maximum accuracy, which is not what people actually want from a rating. There are a bunch of existing threads with some discussion around a simpler rating, if anybody would be willing to help implement that.
+1 / -0


2 years ago
It doesn't really need to be implemented because you would just need to change to the old Elo system to achieve the wanted effect.
Whole History Rating is already based on Elo, but you can see it as a timetravelling rating system, so your rating now is not fixed and can change as soon as any future game is played by potentially any players.
However, if the game is played far in the future, it will change your rating less or if the players involved in the future games are not well connected to your games(imagine dividing the world into timezones where US player never play EU players for example) it will also change your rating less.
I like time travel. :D
+3 / -0
2 years ago
My opinion is that multiple rating systems is the only solution to make everyone happy. They are "mostly free" (ok some compute on server, but if we have 2-3 it's not a problem) and they can be good for different interests.

I am fine with a system over-engineered for accuracy, but doubt the current one is such a system. For example never heard to take into account map size or number of players. I am not sure if those would make a difference, If the requirement is to get the most accurate rating ignoring anything other things known at start (ex: maps and game size), then it might be the most accurate.
+1 / -0
The argument for including all games in Casual rating was that it has the best prediction rate.
+1 / -0

2 years ago
What if you did all three? except that might get out of hand with too many brackets, but you could maybe have the main ones and then the "secondary" ones or something not immediately visible.
+2 / -0
2 years ago
I prefer everything visible (maybe do not advertise things much, but hide them deep in some links).

Before we had things visible admins were the only ones that could check some "invisible ratings" and it felt somehow not fair...
+1 / -0