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Predictiveness of the new ELO Split in 1v1-4v4

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Date Editor Before After
9/19/2016 9:13:40 AMDErankKlon before revert after revert
9/19/2016 9:12:34 AMDErankKlon before revert after revert
9/19/2016 9:09:15 AMDErankKlon before revert after revert
Before After
1 [quote][quote]for most active players skill is not moving a lot outside of fluctuation[/quote]I call bullshit. We're talking about a multi-year time frame[/quote] 1 [quote][quote]for most active players skill is not moving a lot outside of fluctuation[/quote]I call bullshit. We're talking about a multi-year time frame[/quote]
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3 i think we are not. Freund suggested that we are talking about very small time frames of a few games, and the impact a split data set has here on the quality of predictions. 3 i think we are not. Freund suggested that we are talking about very small time frames of a few games, and the impact a split data set has here on the quality of predictions.
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5 my argument was that in these small time frames, elo movements are largely due to natural fluctuation and not so much skill improvement. 5 my argument was that in these small time frames, elo movements are largely due to natural fluctuation and not so much skill improvement.
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7 [quote]That example was cited in the other thread, too, and while it's clearly disfavoring the combined elo, apparently this situation is a lot less common than people having played too few games in either mode to make the respective predictions accurate.[/quote] 7 [quote]That example was cited in the other thread, too, and while it's clearly disfavoring the combined elo, apparently this situation is a lot less common than people having played too few games in either mode to make the respective predictions accurate.[/quote]
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9 maybe this is because the "all games in history" data set contains just too much garbage ( ie. newbies playing 5 games and then quitting, smurfs, etc) . i suggested that after someone reaches a base level of competency, the example case is more likely to happen than lack of data. ( a test case could be constructed with data only from players lvl > 20/50/100) 9 maybe this is because the "all games in history" data set contains just too much garbage ( ie. newbies playing 5 games and then quitting, smurfs, etc) . i suggested that after someone reaches a base level of experience, the example case is more likely to happen than lack of data. ( a test case could be constructed with data only from players lvl > 20/50/100)
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11 so i agree with your conclusion. similar to the newbie malus the different ratings would at first develop together and then eventually diverge. you could go further and weigh the number of games in either mode. 11 so i agree with your conclusion. similar to the newbie malus the different ratings would at first develop together and then eventually diverge. you could go further and weigh the number of games in either mode.
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13 so for example if you never play 1v1s, your team rating would just carry over. if you play exactly the same amount in either type, there would be no carry-over at all, and interpolation would happen in between these extremes. 13 so for example if you never play 1v1s, your team rating would just carry over. if you play exactly the same amount in either type, there would be no carry-over at all, and interpolation would happen in between these extremes.
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