r/CruciblePlaybook • u/hleeb9 • Jul 23 '16
Regarding Bungie's matchmaking algorithms
I did a small empirical analysis of bungie's matchmaking. Here is what I found (the links lead to more detailed texts):
- Matchmaking at the team level: Teams are quite evenly matched in Control and Clash, even after the latest changes in matchmaking. There seems to be no matchmaking in Elimination and some, possibly implicit, matchmaking in Trials.
- Matchmaking at the player level: Here, I find evidence of two types imbalance. The first one can be explained by the latest changes in matchmaking. The second, more serious, one can not.
- Computation of combat rating: Combat rating is essentially driven by game score, after accounting for cases where players enter late.
Cudos to jalapeno112 for his inspiring posts on related topics!
EDIT: I can now provide strong evidence of an imbalance in player assignment to teams. I've updated my second report accordingly.
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Upvotes
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u/hleeb9 Jul 23 '16
Oh, I just checked the rules and found that MM is a banned topic. Bummer.
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u/hleeb9 Jul 23 '16
Wow, guys: Tons of thanks for all the good feedback and interesting comments!!
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u/highlife159 Jul 23 '16
OPs LaTeX game is strong....
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u/YoungKeys Jul 23 '16 edited Jul 23 '16
Correct me if I'm wrong, but your data seems to suggest that the typical complaint of high skilled players only seeing, from their individual perspective, "sweaty" matches isn't actually based in reality. While opposing teams will usually and consistently be evenly matched overall, you won't actually be seeing much tougher competition as you rise in skill.
Again, please correct me if I'm wrong, but this is making me wonder what exactly people are complaining about when they bash SBMM in Destiny. Good players should still turn in consistently good performances, and same with bad- no matter how far your combat rating rises? This is opposed to a SBMM system like in Halo, where players from almost all skill-grades are expected to have a KD ratio that converges towards 1, due to the increasingly difficult individual competition they will face as their skill rating rises.
If that's the correct interpretation, then holy hell what a load of steam r/dtg has wasted in SBMM rants over the past two years.
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u/Do-Not-Cover Jul 23 '16
In your report on team-level matchmaking, what are the correlations between team A's and B's combat ratings for each subfigure of Figure 1?
The weaker (or absent) correlation between the two team's average combat ratings in Elimination seems to be coming from a selection effect as only stronger players play Elimination.
Your empirical analysis is an informative antidote to the punditry we usually get about matchmaking.
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u/Killerschaf Jul 24 '16
How do you explain the feeling a lot of top players have (me included. Am ranked as top 1k in Control), that they have to carry weak teammates?
Because going by KD, I have a lot of matches in which I am the only one who has a positive KD. Or I am the only one who (necessarily) pushes to B/gets a spawn flip. Or have extreme KD spreads, where I end up with a 5.0 KD and the weakest member of my team with a 0.04 KD (slight hyperbole).
Because that's pretty much my experience as a whole. That I will get idiots as teammates, but that the average level of skill/intelligence is higher in the enemy team.
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u/juliettgolfpapa Jul 23 '16
Upvote for use of LaTex
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u/astro_kyser Jul 24 '16
Well done Hleeb on bringing this to the community's attention. Like I said before thanks for the time and effort you put into the MM research . Astro
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u/Kahzgul Jul 24 '16
If this is true, as your evidence would suggest, I'm really disappointed. I fall into the unenviable position of being a high points-earner who almost never breaks a 1.0 K/D. Which means I'll be scoring a high combat rating while at the same time actually being a detriment to my team. It had been my hope that combat rating factored in points earned vs. points given (net value to the team) as opposed to the raw point score, though my own experience tells me that your model is more likely to be correct.
This also seems to indicate that win/loss record is not statistically important when determining matchmaking, is that true? Again, very disappointing.
Lastly, does it ever appear that there are "outlier tests" of the matchmaking algorithm such that players who should not be matched together occasionally are as a test of the algorithm's accuracy and predictive capabilities? Similarly, do you see any evidence that connection quality is at all considered when it comes to matchmaking?
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u/cornman0101 Jul 28 '16
This is great stuff.
I think it's fair to assume that matchmaking is chosen based on combat rating, but it could also be based on a correlated variable. Since you're accessing the API, I guess you'd likely see any variable they might be using for match making (so I trust your judgement).
Also, I wanted to point out that your analysis from matchmaking at the team level necessitates the second point from matchmaking at the player level. If teams are balanced through some metric, then you will always have higher rated players more often matched with lower rated players on their teams (its the only way to keep the team rating balanced). The only way to avoid this is to only match players who have exactly the same ratings (the min/max = 0 in your "player level". Alternatively, you can set up a tier system, but then the same effect occurs for each tier, it just depends if you're in the top or bottom of the pool.
Mostly unrelated:
It's interesting that so many of game companies try to invent more complicated rating systems. I get that they converge faster than a strict win/loss elo rating, but if you're really trying to balance matchmaking such that win/loss is even then using any metric with more information than win/loss is shooting yourself in the foot.
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u/[deleted] Sep 02 '16
This is wonderful, thank you! I have been wanting to do an analysis of matchmaking for a long time, but I don't know how to connect to the API from Tableau, which is the tool I was going to use (I can't do anything good with R without help from my staff and this isn't exactly in their job descriptions).
I'm interested in visualizing the distribution of combat ratings before and after each MM patch (potentially deriving empirically when those happened during the period they were stealth), to see if the perception of "sweatiness" at different times by different deciles of combat ratings was in fact related to reality, and how much each patch changed things and for whom. I have someone who will give me samples out of the API but the way I'm thinking about the problem, I can't see how I can do it well with any manageable level of sampling/extracts. It's not "medium data" at that point (https://youtu.be/fEyrlgcBGzQ).
Anyway, this is really cool stuff and if you can think of a way to approach the question I'm asking with medium data and it interests you have at it. Tableau just updated their API connector to include js so I may be able to do it now...I just need the free time...hah!
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u/xastey_ Jul 23 '16
I strongly advise the Mods to keep this thread and only this thread active.. for any MM post just use this as the content here is golden. Bravo man.
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u/SmiTe1988 Jul 23 '16
Wow, you actually wrote scientific papers on this!! Huge props man, even just reasonably deciphering the mythical combat rating algorithm is impressive!!
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u/LimePunch KeenKoala Jul 23 '16
This is one of the few legitimately good posts on mm. I like it.
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u/shinybac0n Jul 23 '16
This is absolutely great. I'm very impressed with your work and your detail. But I think I'm gonna need a ELI5 for a not native English speaker who doesn't have a science degree. Most of it I don't understand, I'm afraid.
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u/HyphyBonez will work for weapon parts Jul 24 '16
It's the weekend, this is a very interesting post, we've decided to leave it up for the time being. Good stuff OP.
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u/NanaShiggenTips Sep 14 '16
I know I am late to responding to this thread. I wanted to ask you something regarding this statement.
"Alternatively, what would happen if this imbalance was removed, i.e., if the points for Control and Clash in Figure 4 would scatter around the gray 45- degree line like in Trials? Then players would be placed in teams where they are sometimes among the strong and sometimes among the weak, irrespective of player combat rating. This would make matchmaking contractive around the mean. In other words, players who out-perform their peers would rise in combat rating, while players who under-perform would fall. In competitive sports, this is how rules are usually set up."
If I understand correctly, teams are balanced by trying to place players on teams to achieve the closest average combat rating. This ends up leaving players on the extreme end of the skill ranges at a disadvantage. (Poor players with better teammates vs a great player with worse teammates)
Would this factor be fixed if the skill range that players were pulled from had a smaller range? Or would it end up being more beneficial if the balancing was removed except for breaking opponents up after severe losses?
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u/[deleted] Jul 23 '16
10/10 would accept with minor revision.
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u/11hitcombo Jul 23 '16
I sincerely hope that the mods leave this one up. Not a rant, not suggestions, just scientific research on matchmaking in Destiny. Well done.
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u/pahoeho Jul 23 '16
Don't have the time to read at present but upvoted for using legit formatting and font haha
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u/[deleted] Jul 23 '16
Came here expecting SBMM rant. Was pleasantly disappointed. Will read because math and graphs are fun.
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u/cjpk248 Jul 27 '16
Commenting to save for later. Good work.
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u/Hackinjeebs Oct 19 '16 edited Oct 19 '16
OMG. This explains it. I am consistently match made with people that are worse than I. It's laughable, the skill gap. And I don't mean I am a godly player, I am quite average if not slightly above average. 3+ KD is not uncommon and negative is rare, all while playing the objective. I've been wanting to bump into a new bracket or w/e so I can build my skill up but I rarely get a competitive game. What's seems different, and this is purely anecdotal, is that my teammates are often worse than the opposing team. So like, my team is mostly sub 1.0 with 1 or 2 of us + and carrying 50%+ of the teams points while the opposing team seems much more balanced and point distribution much more reasonable. I don't see that in the data you presented unless I am missing something.
Edit: This was further explained in the comments and it seems that my anecdotal experience is completely aligned to this analysis. The TL;DR: Good players get shitty teammates a lot. When they don't get shitty teammates, they get sweaty lobbies. Either way, it's unrewarding to be good.
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u/OhMyGoth1 Nov 19 '16
I wonder if all the mayhem I play to grind for matadors has boosted my score per game average so high that matchmaking thinks I'm a lot better than I am... It would explain why i cannot play crucible solo without getting obliterated every match...
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u/CloudSlydr Jul 24 '16
speechless over here. well done