diff --git a/Meaning-and-the-essence-of-stats.md b/Meaning-and-the-essence-of-stats.md index 1140c01..2a9035b 100644 --- a/Meaning-and-the-essence-of-stats.md +++ b/Meaning-and-the-essence-of-stats.md @@ -8,9 +8,13 @@ In TETR.IO, there is a variety of stats. But what are they all mean? Let's figur ## Multiplayer stats ### Calculated by game #### [TR] Tetra Rating +1500 GLICKO with 350 RD = 12500 TR - every unranked with 0 games played #### [GLICKO] GLICKO-2 rating +Whole GLICKO-2 rating system is a method of assessing a player's strength in competitive games. It described with a bunch of difficult formulas ([look here for them](https://en.wikipedia.org/wiki/Glicko_rating_system#Glicko-2_algorithm)), but basically, after each TL match you gain/lose somewhere around rating difference, adjusted with RD. If you win a player with glicko being a lot bigger, than yours, you gain a lot of glicko. If you lose to a player with glicko being a lot bigger, than yours, you lose only a small amount of glicko. Vise versa with a player with glicko, being a lot smaller, than yours. + +GLICKO-2 system also has a system constant, responsible for "change in volatility over time". So, yeah, each player has hidden variable, called "volatility", which is high if you successfully compete against higher rated players (or vise versa), and low if you play "on your rating". The value of constant, hoverer, unknown. #### [RD] Rating deviation -It's actually a Reliability Deviation +Ok it's not a Reliability Deviation. #### [WR] Win Rate #### [APM] Attack per Minute #### [PPS] Pieces per Second