Some updated info

dan63047 2024-07-19 03:11:29 +03:00
parent 52dbb69600
commit ac9069e4a8
1 changed files with 25 additions and 9 deletions

@ -15,15 +15,17 @@ Main metric, that supposed to show the true skill of player. It's based on [GLIX
The only differences from GLIXARE formula is that 25000 was 10000 in GLIXARE formula and whole equation was rounded and divided on 100. The only differences from GLIXARE formula is that 25000 was 10000 in GLIXARE formula and whole equation was rounded and divided on 100.
The biggest problem with this formula that it's not linear, those difference in skill between 10k and 12k TR players will be significantly lower, than between 24900 and 24990 TR. Hence, my personal opinion, that it's only useful in building leaderboards, since it takes player's RD into account, unlike leaderboard, based on GLICKO.
#### [GLICKO] GLICKO-2 rating #### [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. 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. 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, most likely, was left unchanged (default in KenanY/glicko2-lite implementation - 0.5).
#### [RD] Rating deviation #### [RD] Rating deviation
That number tells, how the rating system uncertain about player rating. It goes down every played match on some amount, that calculated very weirdly and goes up by 1 each day after week of inactivity (if RD less, than 350). RD also has a soft floor of 60 RD, but it's possible to get lower RD by playing big amount of games. If your RD higher, than 100, your rank gets hidden. That number tells, how the rating system uncertain about player rating. It goes down every played match on some amount, that calculated very weirdly and goes up by 1 each day after week of inactivity (if RD less, than 350). RD also has a soft floor of 60 RD, but it's possible to get lower RD by playing big amount of games. If your RD higher, than 100, your rank gets hidden.
#### [WR] Win Rate #### [WR] Win Rate
@ -39,7 +41,7 @@ That's also easy. It's a measurement of speed. It's just a ratio of placed piece
#### [VS] Versus Score #### [VS] Versus Score
That metric was invented by osk and promoted in game, as "general indicator of skill". It calculated with this formula: That metric was invented by garbo, accepted by osk and promoted in game, as "general indicator of skill". It calculated with this formula:
`VS = [ ( attack + garbage lines cleared ) / pieces ] * PPS * 100`, where constant of 100 here is just for scale. `VS = [ ( attack + garbage lines cleared ) / pieces ] * PPS * 100`, where constant of 100 here is just for scale.
@ -55,7 +57,7 @@ That's a ratio of attack to number of placed pieces. Basically, an efficiency me
#### [VS/APM] Versus Score per Attack per Minute #### [VS/APM] Versus Score per Attack per Minute
That's a ratio of versus score to attack per minute. That's a ratio of versus score to attack per minute. By looking at this metric, you can quickly tell if player is opener main (has low vs/apm) or inf. downstacker (high vs/apm).
#### [DS/S] Downstack per Second #### [DS/S] Downstack per Second
@ -73,32 +75,46 @@ That metric shows, how efficiently you clearing garbage lines
`DS/P = DS/S / PPS` `DS/P = DS/S / PPS`
`5/3 VS/APM = 0 DS/P` but dfhghjgfddfghj `5/3 VS/APM = 0 DS/P` but who cares?
#### [APP + DS/P] Summary of Attack per Piece and Downstack per Piece #### [APP + DS/P] Summary of Attack per Piece and Downstack per Piece
It's literary what is called. Efficiency metric + Downstack metric = Ultimate efficiency metric (???) It's literary what is called. Efficiency metric + Downstack metric = Ultimate efficiency metric (???)
#### [Cheese] Cheese Index #### [Cheese] Cheese Index
Invented by kerrmunism.
`Cheese = (DS/P * 150) + ((VS/APM - 2) * 50) + (0.6 - APP) * 125` `Cheese = (DS/P * 150) + ((VS/APM - 2) * 50) + (0.6 - APP) * 125`
As you can see in this formula, Cheese goes up if you downstacking a lot and not attacking at all and it goes down if you play efficiently. As you can see in this formula, Cheese goes up if you downstacking a lot and not attacking at all and it goes down if you play efficiently. This metric can be negative, that's the main reason why i can't compare it with average value.
#### [GbE] Garbage Efficiency #### [GbE] Garbage Efficiency
Invented by Zepheniah and Dragonboy.
`GbE = ((APP * DS/S) / PPS) * 2` `GbE = ((APP * DS/S) / PPS) * 2`
That formula shows, how efficiently you using garbage in your attacks. That formula shows, how efficiently you using garbage in your attacks.
#### [wAPP] Weighted Attack per Piece #### [wAPP] Weighted Attack per Piece
Invented by Wertj.
`wAPP = APP - 5 * tan(radians((Cheese / -30) + 1))` `wAPP = APP - 5 * tan(radians((Cheese / -30) + 1))`
Kinda like APP, but Cheese inflates it
#### [Area] Area #### [Area] Area
`Area = APM * 1 + PPS * 45 + VS * 0.444 + APP * 185 + DS/S * 175 + DS/P * 450 + GbE * 315`
It's literary an area of the vs radar graph, but without the Cheese and VS/APM sections
#### [Est. TR] Estimated Tetra Rating #### [Est. TR] Estimated Tetra Rating
That's a very messy formula based on statistical analysis, that's tries to estimate players TR only based on APM, PPS and VS (actually, also based on
some calculated stats above, but they also based on those three metrics). If we look on Est. TR formula that only based on APM, PPS and VS, well...
`Est. TR = 25000/(1+10^(((1500-(0.000013*(((PPS*(150+(((VS/APM)-1.66)*35))+(APM/PPS/60)*290+(((VS/100)-(APM/60))/PPS)*700))^3)-0.0196*(((PPS*(150+(((VS/APM)-1.66)*35))+(APM/PPS/60)*290+(((VS/100)-(APM/60))/PPS)*700))^2)+(12.645*((PPS*(150+(((VS/APM)-1.66)*35))+(APM/PPS/60)*290+(((VS/100)-(APM/60))/PPS)*700)))-1005.4))*PI())/(SQRT(((3*LN(10)^2)*60^2)+(2500*((64*(PI()^2))+(147*LN(10)^2)))))))`
Good luck to understand it. It's very flawed, since it's enough to get 25K Est. TR by simply playing at 5 PPS with 1 APM.
#### Playstyle calculations #### Playstyle calculations
god...
## Singleplayer stats ## Singleplayer stats
todo...
### Score ### Score
#### Score per piece #### Score per piece
### Finesse ### Finesse