> Could level locking be avoided if the system only looked at your most recent, say, 20 games, rather than hundreds or thousands? That is, determined your current CSR, moving it up or down, on a smaller, regularly updated, sample size. Doing so would surely avoid the so-called level locking.
Basically, it already does that.
Your history is already compressed into just two numbers: the mu (mean skill) and sigma (uncertainty). It is updated in successive approximations after each game. So your recent results are ALWAYS weighted more heavily than previous results.
In addition, a small amount is added to your sigma (uncertainty) before updating your skill after each game
The apparent level locking in Halo 3 was a combination of several factors:
- Natural skill plateauing (you’re not actually getting any better),
- Skill estimation convergence (the system has a good idea of how good you are),
- Stepped representation of a continous variable (your skill will go up and down, but you can only tell if it passes a level threshold),
- Matching using Conservative Skill Estimate (in Halo 3, you weren’t matched against people at your level, you were matched against other people with the same Conservative Skill Estimate. The CSE means the system is actually pretty sure your skill is ABOVE that level. So you can get matches with someone with a Mu of 40 and Sigma of 1 (CSE=36) and someone with a Mu of 44 and Sigma of 2 (CSE=38) - you could be beating people the system already thinks you’ll beat).
- K value at 4, rather than 3. (to calculate the CSE, you use Mu-k*Sigma. Usually this is set at 3, but Bungie chose 4 for Halo 3, which meant your visible skill rank was further below your mean skill than recommended).
There is some other stuff, but this is kinda hard to explain quickly, and you guys haven’t even bothered to do even the vaguest amount of research. Seriously, just but ‘TrueSkill’ into Google and read what comes up. Half the stuff people get wrong when talking about it is already clarified in the description or FAQ.
> And in Halo 3, there were some cases where a Team of 4 very good players would jump into Team Slayer on fresh accounts, win 100 games in a row, and get stuck at level 14. However, this was caused by Bungie’s limited matchmaking implementation, not Trueskill’s core itself.
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> Essentially, bungie’s system would go “4 dudes with mu [40], sigma [0.7], okay, Go play these mu [14] sigma [0.1]s”. After the blowout win, Trueskill would say “umm the skill(mu) levels are so different this result gives me no information, I’m not changing these guys’ ranks”. Repeat forever.
Are you talking about Big Party Matching?