[This article was published by the author of the little black box @ZHIEND Questioning God on 04 month 0, please indicate the source for reprinting! ] 】
As long as you play competitive games, you should hear the word ELO a lot. In a narrow sense, ELO is an ELO score, and points are added for winning and points are deducted for losing.
But this is obviously not the ELO mechanism that everyone often says, so what exactly is ELO in a broad sense? Why does the ELO mechanism exist?
Players often refer to ELO as a matchmaking mechanism, i.e., balanced matchmaking with average power.
Let's imagine what the ideal match would be? That's the same level of 10 people, and let's take this as the ideal state, which is the ultimate goal of matchmaking. But how does the system measure the level of a player? As a result, all kinds of data were born, such as Kast rate, KD, rating, ADR, etc.... Putting it in MOBA is how much output, average KD per game, average kills per game, etc... Then the matchmaking system will have a function, the parameters of the function are the data we just mentioned, and finally calculate a value, which is the player's level value (PS: in the most ideal case, this level value is the player's ladder score). However, ifIf you want to have the same level of 10 people, there will be a problem - the matching time of a small number of people is very long, and this problem will be more serious in games with job divisions, because the first thing is to divide the position, and then to match the level. That's why ELO is much stronger in positional MOBAs than in positional FPS games
So what to do? It's impossible to match for 20 minutes, and the game is 0 minutes. So the ELO matchmaking mechanism was born, and yes, the ELO matchmaking mechanism was originally created to reduce the waiting time for players to match. The core logic of ELO operation is to expand the level value window: that is, to widen the gap between the highest level value player and the lowest level value in a game, for example: in an ideal state, this level difference is: 0, the ideal state is impossible to achieve, but the matchmaking mechanism will move in this direction as much as possible, maybe the real difference is 0, but the current situation is: the match is too slow, we need to speed up the matchmaking, what should we do? Then widen the difference to allow more players to enter the matchmaking pool, for example to 0, or even 0. Then as long as the average value of both sides is the same, then the game can be played. It was also from the beginning of the introduction of this ELO mechanism that the algorithm of ladder points and the algorithm of horizontal values were no longer the same thing, in other words: the distortion of the rank began. The former is visible to the player, while the latter is calculated internally by the system. Many games take a stepwise approach to widen the difference in level, such as matching within 0 minutes, the difference is 0,0-0 minutes, and the difference is 0,0-0 minutes, and the difference becomes 0.....
In fact, we can all understand it at this point, because there is indeed this problem, especially when the rank is very low and the rank is very high.This issue really needs to be addressed, and ELO really solves it. But why do we find ELO so disgusting?
The core reason is that the original intention of today's ELO matching mechanism has changed, and its core purpose is no longer to speed up matchmaking, but to increase the daily activity cycle, and its excessive level difference brings great rank distortion.
We mentioned the ELO mechanic just now, by widening the level difference, more players into the same matchmaking pool.And now ELO has expanded this window very large, in order to build a multi-segment matching pool.What does this mean? For example, if you want to simply increase the matchmaking speed, you only need to control the difference to 5, but in order to build a multi-segment matchmaking pool, the difference may become 0 or even 0. In layman's terms, it is as follows: in an ideal state, players with gold 0 are generally unable to beat players with platinum 0, but the distortion of this matching mechanism makes many players who can reach platinum 0 stay in gold 0 and act as strong pool players, which is also where ELO is disgusting.
The multi-band matchmaking pool is to divide players of different levels of the same rank into upper, middle and inferior matchmaking pools, and then the superior horses arrange the inferior horses to reduce the player's scoring efficiency, so as to retain some players as the superior horse pool of the rank, and at the same time let those players who do not belong to the rank as the inferior horse pool, each time the system thinks that those players in the superior horse pool are about to leave the matching pool, the system will draw players from the inferior horse pool as their teammates. Correspondingly, its opponents are drawn more from the top horse pool, so there is an asymmetrical strength game.
We often say that whether a game's ELO is serious or not is whether the level range of players in this pool is large (yes, the bottom line of different game manufacturers is different). As a simple example, let's assume that everyone has an absolute level value.
Gold A5-0-0-0-0 (0 Players)
Silver B4-0-0-0
Bronze C4-0-0-0
Gold D4-0-0-0
Platinum E4-0-0-0
Silver F4-0-0-0
Ideally, there are only A and D players in the Golden Rank.
For those in the weak ELO (not so elo) and the real Gold Rank, the size of the upper and lower horse pools is relatively small, and the backbone is still local. There will be player E in the top pool, and players B and F in the bottom pool. You can understand that if you want to score points, you need to be able to drive 2-0 silver and play 0-0 platinum players on the opposite side to cross this golden rank.
And the further ELO is that the volume of these two pools becomes larger, which you can understand as if you want to score points, you need to be able to drive 4-0 silver, and beat 0-0 platinum players on the opposite side to cross this golden rank.
max ELO is that the rank range of these two pools is further expanded, so in the real gold rank, due to the further expansion of the inferior horse pool, there will be a large number of bronze and silver players, and there will be a large number of platinum and even diamond level players in the big brother pool.
In this way, you will find that the more ELO matchmaking system is, the greater the resistance to your upper score, the more watery the rank system of this game will be, and the greater the level distortion of the same rank (that is, the same rank score, the level gap is very large) So over time, you will become a daily slave of the game manufacturer, and the quality bureau will become less and less, winning is boring, and losing blood pressure is full. It's all because of the effects of rank distortion.
Seeing this, the content of the often said ELO matching mechanism has basically been finished. The next content is mainly for me to rank the ELO of some of the games that I often play and learn:
DOTA5>CS官匹>LOL>CS完美 >>CS0E
DOTA2 is one of the most ELO games I know of, and ELO has even been directly tied to the game's revenue, which I call a new era of krypton, which is to force players to top up by affecting the quality of the game. The essence of ELO as we mentioned earlier is to lengthen the player's play-up cycle, so that you always have a "I'm not from this segment" momentum, so as to improve the daily activity of the game. But Dota 0 is compared to a lot of ELO games such as CS LOL and so on.This has led to the creation of a way to pay: to pay to circumvent ELO, which is why its ELO is so strong, DOTA2 can circumvent ELO games by topping up plus, which is also the first game to include matchmaking quality as a paypoint, and how to differentiate the consumer group from the white prostitution group? - You're right, it's the ultimate ELO, so in the matching logic of dota2, players who don't have a deposit need the ultimate ELO to keep the game alive every day, and at the same time, the reason why it needs to be kept extreme is to let it have a demand for payment (unlike being ELO?). Charge it).
The second is the official horse of CS, please note, I only say the official horse here, the official horse of CS I don't think it is surprising that it uses a similar algorithm to DOTA, but the reason why it is not as extreme as DOTA is because CS has a large number of third-party platforms, so that the official does not dare to charge it similar to Dota 4, because there is a choice, so he does not dare (which is why I think the popularity of CS is inseparable from the third-party platform, far more than the reason for the official horse), the official horse of CS The experience of a single row can be done 0 people C 0 people send the realm, this is already the highest level of ELO.
I gave the third place to LOL.,I play less of this game.,Let's have a good time.,LOL is the originator of ELO.,It's also the origin of the word.,But according to the players around many knives and CS three repairs,LOL's ELO is definitely not as good as DOTA2, and it is on par with CS officials, can be a competition.
Fourth place is the perfection we are familiar with. Perfection has been open in seconds for a long time in the past, why can it be opened in seconds? Is it true that there are enough CS50 players to open in seconds? There is a reason for this, but according to my understanding of the perfect matching mechanism for hundreds of hours, Perfect must be the most ELO platform among the third-party platforms, and the most ELO brings the greatest rank distortion, in the perfect A segment, you can see the very accurate pro brother (it may also be hanging), and you can also see the little Tang people who can't walk, in Perfect, you can also see a few A rows A several historical segments Drill S, Gold S game, all in all, perfect In order to stabilize the player's daily activity, In terms of the ELO mechanism, it can be said that it is the best use of things, but fortunately, it has not broken through the bottom line of official and payment. [Perfect control of 0% win rate? Can't go up or not? Find yourself more problems, it's been this matching mechanism for so many years]
第五名是 5E,其實這裡給到第五名主要原因是 我的體驗有限,如果說完美的ELO水平視窗大小有 50,那5E我認為只有 5,5e的ELO其實感覺並不強烈,其對於ELO的匹配依然遵循初衷,即為了加快遊戲的匹配速度,幾百個小時5E的匹配下來,給我印象最深刻的是其對位匹配,比如你們這邊有一個2300,那麼對面一定也有一個2300上下接近的,也就是說 5E的ELO不僅僅是一個水準差值擴大這麼簡單,而是對面也是擴大的,例如 對位水準是 2300-1900-1800-2000-1900, 這是一個妥妥的分差局,那麼對面 大概率也是這種分差局,而不是單純 計算一個平均值。
It's a perennial question.
I would say that the best way to circumvent ELO is to change platforms and games.
If you really don't have a way and don't want to abandon the pit, you're essentially using your own game experience to exchange scores and ranks
The most common and effective way to circumvent ELO is the well-known spoofing method, which is to disguise your own data and let the system rank you better teammates in order to ensure that you score efficiently.
Ideally, the following conditions are:All the winning games are lying to win, and the losing games are all your pot.
With this idea, in fact, the method of scoring is very simple, for the game with a large winning surface, it is necessary to send it appropriately, and how to properly look at the personal level. For a big game with a losing side, you should send more, and the more you send, the better.
Although these methods are often talked about, I would like to ask:Is it really good to play the game like this? When the scoring process of a game becomes extremely disgusting, is the rank you are pursuing really so worth pursuing? I feel that it is not as good as I can kill when I can kill as much as possible, and when I encounter ELO, I will swing directly and speed the next game.
DOTA determines that the idle time is 5 minutes, and if it is already true that this game is an ELO game, I suggest that you can start CS to play the box that refreshes every week, because the official of CS No one cares about winning or losing, even if it is ELO, it doesn't matter, just take a box, butThe most important thing is that CS is 30 minutes and 0 seconds per round, in other words, you just need to come back at the end of the round and do Dota Stability without being judged to be idle ,And dota occupies a particularly small amount when running in the background.,It doesn't affect the operation of CS (it doesn't matter if the official card point),DOTA generally has about 15 minutes of garbage and other push events.,At this time, CS can be opened almost general.,This method has been tried and tested.,Highly recommended.。