Balanced MU
Re: Balanced MU
I didn't say these games are related to any way with a tournament. Hypothetically, let's have two players, e.g. Lordraphael and Mitoe, play a certain MU 400 times, to have a significant result, and the winrates are 60-40, we can say that the 60% civ is somewhat equal to the other, that is according to @Garja . Personally, I would set a lower boundary, like 55-45, @momuuu was saying a 52-48 is more preferable. Clearly normalising 91 pairs of winrates is adding even more to the problem. My other point that is linked to the first is how many games do we need to have a significant with little errors winrates result. Having many games and players of similar skill will minimize the factors of only one player doing many mistakes, map screws and different map situations (tp, non-tp, water, etc) or others.
Correlation doesn't mean causation.
http://www.tylervigen.com/spurious-correlations
"mr.brookg go buy jeans and goto the club with somppuli" - Princeofkabul, July 2018
http://www.tylervigen.com/spurious-correlations
"mr.brookg go buy jeans and goto the club with somppuli" - Princeofkabul, July 2018
Re: Balanced MU
@BrookG
As I said a gigantic number of games if we want to make conclusions based solely on the outcome of each game.
For example, look at jp elo. It has a fair amount of games played and you can even filter the games for map and pr range (25-50). But it is still quite inaccurate I'd say it needs some additional interpretation to reflect the state of balance.
As I said a gigantic number of games if we want to make conclusions based solely on the outcome of each game.
For example, look at jp elo. It has a fair amount of games played and you can even filter the games for map and pr range (25-50). But it is still quite inaccurate I'd say it needs some additional interpretation to reflect the state of balance.
Re: Balanced MU
The problem with jpelo is that players are of various levels and we can clearly blame maps and cheats too. I don't see updating patch yearly or twice per year, or even a tournament can reflect the desired balance. The same works for the tournaments. Obtaining various data from that had me thinking about their credibility. EP is vastly more consistent and balanced. Do we have however some destination point or no? Statistics although being a useful tool, can't help us yet in our current state.
Correlation doesn't mean causation.
http://www.tylervigen.com/spurious-correlations
"mr.brookg go buy jeans and goto the club with somppuli" - Princeofkabul, July 2018
http://www.tylervigen.com/spurious-correlations
"mr.brookg go buy jeans and goto the club with somppuli" - Princeofkabul, July 2018
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Re: Balanced MU
Mitoe wrote:BrookG wrote:@momuuu was saying a 52-43 is more preferable.
Sooo... 5% of the games are draws?
It's 40-40.
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Re: Balanced MU
Mitoe wrote:BrookG wrote:@momuuu was saying a 52-43 is more preferable.
Sooo... 5% of the games are draws?
Probably a typo. I thought +-5% would be a point of OP. Something smaller like +-3% would seem absolutely fine to me. So a civ with average winrate between 47% and 53% is a civ I wouldnt touch.
Anyways, the main point of this thread is that it is very hard to measure balance. Brook and I did some basic statistics and it turns out that even with a sample size of 400 you have a ~5% error in your calculated winrate. So if you say a civ with more than 55% winrate is OP and should be nerfed, and civ between 40 and 60% winrate cant statistically be concluded to be imbalanced. I think you need about 1600 samples for a 2.5% accuracy, which means that civs with more than 57.5% winrate are beyond what one might consider balanced. Even then, the variance is relatively large.
Re: Balanced MU
n0el wrote:That is the biggest problem, there aren't large enough data sets.
U want to play? (check ESO plz)
last time i cryed was because i stood on Lego
Re: Balanced MU
ovi12 wrote:n0el wrote:That is the biggest problem, there aren't large enough data sets.
U want to play? (check ESO plz)
Not home. Left it open probably
mad cuz bad
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