[b]I am NOT an employee of Bungie nor one of Microsoft, and my views and opinions do not necessarily reflect those of either of the aforementioned entities.
Also, thanks for sticking this Bungie, I hope it is useful.[/b]
There is one caveat to consider before we get under weigh. Bungie is not likely, nor or ever, to release the true inner workings of the Halo 3 ranking system, but as it is based somewhat on the Microsoft Trueskill system, this is a fair approximation of the way skill ranking works in Halo 3.
[quote][i][b]What is the Trueskill system?[/b][/i][/quote]
The Trueskill system is a player skill rating system for Xbox Live. Halo 3 uses a version of the Trueskill system in order to make the matches fairly even.
[quote][i][b]How Does Trueskill Work?[/b][/i][/quote]
Trueskill assigns skills on a normal distribution (bell curve, Gaussian). The Trueskill system has two main variables to consider. They are your player skill level ([b]Mu[/b]) and your uncertainty factor ([b]Sigma[/b]).
[b]Mu[/b] is an approximation of your skill level based upon past performance. Win games to raise Mu, and lose games to lower Mu.
[b]Sigma[/b] is the numerical representation of the range in which your [i]true[/i] skill could lie. Play really consistently, and you have a low Sigma. Play streakily, and you have a higher Sigma.
After a win, the Trueskill system adjusts your skill ranking based upon the Mu and Sigma of all the players in the game. We'll go deeper into [i]how much[/i] it is adjusted later.
Trueskill systems use a conservative ranking [b]Ranking = mu - (K * Sigma)[/b] so your skill is likely to be higher than the actual number represented in your Halo 3 highest skill level. K is a constant assigned an arbitrary value by the developers of the game.
[quote][i][b]Why don't I level up after winning X games in a row? / Why does my friend go up three levels a game and I don't?[/b][/i][/quote]
Mu increases after a win. Always. [b]The increase is proportional to the winner's Sigma and the Mu difference between the winner and the loser.[/b] So, if your Sigma is high, you will proceed faster through the ranking system (in BOTH directions). If your Sigma is low, you will both gain and lose rank more slowly.
[quote][i][b]So, I want a high Sigma value?[/b][/i][/quote]
While it sounds as though a high Sigma value is desirable, it CAN be a double edged sword. A high Sigma can mean you increase by one level for every win. It also means you decrease by one level for every loss. In addition, a high Sigma means that your skill ranking will be significantly lower than your actual skill owing to the conservative nature of the [b]Ranking = mu - (K * Sigma)[/b] ranking equation.
Also, Sigma value starts out VERY high. So, if this is your friend's first time in a particular ranked hopper, and he wins consistently, his rank will rise meteorically due to his high Sigma.
[quote][i][b]Myth Busting[/b][/i][/quote]
Trueskill DOES NOT take into evaluation performances inside the game. The ONLY statistics that Trueskill takes from a game are the Mu and Sigma values of all the players, and how you placed.
This means that out of all of these statistics:
Getting the MVP
Having a High K/D ratio
Getting the most medals
Skill levels of those you killed / killed you
Weapons you used
Headshots
Captures, detonations, stops, ousts, etc.
NONE of them matter when calculating the Mu increase/decrease. Any link between any of these and the skill ratings are purely correlative and not causative.
For example. When I play Team Slayer with my buddies on my alternate gamertag, much of the time I end up carrying the team. I created this tag to play with my buddies, and as such, have only ever played on that party with that tag. I ranked up to the level of my friends within 20 or so games, while it had taken them 50 to 100 games to reach their level. My friends thought that it was because of my frequent MVP status and my high K/D ratio that I leveled up so fast.
Wrong. I leveled up fast because [b]A)[/b] I initially had a very high Sigma, making my Mu more variable after each win, [b]B)[/b] Starting out at a 1 and playing people in the mid teens gave me a considerable boost every time I won, and [b]C)[/b] We won more frequently than they had in the past.
[quote][i][b]Summation[/b][/i][/quote]
If you're worried that you're not getting your fair shake in the ranking system, look at the last 50 games that you've played in that hopper. (If you haven't played 50 games, play more. The system needs more data.)
Take your win/loss average. If it's 65% or above, and you've been in that playlist for a while, you've probably increased in level 2 or more times over the last 50 games (or you will in the next 20 or so). Otherwise you are going to be hovering around the same level or dropping in rank.
[quote][i][b]Addendum, Opinion, and Technical Notes[/b][/i][/quote]
In strict Trueskill systems, Sigma only decreases. I believe the "momentum" system in Halo 3 means that Sigma can be increased through consistent winning or losing. This is total conjecture, but I think that Sigma in Halo 3 matchmaking hoppers is proportional to the absolute value of the win/loss ratio of your last X number of games. The formula probably looks a little like: [b]Sigma = C ( | wins - losses | )[/b] where C is an arbitrary constant. This would explain why when some people go on a win streak with two or more different parties, their skill goes up faster than their teammates' skill.
I also believe that the system is weighted so that the peak of the normal distribution is around level 20, not level 25. That means it will take more wins to level through 1-25 than it will 25-50. Which makes a bit of sense, if you don't want the highest levels too terribly crowded.
[b]The higher the Sigma of your opponents, the less Mu you gain from beating them.[/b]
Predictable outcomes (e.g. win against a lower ranked opponent) are treated as statistically less significant. Upsets are given more weight. So, winning against lower ranked opponents doesn't do much for your Mu rating. Neither does losing against higher ranked ones. But beat a team that's 6 or more ranks above you and at least someone on your team will rank up.
Trueskill ratings have no discernable correlation from hopper to hopper. When you play on a hopper you've never played on before, you are starting with a fresh Mu and a high Sigma.
Team Mu and Team Sigma are the summation of the Mu and Sigma values of all the players on the team. When calculating the skill of an opponent in a team game, the system uses the Team Mu and Team Sigma values in calculation wherever rational.
*Removed equations for space. They can be found in the link below.*
[url=http://research.microsoft.com/mlp/apg/Details.aspx#How_to_Update_Skills]The rest of the equations and a less Halo 3 centric analysis of the Trueskill system can be found here.[/url]
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[b]Important additions, Appendices, and Member Questions Answered[/b]
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[url=http://www.bungie.net/Forums/posts.aspx?postID=14457003]In-depth response to a post LoveNub made later in this thread. Should clear things up for some.[/url]
[url=http://www.bungie.net/Forums/createpost.aspx?postID=14504550]More data analyzed, and a request for help with research[/url]
[url=http://www.bungie.net/Forums/posts.aspx?postID=14451163&postRepeater1-p=4#14471689]Kudos to Jay120171 for finding the post detailing the Mixed Party Bug in matchmaking.[/url]
[quote][i][b]"Why do I win 10 games and not level up, then delevel when I lose 2? Help!"[/b][/i][/quote]
There are several possible explanations for this. The easiest one, and the one that fits the Trueskill system EXACTLY as explained by Microsoft, is that losing against a team that is X (I believe 6 or more, but experimentation is needed to determine the true value) skill points below you can cause you to lose as much as [b]5 times[/b] the Mu value that winning against even level teams gains you. Of course, winning against a team that has X [i]more[/i] skill levels than you can net you as much as 5 times the Mu gain. The reverse is true as well. Winning against a weak team can count as little as 1/5th of an even skill win.
Second, and this is enlightened conjecture, your Sigma value was low at the beginning of your streak, and since your win streak is raising it, the conservative ranking system (Remember, Rank = Mu MINUS (K times Sigma)) is kicking in to reduce your apparent skill level. Your real Mu is higher, but your higher Sigma is having a negative impact.
[quote][b]mo0vaf00 writes:[/b] (edited to clarify intent)
So is there some kind of value that requires you to be inconsistent to rank up? If I win 1 game going even and win the next going +10 do I have more of a chance of ranking up than just winning 2 games getting the same score?[/quote]
This conclusion is popping up fairly frequently. The answer is no. The system does not look at "In Match" statistics. At all. These stats are all included in a list above. The game only looks at your wins and your losses, and the strength of the opponents you play against.
Also, the system does not "reward" you for having a high Sigma value. There is ONE positive associated with high Sigma, and there are TWO negatives.
Positive: Your level can move up faster through winning.
Negative: Your level can move down faster through losing.
Negative: The conservative ranking system ranks you lower when your Sigma is higher.
Higher Sigma simply means your level is more fluid. Sigma is good to have high when you are still reaching your appropriate skill level, but good to have low once you've reached it and are working on improving.
[Edited on 11.24.2007 11:54 PM PST]
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[quote][b]Posted by:[/b] Mutoid Log [quote][b]Posted by:[/b] Jay120171 The alt accounts and boosters did kind of ruin the experience for a lot of users and they then blamed TrueSkill for all the BS.[/quote]Note that the H3 implementation did have quirks that outright broke the matchmaking, causing ranking to appear borked, too. Now that those have been removed, the system will never truly bug out. Full parties can play again.[/quote]The only major issue that I am aware of is a team starting fresh accounts and only playing with each other for all of their games. It would stall them at about level 16 in a 4v4 or 25 in a 2v2. I also think they can bring Tau back down since they are not factoring down MU changes any longer. They have this number as high as possible without causing a skill change after ever game in an effort to prevent a player from feeling "rank locked". In any event, the number being hidden means it will be impossible to tell with 100% certainty how fast and how well it works :)
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[quote][b]Posted by:[/b] Jay120171 The alt accounts and boosters did kind of ruin the experience for a lot of users and they then blamed TrueSkill for all the BS.[/quote]Note that the H3 implementation did have quirks that outright broke the matchmaking, causing ranking to appear borked, too. Now that those have been removed, the system will never truly bug out. Full parties can play again.
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[quote][b]Posted by:[/b] Jay120171 TrueSkill will still be used for determining a players skill and matching them up appropriately. However, the system will be tuned to work much quicker instead of slowing it down like it was for H3. The skill level number will also not be visible in any list. Say what you want but TrueSkill actually does work very well at competitive matchups and determining skill. The alt accounts and boosters did kind of ruin the experience for a lot of users and they then blamed TrueSkill for all the BS. I am kind of glad the skill level will be hidden in Reach. I hope it will remove most of the motivation for jerks to habitually quit, delevel to boost and start fresh accounts one after another.[/quote] I am starting to like the changes that will be happening for Reach. The little numbers denoting level and rank have been CONSTANT motivating factors for cheating. With these numbers being invisible, as well as the monthly arena seasons (Thanks for that, WoW) I think we will be seeing fairer, more even, more FUN matches for everyone with much much fewer instances of cheating. If I have to sacrifice my... ahem... high skill number of 19.... :'( .... then I'm happy to do so for the sake of better, more fun matches.
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[quote][b]Posted by:[/b] BIOSHOCKinator I just hope to God they don't use the same system in Reach as they did in Halo 3 because that was the worst ranking system ever. If you lose a match you don't get anything. Wtf is the point of even trying then. Just make it like Call of Duty and make each kill exp in reach pleaseeeeeeeeee. I want this game to actually compete with Modern Warfare 2. [/quote]TrueSkill will still be used for determining a players skill and matching them up appropriately. However, the system will be tuned to work much quicker instead of slowing it down like it was for H3. The skill level number will also not be visible in any list. Say what you want but TrueSkill actually does work very well at competitive matchups and determining skill. The alt accounts and boosters did kind of ruin the experience for a lot of users and they then blamed TrueSkill for all the BS. I am kind of glad the skill level will be hidden in Reach. I hope it will remove most of the motivation for jerks to habitually quit, delevel to boost and start fresh accounts one after another.
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... His name was "Robert Paulson"!
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Sucks that he got deleted. His name was Robert Paulson!
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I just hope to God they don't use the same system in Reach as they did in Halo 3 because that was the worst ranking system ever. If you lose a match you don't get anything. Wtf is the point of even trying then. Just make it like Call of Duty and make each kill exp in reach pleaseeeeeeeeee. I want this game to actually compete with Modern Warfare 2.
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so this is why getting my 50 is hard... my doubles partner kinda sucked and we lost a bunch but right before it i won like 4 games and was a level 8... im a 42 now but does this system happen for each playlist???
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Lol, so good luck to those who can't get 50's. Good luck...
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Yes thanks for this explanation. Too bad it's a bunch of math and I don't understand it.
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Thank you so much for posting this and helping EVERYONE in the halo community.
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So a quit tallies up to be the same as a loss in the previously mentioned formula for ranking up, in addition to a negative exp penalty?
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[url=http://www.screwyoukatie.in/?id=6aymm0ut1911ag3c6pem10gmm07bsu] Like this?[/url]
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Quitting changes nothing. Your team loses, you lose. Your team wins, you win. And quitters lose to all non-quitters in FFA.
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Does anyone have any theories regarding the effects on rank due to quitting a match?
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Great post, cleared up a lot of confusion, thanks.
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omg ive been focusing on a good k/d ratio the whole time,and objectives second.ty
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Could someone explain this for me? I was a grade 3 lieutenant, my next promotion was at 400 exp or skill 20. I get skill 20 in SWAT and i'm still a grade 3 lieutenant and my next promotion is now at 600 exp or skill 30. Shouldn't i be a grade 4 lieutenant now? -edit- Nvm, it upgraded just now [Edited on 03.01.2010 8:33 AM PST]
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Yeah i love how you get into so much detail to inform the reader so they know what there doing, thank you and this is why i think ppl create new one months to rank up really fast ~ iTz CraZyy
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Great read, very informative, i will be looking out for more of your posts.
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H2E was entirely dependent on the result too. K/D didn't effect anything in Halo 2 either.
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Wow that was really good. But i dont like the trueskill system at all. They shoukda just stuck with how good you played in-game
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Yes, this has helped me understand the Halo 3 True Skill system but then it also lets me know that it's a bad system. [Edited on 02.25.2010 1:35 AM PST]
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Very nice post man... still really really confusing abd i still dont understand why the things happen they way they do but I glad to have taken the time to read it lol
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i have the same problem, nd mutoid log's rite, bungies a game behind, dnt worry though it wont affect anything, whatever exp you have on you service record when you check it on your 360 is you exp, no less (its also late in changing armor) [Edited on 02.23.2010 6:42 PM PST]