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11/12/2007 9:22:18 PM
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In depth explanation of the Halo 3 skill ranking system.

[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] _________________________________________________________ [b]Important additions, Appendices, and Member Questions Answered[/b] _________________________________________________________ [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] Surma92 So it DOES take ingame player skills into account...[/quote]Player skill, yes. Individual player stats like kills, deaths, assists, flag caps or bomb plants, no.

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  • So it DOES take ingame player skills into account...

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  • [quote][b]Posted by:[/b] KarmzaRunsTrain Take a look at my doubles playing history I win and win only lost two games,and it takes me three to five games to rank up once. Anyone care to explain?[/quote]Both you and your partner play with a random for about 5 games then party back up.

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  • [quote][b]Posted by:[/b] NightCrawler246 I made a new account and won my first 43 games straight, on SWAT... and only ranked to level 12... sucks huh?? how can that be.... lol[/quote]Are you only playing with the same teammates through all of your games?

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  • Take a look at my doubles playing history I win and win only lost two games,and it takes me three to five games to rank up once. Anyone care to explain?

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  • I made a new account and won my first 43 games straight, on SWAT... and only ranked to level 12... sucks huh?? how can that be.... lol

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  • [quote][b]Posted by:[/b] Jay120171 [quote][b]Posted by:[/b] I RekcuT I I'm level 49. I've played about 70 games and have 48 exp i believe. I've been hoverring between 48 and 49 the last 30 games. At 49, I win 1 and stay at 49, lose 1 stay at 49, lose another move down to 48. Win 1, 49 again. Any way to tell how many wins it would take straight to get from 49 to 50? I'm at 49 again. Im figuring 2-3. jw[/quote]Not really since it is dependent on the skill levels of the people you beat.[/quote] This^^ You could spend all day beating 40-48s on your 49, and the ranking system will not rank you up because it expects you to beat these players. But play a few games, and win, on guys all playing on their 50s and you are likely to get yours, because the ranking system figures 'he beats people of a higher skill, therefore he must be of a higher skill himself' and will rank you up.

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  • [quote][b]Posted by:[/b] I RekcuT I I'm level 49. I've played about 70 games and have 48 exp i believe. I've been hoverring between 48 and 49 the last 30 games. At 49, I win 1 and stay at 49, lose 1 stay at 49, lose another move down to 48. Win 1, 49 again. Any way to tell how many wins it would take straight to get from 49 to 50? I'm at 49 again. Im figuring 2-3. jw[/quote]Not really since it is dependent on the skill levels of the people you beat.

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  • I'm level 49. I've played about 70 games and have 48 exp i believe. I've been hoverring between 48 and 49 the last 30 games. At 49, I win 1 and stay at 49, lose 1 stay at 49, lose another move down to 48. Win 1, 49 again. Any way to tell how many wins it would take straight to get from 49 to 50? I'm at 49 again. Im figuring 2-3. jw

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  • Woah - thanks for posting this, now we can see how flawed the Halo ranking system is. (Y)

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  • [quote][b]Posted by:[/b] Nephilim713 the living dead systm is different I rank up 2 or 3 times sometimes but in all other playlists its only one.[/quote] You rank up quicker in FFA than team games...the system needs less games to figure out your skill level.

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  • [quote][b]Posted by:[/b] En rosa kanin Just a quick question! Do the different playlists effect eachother? ex. Player got 1000 exp and low sigma in lone wolves and then starts playing a new playlist. Will his skill, experience and previously played matches effect his skillgain? I'm certain it has been asked before, but couldn't find any answer. :p[/quote] No

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  • Good job.

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  • Just a quick question! Do the different playlists effect eachother? ex. Player got 1000 exp and low sigma in lone wolves and then starts playing a new playlist. Will his skill, experience and previously played matches effect his skillgain? I'm certain it has been asked before, but couldn't find any answer. :p

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  • Very informative and straight to the point. Good job.

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  • wow, thanks heaps!!

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  • [quote][b]Posted by:[/b] Mutoid Log [quote]Wait, what? Uncertainty is lowered more for an unpredictable outcome compared to a predicted outcome? Also, the lower the sigma, the higher the MU gain? No, look again.[/quote]Did you just ignore the graphs and formulas from the MS website I linked to? I'll go over it, step by step. Let the unexpected outcome happen. Lower teammate sigma -> Lower C. muWinner lower(muWinner-muLoser)/C lower (muWinner-muLoser)/C + higher epsilon/C -> higher v(t,e) Lower C2 -> higher sigma2/C2 higher sigma2/C2 & higher v(t,e) -> higher sigma2/C * v(t,e) -> Mu changes more. More unexpected result -> uWinner-uLoser is smaller -> w(t,e) is higher -> 1-w(t,e) is lower -> final sigma is lower. And if that for some reason isn't enough for you, go play around with [url=http://atom.research.microsoft.com/trueskill/rankcalculator.aspx]the trueSkill calculator from the MS website[/url] and observe that every time you reduce the sigma of someone in an unexpected win, the others gain/lose more mu and lose more sigma. And when switching the result from expected to unexpected, sigma loss is increased. In expected results, the Cs inside and outside the v() function go against each other, neutralising or reducting change when sigma reduces. But since the big gains are in unexpected results, getting the most out them is the fastest way to level up. The primary point of losing is not to lose sigma, it is to lose mu. Because of the teammate's lower mu, the new player gets more credit for beating worse opponents. Also, the low mu makes them able to play the most legit low-level players that trueSkill would normally make them avoid due to the high starting mu (and as we know, "most legit"->low sigma-> lower enemy mu->lower). A new account isn't able to play the most legit players at their own mu, thanks to Bungie's 10 level search range. The constant losing creates unexpected results until the quitter finally reaches the skill level that corresponds to a player who always quits. The sigma is changes as follows: [b]new sigma = old sigma*sqrt(1-(old sigma^2*w(t,e)/c^2)) + tau[/b]. When a player's sigma converges, the amount of sigma lost due to multiplication must be the same as tau. And unexpected results lead to a lower multiplier, which means that the 'convergent' sigma must also be lower so that the loss is equal to tau. The key here is that while the very final, converging sigma is the same for all levels and skills, the quitter is only on his way to his true level from a higher level. Because of this, he gets more unexpected results, which result in a lower sigma along the way. At the mentioned level 10, he still isn't as low as he will eventually end up at, and thus his sigma is lower than the sigma of a true legit level 10.[/quote] al leuaulualeulaue- What!?!?!

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  • the living dead systm is different I rank up 2 or 3 times sometimes but in all other playlists its only one.

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  • To sum up system was made to lock people in to never rank up. Make new accounts ruin game for lower levles actually at 10-35 and make more money from 1 months or more.

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  • yeah but in 2600 matches you would think thay would catch them.

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  • Cool. To be honest as long as I just keep winning my games I should rank up every now and then. But how do you explain this! I lost three of my lone wolves games (6th place) in a row and then I ranked up.

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  • [quote][b]Posted by:[/b] Undisturbed Cow Do you have a way to stop the negative Exp. boosters, because that gets on my nerves when you get a booster on the other team or on my own team and he has -2600 exp and quits befor the game is over.[/quote]They do ban people for habitual quitting but it does seem to take a while to "catch" them.

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  • thankyou very much for that detailed explination. is there seperate sigma and mu for every ranked playlist? or a total one for all ranked playlists? anyway great job i hope my 46 can get to a 50 he has 1090 exp 1000 ranked 800 social reckon he can?

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  • Do you have a way to stop the negative Exp. boosters, because that gets on my nerves when you get a booster on the other team or on my own team and he has -2600 exp and quits befor the game is over. [Edited on 10.27.2009 4:52 PM PDT]

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  • Great job man. Very detailed, and informative. I have always been curious as to the basic structure of the ranking system. Nice Work! [Edited on 10.27.2009 8:58 AM PDT]

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  • Campaign no for sure but Custom Games still remains a mystery.

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