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Player rating for tournaments across all installments of Heroes.

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Fireball;100657
This statement is true for errors that are statistical in nature (having a variable sign, lucky-unlucky, it happened-it didn't, etc.). Factors that shift the measured value in a specific, defined direction should be eliminated, because such errors add up with statistical errors according to a linear law, not a quadratic one. Of course, it may turn out that even in this case, they can be neglected, but I am not sure that this is our case. However, it is not yet possible to prove or disprove this.
You've said quite a thing... :D I think if a contest were held on the forum for the smartest phrase that doesn't relate to pointless chatter, you wouldn't have any competitors... ;) Why talk about something simple in such a complicated way? For example, if a car has problems with its chassis, which prevents it from moving at a speed of more than 50 km/h, then increasing the quality of lubricants, fuel, and improving the driver's skills will not help it accelerate above this limit. Because the bottleneck is a malfunction in the chassis... (I said this as a way to lighten the mood - otherwise, we'll go into the wilds of terraforming and mathematical analysis, which we can avoid for now)... The same applies to us - we are not yet taking into account many significant parameters, which gives a total error in the assessment of the final player rating of +/- 5-7 points per tournament (on average), and therefore, trying to optimize one of the calculation parameters now in order to find one or two points does not make much sense. Excessive complication of the calculation increases the likelihood of errors in its application. And as a result, we may not get exactly the result we are striving for... I suggest that we do not consider specific tournaments for now, but create an abstract calculation model, which we (possibly) will then adopt. For now, I don't think we should make changes to the existing methods... Time will tell.
Сначала было слово...
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