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RATING SYSTEM ON OUR WEBSITE
Instead of a preface.
Horn, Chairman of the CS - HeroesLeague Chairman
"I hope that in the future, various Heroes resources will agree on a unified rating; thus, our Elo rating is intended as a prototype for it. For this reason, in large part, I agreed to the classical Elo formula, although I initially proposed a different option. Therefore, there should be no changes in the Elo rating that would be 'unclear' to an outside observer."
Taking into account the discussion on our forum and since many players will play both here and there, the League's rating calculation system has been taken as the basis.
The first difference is that we only have ELO. No prize ratings. All speed tournaments and the like, i.e., single-round tournaments, will be calculated as a round-robin tournament (as if everyone plays everyone else).
The second difference is the separate rating for offline and online. This will be clearer, and if someone wants to convert our rating to the League's, it is sufficient to add them and divide by 2. In other words, it is very simple. Obviously, such a manipulation is applicable if the player participates in both. If only in one type of duel, then that figure should be taken immediately.
The third difference is that dead souls, who do not participate in the game, do not receive a rating.
Rating System.
1. Any newly registered player receives two ELO ratings equal to 1000 for each version of the game (Heroes 2, 3 and 4), but only after sending the final save in a tournament for that version of the game, or having played online.
2. The first rating is the player's rating in offline tournaments and duels, the second in online ones.
3. The Elo rating E (sports rating) reflects the strength of the player, provided a sufficient number of matches have been played. It is redistributed between players as a result of a (completed) duel (in a tournament or a registered duel). No other way to acquire (lose) rating E exists!
Rating Calculation.
4. The winner will increase their rating E by exactly the same amount that the loser will lose, meaning the sum of their ratings remains the same. The stake depends on the ratio of the participants' ratings - by defeating an opponent higher in the rating, a player will receive more points than they would have lost in the event of a defeat.
5. Specifically, Player 1's rating changes as follows:
E1_new = E1 + 20*(R1 - F(E1-E2)),
where E1, E1_new are the old (before the game) and new Elo ratings of Player 1,
E2 is the rating of their opponent (Player 2),
20 is the "price of the game", the total number of points at stake.
R1 is the result of the game for Player 1 (1 - win; 0.5 - draw; 0 - loss),
F(E1-E2) is the expected result of the game. For those in the know, F(x) is the normal distribution function with a mean of 0 and a variance of 80000.
6. For round-robin tournaments (everyone plays everyone), practically the same formula will be used:
E_new = E + 20*(Ravg - F(E-Eavg)),
where Eavg is the average rating of the tournament participants,
Ravg is the player's average result, i.e., the ratio of the number of wins to the number of games played.
Calculation Example.
The question is, how can I find out how much I will win or lose in a game with Vasya? Very simple! Since the number of points played is rounded to a whole number, it is sufficient to calculate the difference in ratings (mine and Vasya's) and look at this table:
|E1-E2| ........ Stakes
0-17 .............. 10:10
18-53 ............ 11:9
54-90 ............ 12:8
91-128 .......... 13:7
129-169 ........ 14:6
170-213 ........ 15:5
214-264 ........ 16:4
265-325 ........ 17:3
326-407 ........ 18:2
>407 ............. 19:1
Naturally, the first of the stakes refers to the player with the higher Elo rating. That is, if I (E=1160) lose to Vasya (E=1089, difference 1160-1089=71), he will take 12 points from me, and if I win, I will get 8 points from him.
CLAN RATING SYSTEM
1. CLAN RATINGS ARE CALCULATED SEPARATELY FOR EACH VERSION OF THE GAME (HEROES 2, 3, 4 AND 5).
2. THEY ARE DIVIDED INTO ONLINE RATING AND OFFLINE RATING.
3. THE CLAN RATING IS CALCULATED AS THE ARITHMETIC MEAN OF THE THREE BEST PLAYERS OF THE CLAN IN THAT VERSION.
Brief comment. The first points are based on the player rating system, and there is nothing new here. Only the third is new. Why exactly three? One and two are not enough to evaluate a clan, and there may not be more than 3 in each version of the game. Why not everyone? Because then the clan leaders would not be interested in mass representation of the clan in tournaments, and only the three strongest players would play. What to do if, in fact, there are only 2 players? I don't know yet. Either not calculate the clan rating at all, or introduce a reduction coefficient, for example, minus 5 or 10%. Not calculating it seems better to me…
4. THE CALCULATION OF THE RATING IN FRIENDLY MATCHES SHALL BE CONDUCTED AS IF SEVERAL INDIVIDUAL DUELS ARE TAKING PLACE.
Example: clan "A" with a rating of 986 plays an online three-on-three duel with clan "B" with a rating of 991.
The ratings of the players of clan "A" are 1030, 990, 940; players of clan "B" are 1015, 1000, 960. Suppose that clan "A" won. Then we calculate three duels: 1030 – 1015, 990 – 1000, 940 – 960. Based on their results, it will be 1040 – 1005, 1000 – 990, 950 – 950.
Then we recalculate the clan ratings, taking into account the change in player ratings, by calculating the three best (who may no longer be these three players).
Such a calculation scheme allows both player ratings and clan ratings to be dynamic.
5. THIS RATING SYSTEM IS TEST VERSION.