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SIMM CHANGES IN 0.15


Hello everyone, I hope you are having a good day. I've come bearing news regarding some fairly significant changes we've made to the Matchmaker following your feedback after MM 2.0 was released. These changes are currently slated to go live in 0.15.

Skill Value
In 0.15, instead of using a straight global win rate, we will now use vehicle win rate to help balance a match. Please note, we will only use vehicle win rate once a player has reached a certain threshold number of matches in the vehicle. Below this threshold, we use a linear interpolation between global win rate and vehicle win rate.


Skill Balance
Skill balance will now occur after a pool of 30 random players has been selected and 2 teams formed based on vehicle balance (i.e. matching tiers on both sides). Instead of using the mean-based average team win rate approach introduced in 0.12, we will now use a "local ranking" method:


  • First, the 30 players are sorted by skill value (vehicle win rate, see above).
  • Based on this sort, the players are split into 3 even ranks of 10 players per rank: "high skill", "medium skill", "low skill". Note that 3 groups of 10 are always made no matter what the actual differences in skill values are.
  • Players are then swapped between teams in order to balance the total number of each rank, regardless of individual skill value or average team value, targeting 5 of each rank on each team.
  • Swaps are only made between same tier and class players in order to maintain vehicle balance.


This achieves improved team balancing while not singling out individual players, stacking a match against good players, or targeting a 50% win-rate. Simulation shows this does a good job of eliminating largely imbalanced teams, while not being aggressive about equal average win rate and allowing for some fuzziness in the balance of matches. This will allow players to reach higher win rates without the system working against them to achieve a 50/50 win rate across both teams. Regardless of WR differences between the top 10 "high skill" players, the system will attempt to randomly distribute 5 of them on both sides as long as the tiers are equal.



Source : AW forum
SIMM CHANGES IN 0.15 SIMM CHANGES IN 0.15 Reviewed by Unknown on 4/14/2016 Rating: 5

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