We have a new experimental ranking system. You can see the rankings for all players in the new system at our
ranking page.
Player's now have an assigned skill value. This value starts at 100 for new players and can go up and down depending on the outcome of each game session. Winning matches will increase your skill level while losing can decrease it. The system determines how your skill level changes after each match using an adopted
TrueSkill algorithm.
You can read more about this ranking algorithm if you follow the link, but in short it works as follows. Each player has an average skill value and an uncertainty value. The uncertainty tells us how much the system trusts that the average skill is actually correct. Initially the system will guess your skill is 100, but it says that with a big uncertainty. After playing a few matches your uncertainty will shrink as the system can compare you with other players and your mean will move towards your proper skill. If 4 new players compete in a match we get a ranking from 1st to 4th. We can then say with a little more confidence than before that the 1st player is probably above average, 2nd is only slightly above, 3rd may be a little below and 4th is further below average. Their skill levels will be adjusted accordingly and their uncertainty is decreased. The system is still more uncertain about the top and bottom players because maybe they could be miles above or below average, you can't really tell from only this match.
How much the skill level changes depends on how surprising the outcome is. A player with a low skill level winning over a player with high skill level will get a large skill increase. She is probably better than we previously thought. On the contrary, if the skilled player wins it's not surprising and the skill levels will not change much.
Another example is a low ranked player getting 3rd place in a 4 player game of otherwise skilled players. This can still increase the skill of the 3rd player because she did beat one high skill opponent. In the same game the 1st player will get a normal increase for beating opponents at mostly the same skill.
Compared to TrueSkill we use a lower uncertainty to begin with. This means that the system is quite confident that new players are average and they will need to prove in several games that they get 1st or 2nd position. In practice this means that the rankings change at a slow pace. However, a new player can get to the top 20 in only a few games if she's playing against skilled opponents. It's also possible to reach the top by playing and winning several games against average and above average players.
We have chosen to weight games by the number of human players. A 4 player game will give 100% of the skill points, a 3 player game 60% and 2 player only 10%. AI opponents does not count anything for ranking so losing or winning to them does not affect your skill.
If a player abandons a game and the game is still finished legally it will affect the abandoning player's ranking.
All decimal places count in the skill level even if only the integral part is visible. When players get to the higher skill levels the increases and decreases will decline and the skill can never go above 1000.
We're working to show how each game affected your skill level. It will be linked from the player names in the ranking page and display plus or minus (+/-) the number of skill points per game.
The outcome of new games are not added to the rankings yet.
Note that this ranking system is in it's experimental stage and will likely be modified. We'd like your feedback so please discuss it in this forum thread:
Do you think the new ranking is fair or not?
Do you have any questions?
Would you like to see another way of ranking?
Regards,
The Dev Team