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LocalRatings mod - evaluate players' skills based on previous games


Mentula
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  • 3 months later...

I modified the mod so it calculates a glicko-2 rating. Glicko-2 should get a bit faster to a correct rating than elo (which I tried before). The old local rating is preserved and in the graphs still shown. I only display the glicko-2 rating in the lobby and game setup. Glicko-2 starts at 1500. The other number next to it is volatility. Volatility starts at 200 and goes lower to find the accurate rating and stabilize there. Games are only evaluated if the victory state of all players are won or defeated.

The result is not satisfying yet for me. I have played/spectated a lot of games this alpha, more than one could demand of another mod-user. I release it anyway for testing or if anyone else want to play around with it.

It could be that this works better if:

  • Team pairings are consequently made by this glicko-2 rating. This way if underrated players gets teamed up occasionally they could gain rating. This feedback loop could benefit the rating. On the other hand if e.g. one player is very strong and known for it, he might get paired with many very bad players and lose rating.
  • Maybe it should not be done locally as then the rating pool gets bigger and better connected. Atm. good players only play with good players and the rating of them doesn't get elevated as high.

Atm. I'm a bit disappointed and may not follow up on this but wanted to drop it here. But I mean, if you doubt the team game pairing this could be used as a guide and if it is wrong rating got distributed so it should work better next time. But before one trusts the algorithm I wouldn't put in the work to include the graphs.

localratings_glicko2.zip

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there's a template for the decay, but not used actually atm. LR gets the time by the replay folder. But downloaded replays from replay-palas don't have the date in their name like the ones from the game. Like with "2025-05-21_0001", another shared replay would have another game 0001 on that day.

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