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Is there MMR system in Warzone battle arena?: 2024-08-17 11:21:37

mustafa
Level 1
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I have played many games such as Free Fire Battleground, and League of Legends. They have MMR in the game. My question is, is there also this system in this game? if yes. Kindly let me know.

For those who don't know what is MMR in games, visit this link: https://lolmmr.com/mmr-in-games/
Is there MMR system in Warzone battle arena?: 2024-08-17 12:13:36


TheGreatLeon 
Level 61
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Warzone Idle Battles: No, there is no ranking system and no skill-based matching. This is simply a free-for-all with everyone who is online at that moment.

Warzone Idle Arena = Quickmatch: There is a ranking system but it more closely reflects activity than skill. You can see your rating through the “Quickmatch” system and can also see where you rank versus all other players in the world on that template. If you click “History” you can see how many points you gained or lost after the game - this will always be a number between 1.0 and 10.0 using the (awful) QM rating system. This is not Elo or TrueSkill but a system that was created for WZ and is worse than either.

To the best of my knowledge, there is no skill-based matchmaking in Quickmatch. The player base does not support this for real-time games and instead the first two available players on a template are paired. Multi-day Quickmatch games do use some form of SBMM as far as I can tell.
Is there MMR system in Warzone battle arena?: 2024-08-17 18:41:44

Fizzer 
Level 64

Warzone Creator
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Quickmatch ratings use TrueSkill and match you based on your rating for each individual template. Leon only paints a partial picture of Quickmatch ratings -- they're influenced by activity when you're below 500, but above 500, they're straight TrueSkill and designed to give a fair competition.

Edited 8/17/2024 18:45:53
Is there MMR system in Warzone battle arena?: 2024-08-17 22:12:10


l4v.r0v 
Level 59
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Does anyone know the TrueSkill configuration values (see https://github.com/atomflunder/TrueSkill-Calculator?tab=readme-ov-file#configuration for a description) used by QM?

To add more color to this for MMR nerds:
above 500, they're straight TrueSkill and designed to give a fair competition.


Afaiu, TrueSkill is sensitive to beta and especially tau, so there isn't one "straight" TrueSkill (you can get some weird rating systems by selecting inappropriate values for the setting constants). QM further alters TrueSkill by:
1) not letting ratings (mu's?) change by more than 10 or less than 1
2) below a certain rating (I think 500), halving rating decreases

I think there's still a heavy activity component to Quickmatch ratings because (2) causes persistent rating inflation while (1) causes very good players to gain more than they should from lopsided matches.

For an example of (1), suppose you're a very good player playing RT games on a less popular template. You can keep constantly facing players you should win against 95% of the time based on your ratings. Without the min(10, max(1, calculated rating change)) limitation, your rating stays stable if you just win 95% of the time, goes up if you win more often, and goes down if you win only, say 92% of the time. In reality, your rating will go up as long as you win 11 times for every loss, so the ratings never stabilize at the very top unless the matchmaker can limit lopsided matchups or the template is one where it's very hard to win >91.7% of the time (like Small Earth Auto Dist) no matter the skill difference.

(2) is hard to think about because Quickmatch isn't like Elo where the average rating stays constant and you just have symmetric exchanges (winner gains x points, loser loses x points) but instead has a mean (mu) and standard deviation (sigma) for each player's rating estimate; that said, I believe it still behaves like a symmetric exchange system where the average rating should stay constant.

In theory, if you had a stable pool of players that just played one another constantly, Quickmatch ratings would converge to "straight" TrueSkill. In practice, players leave (with far-from-converged ratings), join (inflating the average rating through asymmetric exchanges), and play in ways that make it hard to matchmake (which can lead to lopsided matchups).

I don't think your rating ever converges to your "true" rating when there's persistent inflation, but if you look at, say, the SEAD leaderboard on QM over a month, you will see that for the top active players the system has sort of figured out their real skill. It's pretty YMMV

Edited 8/17/2024 22:13:33
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