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DOTA2天梯排位系统即将到来

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1#
发表于 2013-12-8 10:13 AM |只看该作者 |倒序浏览
Over the past several months we’ve been working on improving matchmaking. In this post we’d like to share with you where matchmaking currently stands and give you a sneak peek on an upcoming matchmaking feature.

Ranked Matchmaking is Coming

The next major update will add a ranked matchmaking feature to the game. This mode is aimed at experienced players who want to play in a more competitive environment and know their matchmaking rating (MMR). Dota 2 matchmaking has always calculated MMR and used it to form matches; in ranked matchmaking we make that MMR visible.



在过去的几个月,我们在对匹配制度进行着无数的改进,我们将会在此向你们分享一下即将到来的DOTA2的排位匹配系统的一些特性!
  
即将带来的DOTA2天梯排位匹配匹配!
  
下一次的大型更新将会在游戏中加入排位匹配,这个模式的目标人群是那些有一定游戏经验,同时希望体验更具有竞争性的游戏,同时也希望能够知道自己的MMR等级的玩家。其实DOTA2的匹配一直是通过MMR进行匹配的,在排位匹配中,我们将会使MMR变为可见。







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2#
发表于 2013-12-8 10:13 AM |只看该作者
Your Matchmaking Rating (MMR)

Dota 2 uses standard techniques to quantify and track player skill. We assign each player an MMR, which is a summary metric that quantifies your skill at Dota 2. After each match, we update your MMR based on what happened in that match. In general, when you win, your MMR will go up, and when you lose, your MMR will go down. Win/loss is the primary criteria used to update MMR, but individual performance also plays a role, especially when our uncertainty about your MMR is high. It is possible for an individual MMR to increase after a loss or decrease after a win, but in general the winning team’s average MMR will increase and the losing team’s MMR will decrease.

We also track our uncertainty about your MMR. New accounts and those playing in Ranked Matchmaking for the first time have high uncertainty. Higher uncertainty allows larger adjustments after each match, and lower uncertainty leads to smaller adjustments. Together, the MMR and uncertainty can be interpreted as a probability distribution of performance in your next game; the MMR itself serves as the mean of this distribution and the uncertainty is its standard deviation. If the match outcomes (both the win/loss and individual performance) repeatedly match our expectations, the uncertainty tends to decrease until it reaches a floor. A surprising match outcome will tend to cause an increase in uncertainty.

We actually track a total of four MMRs for each player:

Normal matchmaking, queuing solo
Normal matchmaking, queuing with a party
Ranked matchmaking, queuing solo
Ranked matchmaking, queuing with a party


关于MMR
  
DOTA2使用标准的技术手段来评价和最终玩家的水平,我们将玩家使用MMR来进行评级,那是一个对于你DOTA2是水平的评价,在每场比赛之后,我们将会根据你在游戏中的表现来更新你的MMR数值,一般来说,当你赢了,你的MMR会上升,当你输了,你的MMR会下降,输赢是关乎你MMR的最关键因素,但是个人的表现也会影响你的MMR,特别是当我们不确定你的MMR的时候,这也让你的MMR在输掉比赛之后上升和赢了比赛之后下降都是有可能的,但是,一般来说,赢的队伍的总体MMR会上升,输掉的队伍的总体MMR会下降。
  
同时,我们也会追踪你的MMR,新账号和第一次玩RM的账号具有高的不稳定度,高不稳定度的账号在每场比赛之后,对于分数的调整会更大,同时,低不稳定度的账号调整会小一些。
  我们将会纪录以下四几种MMR数值:
  1、 普通匹配(NORMALMATCHMAKING以后称为NM),单人匹配
  2、 NM,多人匹配
  3、 RM,单人匹配
  4、 RM,多人匹配


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3#
发表于 2013-12-8 10:15 AM |只看该作者
Each of the two ranked MMRs has its own calibration period. Under certain circumstances, we may need to reactivate calibration, if we think the MMR is inaccurate.

To give you a feel for the range of MMR, below are some MMRs corresponding to various percentiles.

两个MMR有他自己的计算过程,在某些特定的条件下,我们将会重新开始进行计算,如果我们认为这个MMR数值并不正确的话!(打击淘宝选手么?)
  
为了给你们关于MMR有一些概念,下面来说说MMR的分布:
  5% 1100
  10% 1500
  25% 2000
  50% 2250
  75% 2731
  90% 3200
  95% 3900
  99% 4100
  (从高手从2000分变成了4000分,“绝顶高手”从3000分变成6000分了!)
  
这个比例并是从以前的NM中得来的,我们还不知道在RM中,这些分数的分布会是怎样呢,但是我们也认为他会有所不同,因为进入RM游戏中的玩家将会是更为高手,更富经验的玩家群体,我们也预料到了,玩家在RM游戏中,将会和他们在NM中的表现不太一样。


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4#
发表于 2013-12-8 10:17 AM |只看该作者
Note that this distribution is from normal matchmaking. We don’t know yet what the distribution will be in ranked matchmaking, but we expect it to be different. The players who participate in ranked matchmaking will be more skilled, more experienced players. We anticipate that any given player will have different expectations and play the game differently in ranked matchmaking compared to normal matchmaking.

What Makes a Good Match?

The ultimate goal of automated matchmaking in Dota 2 is for players to enjoy the game. The matchmaker seeks matches with the following properties (listed in no particular order):

1)The teams are balanced. (Each team has a 50% chance to win.)

2)The discrepancy in skill between the most and least skilled player in the match is minimized.

3)This is related to team balance, but not the same thing.

4)The discrepancy between experience (measured by the number of games played) between the least experienced player and the most experienced player is minimized. More on this below.

5)The highest skill Radiant player should be close to the same skill as the highest skill Dire player.

6)Each team contains about the same number of parties. For example, the matchmaker tries to avoid matching a party of 5 against against 5 individual players.

7)Players’ language preferences contains a common language. Lack of a common language among teammates’ language preferences is strongly avoided. Lack of a common language across the whole match is also avoided, but less strongly.

8)Wait times shouldn’t be too long.


什么会早就一场好游戏?
  匹配系统的终极目标是让玩家享受游戏的过程,匹配系统是通过以下的方法来搜寻一场游戏的:
  1、队伍之间是平衡的,每个队伍都有50%的概率能赢。
  2、在一个队伍之中,最高手和最菜鸟的玩家之间的差距是最小化的,这和队伍之间的平衡
      3、是相似的,但是不是同一种东西。
  4、一个队伍中,最高场次的玩家和最低场次的玩家的差距是最小化的
  5、双方的最高水平玩家的水平是一致的,(大酒神没法从零单排了)
  6、双方的黑店玩家的数目是尽可能一致的,匹配系统已经尽量在避免五个黑店匹配五个单人玩家了。
  7、匹配系统将会尽可能希望将同种语言的玩家匹配到一起,队友之间所使用的语言不一样是尽可能不免的
  8、等待时间将会尽可能不要太长(也就是说,匹配时间太长的话,匹配系统就会缩小这些限制)


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5#
发表于 2013-12-8 10:18 AM |只看该作者
The matchmaker seldom achieves all of those goals perfectly. For any potential match, the matchmaker assigns a quality score for each of the criteria above and then takes a weighted average. When the overall quality score exceeds a threshold, the match is considered “good enough” and the match is formed. We’re constantly experimenting with different match criteria and how to prioritize them.

The matchmaker does not directly try to achieve any particular win rate for players. However, we do try to ensure that each team has a 50% chance of winning in any given match. (This is criteria #1 in the listed above.) We do not examine individual win / loss streaks or try to end them. However, if you are on a winning streak, in general your MMR is probably rising, which will tend to cause you to be matched with higher skilled opponents and teammates. Win rate is not a meaningful measure of player skill.

Win count is also not useful as indicator of skill, and the matchmaker does not use it for that purpose. We do try to group players by their level of experience (criteria #3 in the list above), primarily because we have found that players at the same skill level but different experience level differ in their expectations of how the game is to be played. Our measurement of “experience” for matchmaking purposes is an approximately logarithmic function of the number of games played. The difference in experience between 40 games and 120 games is considered to be about the same as the difference between 120 games and 280.

You can visualize the impact of goals #2 and #3 with a chart where number of games played is the horizontal axis and MMR is the vertical axis. If two players are close together in the diagram, they are considered good candidates to put into a match together. Players who are far apart are considered a poor match. The typical career trajectory of a player new to Dota 2 as he gains experience and moves towards the right is to gradually move upwards as their skill increases. When skilled players create new accounts, they follow a bit different trajectory. Their MMR rises relatively quickly, placing them into the top lefthand corner of the diagram, where they will be matched with other players whose skill is high relative to their experience level.


匹配系统并不会总是将这些元素计算到完美的程度,而是对于任何一场比赛,匹配系统使用一个分数对其进行评价, 并计算一个加权值,如果以上元素的加权值超过了某个阈值,那么匹配系统就会认为这是一场goodgame同时完成匹配过程,同时,我们也通过匹配试验,来确定他们的优先级(估计就是前一段时间关于享受比赛的程度评分和和队友的合作程度的评分那个过程了)。
我们并不会直接地让所有玩家的胜率达到50%,这和我们让每个队伍之间的赢得概率不是一码事,也并不互相矛盾,同时,我们也不会检测这个玩家是不是连胜或者连败并且让终止他,但是,如果你正在连胜,那么你的MMR自然在上升,那么你自然也会最终匹配到你无法战胜的对手,胜率,并不是我们衡量玩家水平的一个标志。
  
胜场数也不是我们衡量玩家水平的数据,同时,匹配系统也不会使用这个数据,我们确实会将场数相近的玩家-匹配到一起(上面第三点),这是因为我们已经尝试过将水平相近,但是场数不相近的玩家匹配到一起过了,(但是结果并不好?)我们衡量玩家的熟练度是通过玩家的对数的场数差,例如一个40场比赛和120场比赛玩家之间的差值,我们认为和120场与280场比赛的玩家是一样的。
  
为了保证以上第二点和第三点的效果,我们必须有以下的做法:
  
对于一个新手玩家,我们将会让他的分数随着他的游戏过程慢慢上升,而对于一个高手新建了一个账号,那么我们将会使他们的分数快速上升,以便使他们匹配到恰当水平的游戏


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6#
发表于 2013-12-8 10:19 AM |只看该作者
What About Parties?

When parties are involved, things get a bit more complicated. Parties often contain players with a wide discrepancy in skill and experience. For the purposes of measuring the goodness-of-fit criteria listed as #2 and #3 above, the matchmaker assigns each party aggregate skill and experience numbers. It is these party numbers that are used rather than the individual. In general, when a party with a wide skill range is matched with a solo player, the solo player will have skill and experience near the average of the party. If you notice that one player seems to be significantly less skilled than the other players in the match, it is very likely that they are partied with a high skilled player.

Also, when players are in a party, they typically perform better than players of equivalent skill who don’t know each other. We account for this in two ways. First, we track your skill when queuing alone separately from when queuing in a party. Second, we adjust the effective MMRs based on the number of players in the party and the distribution of skill within the party.

Here’s an example match that was formed today that demonstrates both of these principles in action.

开黑的玩家怎么办?
  
当有开黑玩家的时候,事情就有点难办了,因为黑店中经常会有玩家之间水平相差很大的组到一起的情况,为了保证第二点和第三点的效果,匹配系统将会使黑店玩家之间使用一个相对的MMR评分和场数评分,一般来说,如果黑店玩家之间的水平相差很大,我们一般会给他们匹配路人玩家,同时,路人玩家的水平将会和黑店玩家之间的水平差不多…如果你们发现一个比赛中有一个特别菜的,那么他往往会是有一个高手带着的…
  
同时,如果玩家是开黑的,那么他们的表现必然会比纯路人玩家之间更好,我们将会使用两种方法来计算,首先,我们会看看你单人匹配的时候的水平,其次,我们将会对你的水平进行一个计算,来设想你在黑店中能达到什么水平。


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7#
发表于 2013-12-8 10:20 AM |只看该作者
本帖最后由 第八铜人 于 2013-12-8 10:22 AM 编辑

http://blog.dota2.com/  原文在这...
翻译从别处拿来的


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