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A statistic on elo inflation
I've been trying to design a formula for a number that accurately represents the inflation of a ladder in all cases. Currently, the only relevant things I've thought to include in this formula are # of players, elo of #1, elo of #20, what rank you achieve if you have 2000 (or any other arbitrary number) elo, elo gap between #1 and #2, the lowest elo, the 20th lowest elo, the gap between the lowest and 20th lowest elo, the elo range of the ladder (highest minus lowest), and the IQR (a range statistic less affected by outliers). Help me?
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Sorry my brain exploded
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Dayum… Lemme think
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Hivlik wrote

I've been trying to design a formula for a number that accurately represents the inflation of a ladder in all cases. Currently, the only relevant things I've thought to include in this formula are # of players, elo of #1, elo of #20, what rank you achieve if you have 2000 (or any other arbitrary number) elo, elo gap between #1 and #2, the lowest elo, the 20th lowest elo, the gap between the lowest and 20th lowest elo, the elo range of the ladder (highest minus lowest), and the IQR (a range statistic less affected by outliers). Help me?

All elo quartiles @Hivlik
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standard deviation
is that a thing?
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um can u put this in dummy terms for me
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Savagebaut wrote

standard deviation
is that a thing?

Assuming we're going to get a normal distribution (or something very close to it), you can use it to find the probability of people in certain Elo ranges: above a certain number, below a certain number, in range of two numbers
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confused
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Not really sure what you are looking for…

When I think of Elo inflation I think of ways in which the total amount of Elo in a ladder increases. Normally Elo in a ladder = 1400*(# of players). Now with Elo resets and elo punishments it isn't exactly that, but pretty close.

What I think you are looking for is Elo distribution?
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qazzy1122 wrote

Not really sure what you are looking for…

When I think of Elo inflation I think of ways in which the total amount of Elo in a ladder increases. Normally Elo in a ladder = 1400*(# of players). Now with Elo resets and elo punishments it isn't exactly that, but pretty close.

What I think you are looking for is Elo distribution?

No, you're exactly right. The elo inflation I'm referring to is the expansion of the elo pool. For example, a lot more players have played Build UHC than Iron Soup. Build's elo pool is much larger and therefore inflated. 2000 in build is much less impressive than 2000 in iron soup. I want to set up a thing at the end of the season where I can align different ladders' results while removing the elo inflation factor, which makes them incomparable.
I could do something where I just multiply all the elos in the less inflated by a certain ratio thing based on the other, more inflated ladder, but I'm not able to work my head around exactly what a good formula would be.
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Hm, interesting.
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1. Can elo distribution be modeled by a standard bell curve? Because few players are outliers in both very low/high elo compared to the majority of players

2. What significance does 2000/whatever number you use have on the formula? That part confuses me.
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Knite wrote

1. Can elo distribution be modeled by a standard bell curve? Because few players are outliers in both very low/high elo compared to the majority of players

2. What significance does 2000/whatever number you use have on the formula? That part confuses me.
I use 2000 as a landmark for a generally pretty substantial amount of elo in any ladder. By marking what rank a 2000 elo gives you, it marks how inflated the ladder is.
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Knite wrote

1. Can elo distribution be modeled by a standard bell curve? Because few players are outliers in both very low/high elo compared to the majority of players.


By definition, bell curves (AKA normal distributions) have a large percentage of their bulk in the center, and small amounts at the very fringes of the left and right. So very high/low players fit right into what one looks for in such a distribution.

However, I think Elo can't be fit to a normal distribution as nicely as one might hope because of human nature. People with very high Elo continue to play for far longer than those with very low Elo. This majorly extends that "tail" of the bell curve, while those with comparably rare LOW Elo's don't really put in the same time and effort to keep LOSING. The resulting curve would probably look more like the right curve than the left curve:

http://www.cdc.gov/ophss/csels/dsepd/ss1978/lesson2/images/figure2.10.jpg
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qazzy1122 wrote

Knite wrote...



By definition, bell curves (AKA normal distributions) have a large percentage of their bulk in the center, and small amounts at the very fringes of the left and right. So very high/low players fit right into what one looks for in such a distribution.

However, I think Elo can't be fit to a normal distribution as nicely as one might hope because of human nature. People with very high Elo continue to play for far longer than those with very low Elo. This majorly extends that "tail" of the bell curve, while those with comparably rare LOW Elo's don't really put in the same time and effort to keep LOSING. The resulting curve would probably look more like the right curve than the left curve:

http://www.cdc.gov/ophss/csels/dsepd/ss1978/lesson2/images/figure2.10.jpg

which way do you think the distribution would be skewed?
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qazzy1122 wrote

People with very high Elo continue to play for far longer than those with very low Elo.

Agh, can't believe I didn't realize that
This makes calculating these so much more tedious
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WatWatInTheButt wrote

No, you're exactly right.

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Badware wrote

WatWatInTheButt wrote...



what
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.
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