WEBVTT 1 00:00:05.616 --> 00:00:09.817 Game Advanced Balance Adjustment through Elo Rating in PVP Matching System 2 00:00:09.817 --> 00:00:12.132 GCC Academy 3 00:00:27.187 --> 00:00:28.393 Hello everyone 4 00:00:28.393 --> 00:00:31.340 This is Park Hyung-seon from Action RPG Balance Game Planning 5 00:00:31.343 --> 00:00:34.043 This time, I will discuss balancing 6 00:00:34.044 --> 00:00:37.774 the PVP matching system using Elo Rating 7 00:00:38.087 --> 00:00:40.162 In the previous lectures 8 00:00:40.163 --> 00:00:43.064 we balanced the monsters and players 9 00:00:43.064 --> 00:00:47.287 so that players could have fun when playing PV content, such as stages 10 00:00:47.287 --> 00:00:50.872 Action MORPG games do not only have PV content 11 00:00:50.873 --> 00:00:54.251 where players enter the stage and kill monsters 12 00:00:54.387 --> 00:00:59.387 There is PVP content in the game, which can be said to be the ultimate goal of all players 13 00:00:59.387 --> 00:01:03.308 I will explain the Elo Rating formula, how to apply it to actual practice 14 00:01:03.309 --> 00:01:06.110 and the matchmaking system planning 15 00:01:06.476 --> 00:01:10.485 Elo Rating 16 00:01:10.856 --> 00:01:14.056 Working on matching balance in PVP content 17 00:01:15.256 --> 00:01:17.056 Action MORPG games 18 00:01:17.596 --> 00:01:19.856 do not only have PVE content 19 00:01:20.156 --> 00:01:24.156 where players enter stages and kill monsters 20 00:01:25.056 --> 00:01:29.155 There is PVP content in the game that can be said to be 21 00:01:29.796 --> 00:01:31.956 the ultimate goal of all players 22 00:01:32.796 --> 00:01:36.196 In PVE content, you collect and strengthen items 23 00:01:36.456 --> 00:01:41.655 to get a high ranking in PVP content 24 00:01:43.456 --> 00:01:48.456 I will tell you about the matching balance process in PVP content 25 00:01:49.756 --> 00:01:53.456 In PVE content, you fight monster AI 26 00:01:54.456 --> 00:01:59.456 The values ​​are adjusted according to the player's level and stage 27 00:02:00.456 --> 00:02:02.456 And you get a reward 28 00:02:02.956 --> 00:02:05.456 After getting the reward in the content 29 00:02:05.715 --> 00:02:08.715 the ability value increases after equipping it 30 00:02:09.953 --> 00:02:15.716 We looked at fighting monster AI in PVE content 31 00:02:17.216 --> 00:02:22.716 In PVP content, players grow these characters 32 00:02:23.716 --> 00:02:27.716 and then match them with their characters to fight 33 00:02:28.716 --> 00:02:31.216 The main goal of MORPG games 34 00:02:31.475 --> 00:02:35.708 is to grow characters stronger and get a high ranking 35 00:02:36.231 --> 00:02:40.491 So, in many cases, you level up your character in PVE content 36 00:02:40.719 --> 00:02:43.776 and then compete in PVP content 37 00:02:44.751 --> 00:02:48.251 o get a high ranking in PVP content 38 00:02:48.333 --> 00:02:50.855 users play PVE content 39 00:02:50.975 --> 00:02:54.455 get rewards, and repeatedly strengthen their characters 40 00:02:55.246 --> 00:02:58.377 In PVP content, when there is an imbalance in the balance 41 00:02:59.863 --> 00:03:03.835 battles are conducted by randomly matching users 42 00:03:04.621 --> 00:03:10.463 but if the matching system is not balanced, problems can occur 43 00:03:11.405 --> 00:03:13.336 It may not be possible to have a fair match 44 00:03:13.640 --> 00:03:17.735 and players may lose interest 45 00:03:18.735 --> 00:03:23.191 Let's calculate the case where a user with a low item grade 46 00:03:24.164 --> 00:03:26.414 or level matches a user 47 00:03:26.971 --> 00:03:32.364 with a high item grade or level when matchmaking in PVP content 48 00:03:33.495 --> 00:03:35.495 Let's assume that User A who is level 10 49 00:03:35.495 --> 00:03:39.856 who is level 10 and has all of his items graded 1 50 00:03:40.495 --> 00:03:41.581 and User B 51 00:03:42.495 --> 00:03:44.495 who has item 40 52 00:03:44.995 --> 00:03:49.906 and is level 40, are competing 53 00:03:50.995 --> 00:03:53.495 When user A attacks, he deals small damage 54 00:03:54.256 --> 00:03:57.256 and when user B attacks, he deals a lot of damage at once 55 00:03:58.432 --> 00:04:00.016 If this happens, the game will be too trivial too trivial 56 00:04:01.256 --> 00:04:04.256 and boring 57 00:04:04.576 --> 00:04:05.574 and the opponent will be too strong 58 00:04:05.574 --> 00:04:08.922 so no matter how well I control, I can't win 59 00:04:09.586 --> 00:04:11.477 If this happens 60 00:04:11.756 --> 00:04:15.127 players won't be able to enjoy PVP content 61 00:04:15.756 --> 00:04:19.711 In the end, users will leave the game 62 00:04:20.515 --> 00:04:25.212 Also, what if users with similar items or levels 63 00:04:26.243 --> 00:04:32.015 but have a large skill gap due to their proficiency in the game are matched? 64 00:04:33.015 --> 00:04:36.706 For example, if users A and B have 65 00:04:37.337 --> 00:04:42.308 the same level and item grade level 30 and item grade 4 66 00:04:42.308 --> 00:04:45.389 user A is not good at the game 67 00:04:45.483 --> 00:04:47.082 He is not good at controlling 68 00:04:47.748 --> 00:04:50.015 and user B is very good at the game 69 00:04:51.015 --> 00:04:56.515 User B can play with user A using flashy controls and proceed with the battle 70 00:04:56.907 --> 00:05:00.599 Of course, this is a real-time multiplayer PVP 71 00:05:00.601 --> 00:05:02.809 not a non-real-time PVP 72 00:05:04.113 --> 00:05:05.613 In that case 73 00:05:06.515 --> 00:05:09.260 B won't have fun because he is too bad at controlling 74 00:05:10.015 --> 00:05:13.015 Even if I win, I won't have fun 75 00:05:14.015 --> 00:05:18.015 Also, in the case of A, who can't control 76 00:05:18.694 --> 00:05:22.918 he might get angry because his opponent is too good 77 00:05:23.275 --> 00:05:26.608 So, practicing can have a good effect 78 00:05:26.608 --> 00:05:31.528 but if he keeps losing, he will give up in many cases 79 00:05:32.275 --> 00:05:36.407 If he can't feel the fun of the PVP content, which is the ultimate goal 80 00:05:36.519 --> 00:05:39.598 users will eventually leave the game 81 00:05:40.775 --> 00:05:43.275 We need a system 82 00:05:44.275 --> 00:05:46.775 that matches players 83 00:05:47.536 --> 00:05:50.316 with similar abilities and skills 84 00:05:50.649 --> 00:05:56.292 That's why we introduce scores and tiers that can quantify players' strength 85 00:05:56.536 --> 00:05:58.745 You can think of tiers as ranks 86 00:05:59.536 --> 00:06:04.036 f you match players with similar scores and tiers and have them fight 87 00:06:04.437 --> 00:06:08.048 you can compete fairly 88 00:06:08.983 --> 00:06:12.064 This tier and rating score system 89 00:06:12.329 --> 00:06:14.927 is commonly used in games 90 00:06:14.927 --> 00:06:18.992 with a matchmaking rule that 91 00:06:19.487 --> 00:06:22.227 randomly matches players 92 00:06:22.913 --> 00:06:26.296 Tiers are divided into leagues 93 00:06:26.796 --> 00:06:30.352 so users are grouped and distributed 94 00:06:30.366 --> 00:06:35.542 according to their skills, such as Tier 1, Tier 2, Tier 3, and Tier 4 95 00:06:36.796 --> 00:06:39.561 Let's look at the gameplay of 96 00:06:40.198 --> 00:06:46.055 real-time battle-based PVP content in MORPGs and action RPG 97 00:06:47.555 --> 00:06:51.771 At first, players are given a score that quantifies their skills 98 00:06:52.244 --> 00:06:54.171 Tiers are given according to the score 99 00:06:54.171 --> 00:06:56.530 and rankings are given according to the score 100 00:06:56.828 --> 00:07:00.055 At first, they will all have the same score and ranking 101 00:07:01.055 --> 00:07:04.375 Then, when you click the Match button 102 00:07:04.375 --> 00:07:08.969 similar opponents that meet the conditions are searched 103 00:07:09.705 --> 00:07:14.316 and when the search is finished, the match is made, and the battle begins 104 00:07:14.885 --> 00:07:17.703 Then, you will fight the opponent 105 00:07:17.903 --> 00:07:19.316 Users A and B 106 00:07:19.816 --> 00:07:25.524 gain or lose points depending on the battle results 107 00:07:26.816 --> 00:07:30.816 Depending on the battle result, victory points and scores will change 108 00:07:31.470 --> 00:07:34.816 and the ranking will be updated according to the changed scores 109 00:07:35.862 --> 00:07:39.693 If tiers and scores were created to match users 110 00:07:40.973 --> 00:07:42.576 with similar skills or specifications 111 00:07:42.576 --> 00:07:45.821 how about giving points to the winner? 112 00:07:47.576 --> 00:07:51.576 There is a balance in increasing or decreasing scores 113 00:07:52.076 --> 00:07:54.076 and even if a tier and score system is created 114 00:07:54.076 --> 00:07:58.576 you will not be matched with users with the same scores 115 00:07:59.076 --> 00:08:04.576 Sometimes, you will be matched with users with lower tiers and scores than you 116 00:08:05.576 --> 00:08:09.380 or you will be matched with users with higher tiers and scores 117 00:08:10.076 --> 00:08:13.645 and you will fight and either win or lose 118 00:08:15.076 --> 00:08:19.959 What if the score you gain when you win a battle against a player with a higher score than you 119 00:08:20.576 --> 00:08:26.009 and when you win against a player with a lower score are the same? 120 00:08:28.076 --> 00:08:32.481 You fought a player with a lower score than you and won 121 00:08:32.835 --> 00:08:36.128 However, you only gained about 200 points 122 00:08:36.835 --> 00:08:43.598 However, you fought a player with a higher score than you 123 00:08:43.608 --> 00:08:44.936 It would be much harder 124 00:08:45.402 --> 00:08:47.835 You fought hard and barely won 125 00:08:48.335 --> 00:08:51.901 However, you only gained about 200 points 126 00:08:52.335 --> 00:08:57.384 In this case, you would feel empty 127 00:08:57.654 --> 00:08:59.798 because the reward is the same as your effort 128 00:09:00.096 --> 00:09:03.648 The score you earned when you defeated the opponent above is the same 129 00:09:04.596 --> 00:09:08.883 It would be empty if the difficult and easy opponents were the same 130 00:09:10.596 --> 00:09:17.535 If you earned the same score without considering the tier or score of the player 131 00:09:19.596 --> 00:09:21.714 you fought on the previous page 132 00:09:23.150 --> 00:09:27.460 you would have challenged someone with a high battle difficulty 133 00:09:28.542 --> 00:09:32.827 but since you earned a low reward 134 00:09:33.683 --> 00:09:37.209 the user would have no choice but to react negatively 135 00:09:38.751 --> 00:09:42.856 If you won with difficulty and your score from User B is the same 136 00:09:43.588 --> 00:09:45.356 there is no reason to make it this difficult 137 00:09:46.158 --> 00:09:49.158 That is why you don't want to fight 138 00:09:50.686 --> 00:09:55.186 The distribution of bad points above causes the bad phenomenon 139 00:09:58.536 --> 00:10:02.428 So, they don't want to meet high-score users 140 00:10:02.999 --> 00:10:06.129 and only look for weak opponents 141 00:10:06.132 --> 00:10:08.601 So weak opponents lose a lot 142 00:10:09.189 --> 00:10:14.238 Then, if weak opponents lose, users will leave again 143 00:10:15.326 --> 00:10:20.345 I will explain the concept of Elo-Rating in PVP content 144 00:10:21.614 --> 00:10:22.855 Elo-Rating means that 145 00:10:23.561 --> 00:10:26.619 competing with high-score people 146 00:10:26.875 --> 00:10:29.376 has a greater effect on improving your ranking 147 00:10:29.563 --> 00:10:32.376 than competing with low-score people 148 00:10:33.876 --> 00:10:37.092 It is a scoring formula that allows you to get more points 149 00:10:37.092 --> 00:10:38.783 by winning against high-score people 150 00:10:39.376 --> 00:10:42.876 and fewer points by winning against 151 00:10:43.376 --> 00:10:45.376 low-score people 152 00:10:46.490 --> 00:10:49.376 Players with lower scores than you 153 00:10:51.229 --> 00:10:53.815 can be judged weaker 154 00:10:54.269 --> 00:10:56.135 and the battle difficulty will be lower 155 00:10:56.821 --> 00:10:59.321 You will have a higher chance of winning easily 156 00:10:59.775 --> 00:11:05.275 and if this happens, users will be convinced even if you get fewer points 157 00:11:05.998 --> 00:11:08.376 However, if you lose 158 00:11:08.376 --> 00:11:11.135 you may lose a lot of points, but the user will be convinced 159 00:11:11.841 --> 00:11:14.341 So, if you apply the Elo-Rating formula 160 00:11:15.161 --> 00:11:18.575 it is not like giving the same score of 200 points, 200 points 161 00:11:18.580 --> 00:11:22.512 easy opponents, and difficult opponents 162 00:11:23.895 --> 00:11:30.508 but if you win against an opponent weaker than you, you get a few points 163 00:11:31.395 --> 00:11:34.159 However, if you lose 164 00:11:34.159 --> 00:11:36.895 to an opponent weaker than you 165 00:11:37.195 --> 00:11:40.881 you lose many points 166 00:11:40.881 --> 00:11:42.352 This is what the formula looks like 167 00:11:43.567 --> 00:11:47.948 Also, players with higher scores than you 168 00:11:48.922 --> 00:11:51.186 can be judged to be stronger than you 169 00:11:51.341 --> 00:11:53.134 and the battle difficulty will be high 170 00:11:54.821 --> 00:11:56.389 Since there is a high possibility of losing 171 00:11:56.916 --> 00:12:01.307 if you win, your score should increase significantly, so the user will be convinced 172 00:12:01.655 --> 00:12:03.983 However, if you lose 173 00:12:04.655 --> 00:12:08.655 your score should decrease slightly, so the user will be convinced 174 00:12:09.385 --> 00:12:11.884 If you use the Elo-Rating formula 175 00:12:12.506 --> 00:12:15.916 you apply this rule that when you play against a player with a higher score than you 176 00:12:18.022 --> 00:12:20.210 your score increases significantly if you win 177 00:12:20.214 --> 00:12:25.514 and decreases slightly if you lose 178 00:12:27.124 --> 00:12:28.624 Information is needed 179 00:12:30.057 --> 00:12:32.901 before calculating the points you lose and gain 180 00:12:33.416 --> 00:12:35.888 with the Elo-Rating 181 00:12:36.916 --> 00:12:39.433 At first, it is the score of your opponent and yourself 182 00:12:39.441 --> 00:12:41.615 which is called a rating 183 00:12:41.916 --> 00:12:45.780 That score is a victory point, so you can understand it like this 184 00:12:46.916 --> 00:12:50.442 It is the final score that distinguishes the rank and tier 185 00:12:50.916 --> 00:12:54.309 High ratings, scores, and victory points mean that 186 00:12:54.916 --> 00:12:59.246 the level, item grade, and proficiency in the game are high 187 00:13:00.123 --> 00:13:04.229 Still, a high score does not necessarily mean that the proficiency is high and the specs are good 188 00:13:04.229 --> 00:13:09.011 but in the end, having good victory points means that you have won a lot and moved up 189 00:13:09.165 --> 00:13:12.596 So, to judge fairly 190 00:13:12.751 --> 00:13:14.176 victory points are skill 191 00:13:14.388 --> 00:13:16.859 Victory points start at 1,000 points 192 00:13:17.176 --> 00:13:21.572 f you have high victory points like 3,000 or 4,000 points, you are a skilled user 193 00:13:22.158 --> 00:13:24.619 If you have good items, good control 194 00:13:24.924 --> 00:13:28.176 or the sum of various skills 195 00:13:28.486 --> 00:13:33.559 we think of victory points and rating points 196 00:13:33.772 --> 00:13:35.176 as these figures of skill 197 00:13:36.441 --> 00:13:39.748 At first, 1,000 points are often given 198 00:13:39.750 --> 00:13:42.226 When you first start, you start with 1,000 points 199 00:13:42.436 --> 00:13:47.108 and as users fight each other, the score increases or decreases 200 00:13:49.070 --> 00:13:51.192 If there are two users 201 00:13:52.204 --> 00:13:54.414 user B's rating score 202 00:13:54.630 --> 00:13:57.939 is higher than user A's 203 00:13:57.939 --> 00:13:59.444 2000 points, 1800 points 204 00:14:00.368 --> 00:14:02.985 ecause user B's score is higher 205 00:14:03.802 --> 00:14:09.238 it is judged that the grade or level of the item 206 00:14:09.238 --> 00:14:14.439 the specs, or the control proficiency is relatively higher 207 00:14:15.439 --> 00:14:19.439 As above, the scores of the two competing players 208 00:14:19.439 --> 00:14:22.041 are needed for the Elo-Rating formula 209 00:14:22.930 --> 00:14:25.562 To determine who has a more advantageous match 210 00:14:25.936 --> 00:14:29.439 the scores of the two users fighting are compared 211 00:14:29.854 --> 00:14:32.969 and the formula is used 212 00:14:33.819 --> 00:14:38.843 Let's find the increasing and decreasing scores using the Elo-Rating 213 00:14:39.909 --> 00:14:42.895 Another thing that is needed is the relative win rate 214 00:14:43.813 --> 00:14:47.879 Based on your and your opponent's rating scores 215 00:14:48.286 --> 00:14:51.594 the win rate is calculated to see which player has a more advantageous match 216 00:14:52.471 --> 00:14:57.439 The relative win rate affects the rating score value to be readjusted 217 00:14:57.852 --> 00:14:59.823 and this is what is readjusted 218 00:15:00.113 --> 00:15:03.995 When two users with 1000 points and 1000 points meet 219 00:15:04.439 --> 00:15:09.018 and one user wins, one gets 20 points and 1020 points 220 00:15:09.439 --> 00:15:13.439 and another loses 20 points and becomes 980 221 00:15:13.439 --> 00:15:18.122 The score changes from the original 1000 points 222 00:15:18.548 --> 00:15:21.667 This is the readjustment of the rating score 223 00:15:23.930 --> 00:15:25.967 Depending on the opponent's win rate 224 00:15:26.961 --> 00:15:28.673 the number of points f 225 00:15:29.439 --> 00:15:33.633 gained or lost due to a win or loss changes 226 00:15:34.097 --> 00:15:37.604 For example, if user A with a low win rate wins 227 00:15:38.188 --> 00:15:40.896 he will get relatively more points 228 00:15:40.900 --> 00:15:45.506 and if user B wins, he will get relatively fewer points 229 00:15:46.439 --> 00:15:48.698 When comparing users A and B 230 00:15:49.600 --> 00:15:54.679 if the rating score is high, the win rate is judged to be high 231 00:15:55.394 --> 00:15:58.812 and if the rating score is low, the win rate is judged to be low 232 00:15:59.439 --> 00:16:03.770 Let's look at the formula 233 00:16:04.894 --> 00:16:06.524 There are rating scores 234 00:16:06.805 --> 00:16:10.805 User A has 1750, and User B has 2000 235 00:16:11.547 --> 00:16:18.379 Assuming that a user with a score of 1750 and a user with a score of 2000 are competing 236 00:16:19.241 --> 00:16:21.187 the formula for calculating the relative winning rate is 237 00:16:21.379 --> 00:16:23.125 User A's winning rate is 238 00:16:23.705 --> 00:16:26.439 1 plus 10 to the nth square 239 00:16:26.439 --> 00:16:28.835 Calculate within the nth square 240 00:16:30.152 --> 00:16:32.439 User B's score is 2000 minus 241 00:16:32.439 --> 00:16:35.599 User A's score of 1750 divided by 400 242 00:16:35.698 --> 00:16:38.312 and then take that number and multiply that by 10 to the nth square 243 00:16:38.439 --> 00:16:40.439 Then take 1 of them 244 00:16:40.439 --> 00:16:43.209 10 plus 10 to the nth power is the entire 1 245 00:16:43.209 --> 00:16:46.188 This is how you get the relative winning rate 246 00:16:46.188 --> 00:16:48.778 You can calculate it in Excel 247 00:16:49.342 --> 00:16:51.904 Then, User A's winning rate is 248 00:16:52.439 --> 00:16:56.666 0.191, which is about 19% 249 00:16:56.666 --> 00:17:01.042 This means that there is a 19% chance of winning 250 00:17:01.463 --> 00:17:05.097 User B's is 81% 251 00:17:05.669 --> 00:17:10.041 If you add the relative win rate of user A and the relative win rate of user B 252 00:17:10.057 --> 00:17:13.038 it should be 100% and 1 253 00:17:13.220 --> 00:17:16.448 So, if you calculate the relative win rate of user A 254 00:17:16.640 --> 00:17:19.439 you can calculate the relative win rate of the remaining user B 255 00:17:19.645 --> 00:17:22.301 When the score difference is 250 256 00:17:22.730 --> 00:17:25.162 user B has an 81% chance of winning 257 00:17:25.162 --> 00:17:28.706 and user A has a 19% chance 258 00:17:30.541 --> 00:17:34.481 And secondly, you calculate the rating score that changes 259 00:17:34.776 --> 00:17:36.968 depending on the win or loss 260 00:17:37.973 --> 00:17:42.729 Let's consider the case where user A, with a relative win rate of 19%, wins 261 00:17:43.119 --> 00:17:46.333 Here, a value called the K constant comes out 262 00:17:46.671 --> 00:17:50.439 The K constant is the amount of damage 263 00:17:51.302 --> 00:17:54.439 absorbed by converting the defense power 264 00:17:54.878 --> 00:18:00.272 we learned in the previous lesson into the defense rate 265 00:18:00.272 --> 00:18:02.903 The defense constant is 1000 to 5000 266 00:18:02.907 --> 00:18:05.709 It is a value that fluctuates similarly to this 267 00:18:05.981 --> 00:18:09.613 It is a fluctuating value, but the average value is 24 268 00:18:09.932 --> 00:18:14.085 So, the K constant will be fixed at 24 here 269 00:18:14.604 --> 00:18:16.656 So, the new rating score 270 00:18:17.130 --> 00:18:20.439 The new rating score is the final score 271 00:18:21.025 --> 00:18:23.606 that changes after the win or loss 272 00:18:23.753 --> 00:18:27.666 The new rating score is the existing rating score, the existing victory points 273 00:18:28.043 --> 00:18:30.373 plus the K constant 274 00:18:30.373 --> 00:18:31.744 The K constant is 24 275 00:18:31.744 --> 00:18:36.339 24 times the win or loss constant minus the opponent's win rate 276 00:18:36.535 --> 00:18:44.322 The win or loss constant is calculated as 1 for a win, 0 for a loss, and 0.5 for a draw 277 00:18:44.322 --> 00:18:46.000 When you do this 278 00:18:46.605 --> 00:18:49.631 the new rating score is calculated 279 00:18:50.439 --> 00:18:53.449 as 1766 280 00:18:54.312 --> 00:18:57.571 so User A gets about 16 points 281 00:18:57.603 --> 00:19:00.153 and User B loses about 16 points 282 00:19:00.439 --> 00:19:05.126 So, you subtract the remaining users with the same number of points 283 00:19:05.439 --> 00:19:09.094 This is because this is a zero-sum game in victory points 284 00:19:09.549 --> 00:19:12.698 so if victory points increase 285 00:19:12.865 --> 00:19:16.439 or decrease later, it will affect the overall victory points 286 00:19:16.803 --> 00:19:20.028 so no victory points and loss are all the same 287 00:19:20.028 --> 00:19:26.673 So, since User A is a bad user 288 00:19:26.679 --> 00:19:28.439 if he beats B, he gets more 289 00:19:28.861 --> 00:19:33.439 So, the winning user A gets 16 points according to the formula 290 00:19:33.439 --> 00:19:36.439 and user B decreases the number of points that user A gets 291 00:19:36.439 --> 00:19:38.186 This is the Elo-Rating formula 292 00:19:40.246 --> 00:19:41.650 On the other hand 293 00:19:43.439 --> 00:19:47.128 if a user with a 19% win rate 294 00:19:47.974 --> 00:19:50.439 loses rather than winning if user A loses 295 00:19:50.439 --> 00:19:53.800 and if we calculate it as the same 296 00:19:54.439 --> 00:19:58.983 we get a decrease of about 5 points 297 00:19:59.439 --> 00:20:01.257 Previously, we gave 16 points 298 00:20:01.259 --> 00:20:03.909 But since we judged that he won against an easy opponent 299 00:20:03.909 --> 00:20:06.066 we gave him 5 points 300 00:20:06.135 --> 00:20:09.439 So he loses 5 points, and user B 301 00:20:09.439 --> 00:20:11.016 can only get 5 points even if he wins 302 00:20:11.020 --> 00:20:13.020 This is the Elo-Rating formula 303 00:20:13.661 --> 00:20:18.810 Let's look at the K constant that raises questions in the formula 304 00:20:19.234 --> 00:20:22.811 Since the range of numerical fluctuations varies depending on the K constant 305 00:20:22.811 --> 00:20:25.439 the K constant should not be touched carelessly 306 00:20:25.901 --> 00:20:27.848 What happens if the K constant is large? 307 00:20:27.848 --> 00:20:29.742 The range of numerical fluctuations will increase 308 00:20:30.148 --> 00:20:32.723 and the range of rank fluctuations will also increase 309 00:20:32.723 --> 00:20:36.544 If the K constant is small, the range of numerical fluctuations will decrease 310 00:20:36.544 --> 00:20:39.667 That's why I mentioned tiers 311 00:20:39.667 --> 00:20:41.439 Low rank, high rank 312 00:20:41.439 --> 00:20:44.884 so the beginner zone, beginner zone has a large K constant 313 00:20:45.439 --> 00:20:48.807 And the high level zone has a small K constant 314 00:20:49.079 --> 00:20:52.136 If the K constant is 24 for beginner zone 315 00:20:52.439 --> 00:20:56.171 the K constant for the high level zone is set to 5 316 00:20:56.439 --> 00:21:01.043 and if the high level zone loses and gains too many points 317 00:21:01.865 --> 00:21:05.826 the ranking will change drastically after just one or two games 318 00:21:05.826 --> 00:21:10.439 So the high level zone loses and gains a little bit 319 00:21:10.439 --> 00:21:12.589 and set the K constant low to around 5 320 00:21:12.593 --> 00:21:15.163 But for the beginner zone, it'll not be fun in that way 321 00:21:15.439 --> 00:21:17.647 so to lose and gain a lot 322 00:21:17.934 --> 00:21:21.106 set the K constant large, like 24 323 00:21:22.677 --> 00:21:25.890 How to check the points you're gaining or losing 324 00:21:27.138 --> 00:21:29.647 If we simplify the formula 325 00:21:30.379 --> 00:21:32.180 to make the score a little easier 326 00:21:32.539 --> 00:21:36.682 the earned or decreased score is the K constant times 327 00:21:37.561 --> 00:21:40.977 your score minus your opponent's score divided by 400 328 00:21:41.244 --> 00:21:45.505 then 10 to the Nth square plus 1/1 329 00:21:45.949 --> 00:21:47.865 so the formula is simplified like this 330 00:21:48.909 --> 00:21:53.439 So, if we compare the score earned or decreased when the K constant is 24 331 00:21:54.083 --> 00:21:59.642 with the score earned or decreased when the K constant is 30 332 00:22:00.349 --> 00:22:05.233 the score earned or decreased when the K constant is 30 is higher 333 00:22:05.332 --> 00:22:07.303 As you can see in the table 334 00:22:07.597 --> 00:22:12.565 So, if you want to fluctuate the rank 335 00:22:12.566 --> 00:22:13.764 set the K constant high 336 00:22:14.621 --> 00:22:17.014 and if you want to fluctuate the rank, set the K constant low 337 00:22:17.014 --> 00:22:21.439 So, setting the K constant differently for each tier is better 338 00:22:21.616 --> 00:22:27.964 However, it is better to use a value of 24 or lower for the K constant rather than 30 339 00:22:29.506 --> 00:22:33.272 If the K constant and rank fluctuation are low 340 00:22:33.670 --> 00:22:35.439 it will not be fun for the lower-ranked users 341 00:22:35.711 --> 00:22:40.821 They will feel bored because the score increases and rank fluctuation is too small 342 00:22:41.200 --> 00:22:44.187 So, you need to make the K constant large 343 00:22:44.216 --> 00:22:45.941 You can set it to around 24 344 00:22:46.612 --> 00:22:50.486 Also, if the K constant is 24 for the upper-ranked tiers 345 00:22:51.439 --> 00:22:53.439 they will go down a lot if they lose just one game 346 00:22:53.439 --> 00:22:55.052 Then, they will not want to play 347 00:22:55.589 --> 00:23:00.180 So, it is safe to set the K constant to around 5 348 00:23:01.928 --> 00:23:05.439 The K constant currently used by the United States Chess Association 349 00:23:07.141 --> 00:23:14.154 is a calculation method that was developed to measure and evaluate skills in chess games 350 00:23:14.493 --> 00:23:18.797 and it is also a method devised by the Hungarian-born American physicist Elo 351 00:23:19.206 --> 00:23:21.542 Also called Ele 352 00:23:22.767 --> 00:23:25.483 In the chess world, the International Chess Federation 353 00:23:25.791 --> 00:23:27.582 uses it as an indicator of 354 00:23:27.671 --> 00:23:30.847 strength by borrowing the official rating 355 00:23:31.322 --> 00:23:33.439 You can think of it as around 24 356 00:23:34.779 --> 00:23:39.539 Since the Elo-Rating system is derived from chess 357 00:23:40.979 --> 00:23:46.059 the United States Chess Association also uses variable key constants 358 00:23:46.419 --> 00:23:49.019 Here's a concrete example 359 00:23:49.819 --> 00:23:51.899 The score is the victory point 360 00:23:52.699 --> 00:23:56.379 If you change the K constant to 32 for 2100 or less 361 00:23:56.819 --> 00:23:58.939 2424 for 2100 362 00:23:58.939 --> 00:24:01.738 or 16 for 2400 or more 363 00:24:02.619 --> 00:24:04.578 you can modify it to fit the game 364 00:24:04.785 --> 00:24:06.879 such as 32 for a low tier like Bronze 365 00:24:07.578 --> 00:24:10.218 24 for Silver to Platinum 366 00:24:10.218 --> 00:24:12.619 and 16 for Champion tier or higher 367 00:24:13.158 --> 00:24:14.578 You can modify like this 368 00:24:15.378 --> 00:24:18.698 So, when you create a league 369 00:24:19.418 --> 00:24:21.939 or apply a PVP matchmaking formula 370 00:24:22.499 --> 00:24:25.779 it's good to create a data table like this 371 00:24:26.745 --> 00:24:30.878 However, not all games use a variable K constant 372 00:24:31.533 --> 00:24:35.385 and if the calculation seems complicated, you can fix it to 24 373 00:24:36.159 --> 00:24:39.028 Since it's difficult to set the K constant at first 374 00:24:39.307 --> 00:24:42.673 you can start the service with 24 and after the data is accumulated 375 00:24:43.054 --> 00:24:45.981 you can reset the K constant 376 00:24:45.982 --> 00:24:50.188 It's okay to change the balance of the K constant during the service 377 00:24:50.696 --> 00:24:52.507 Of course, you have to announce it 378 00:24:52.756 --> 00:24:57.124 Matchmaking 379 00:24:57.570 --> 00:25:02.374 You have to create matching conditions using the rating points 380 00:25:03.232 --> 00:25:04.832 that the players have 381 00:25:05.090 --> 00:25:09.719 and you have to make sure that you can compete fairly based on the matching 382 00:25:10.572 --> 00:25:17.446 Let's create tiers using players' rating scores 383 00:25:17.696 --> 00:25:21.248 and differentiate matching conditions, etc. 384 00:25:21.972 --> 00:25:26.327 The tier types are Bronze, Silver, Platinum, and Champion 385 00:25:26.891 --> 00:25:28.513 The higher the bronze, the lower the tier 386 00:25:29.331 --> 00:25:32.869 Let's plan the tier division like this 387 00:25:33.191 --> 00:25:36.644 Score 0 to less than 1500 points 388 00:25:37.829 --> 00:25:40.325 The matching restriction max level is 20 or lower 389 00:25:40.603 --> 00:25:42.990 and the matching plus minus matching score range is 150 390 00:25:42.991 --> 00:25:44.897 Let's set it like this 391 00:25:45.492 --> 00:25:47.459 Silver is 1500 to 2500 392 00:25:47.816 --> 00:25:49.968 Platinum is 2500 3000 points 393 00:25:49.968 --> 00:25:55.955 Let's set the tier for Champion from 3000 points or more 394 00:25:56.572 --> 00:25:58.861 Matchmaking condition first 395 00:26:00.098 --> 00:26:03.459 I looked at the column in the data table like this 396 00:26:04.017 --> 00:26:08.224 and there is a matching restriction max level and minus matching score range 397 00:26:08.812 --> 00:26:10.824 The first rule is this 398 00:26:11.888 --> 00:26:12.614 Rating score 399 00:26:13.126 --> 00:26:18.422 For example, if you have a score of 0 to less than 1500 points 400 00:26:18.532 --> 00:26:22.145 If you scored 750 points, you would be in the bronze tier 401 00:26:22.754 --> 00:26:24.029 But now, if that's the case 402 00:26:24.522 --> 00:26:28.546 we first apply the plus/minus matching score 403 00:26:28.852 --> 00:26:30.312 range of 150 404 00:26:31.048 --> 00:26:32.777 If your score is 500 405 00:26:33.337 --> 00:26:35.458 if you add or subtract 150 406 00:26:36.173 --> 00:26:38.136 your score will be like that 407 00:26:39.051 --> 00:26:44.906 We will look for users between 350 and 650 points 408 00:26:45.736 --> 00:26:46.736 So 409 00:26:47.891 --> 00:26:52.806 we will first look for them in the plus/minus matching score range 410 00:26:53.834 --> 00:26:57.090 The second is the matching restriction max level 411 00:26:58.091 --> 00:27:02.016 Even when we look for them in the plus/minus matching score range 412 00:27:03.145 --> 00:27:06.435 there may be something bad 413 00:27:07.292 --> 00:27:10.672 We may match users with levels that are too high 414 00:27:11.444 --> 00:27:13.242 That's not good 415 00:27:13.242 --> 00:27:16.134 Even if the score range is the same 416 00:27:16.691 --> 00:27:19.392 the skill or spec gap will be too big 417 00:27:20.173 --> 00:27:25.767 So we will create a level restriction like this, matching under 20 418 00:27:27.132 --> 00:27:32.198 If they exceed the matching restriction max level, we will not agree them and will search again 419 00:27:32.199 --> 00:27:34.699 in the plus/minus matching score range 420 00:27:35.741 --> 00:27:39.268 If you do this and find it with plus or minus 150 points 421 00:27:39.792 --> 00:27:42.511 and max level 20 422 00:27:43.123 --> 00:27:48.549 but there are too few users in the game, an exception will occur 423 00:27:49.051 --> 00:27:54.223 In that case, you should ignore the scoring system 424 00:27:54.808 --> 00:27:57.388 and set an exception processing condition 425 00:27:57.389 --> 00:28:00.280 to unconditionally match a random user 426 00:28:00.572 --> 00:28:02.631 between plus 5 and minus 5 levels 427 00:28:02.632 --> 00:28:05.711 based on a similar level 428 00:28:06.331 --> 00:28:10.142 Let's organize the basic concept of Elo Rating again 429 00:28:10.652 --> 00:28:12.772 Than competing with someone less skilled 430 00:28:12.773 --> 00:28:16.613 competing with someone more skilled than you has a greater impact on improving your ranking 431 00:28:17.761 --> 00:28:22.212 If you lose to someone less skilled than you, you will lose more points 432 00:28:22.213 --> 00:28:24.893 but if you lose to someone more skilled 433 00:28:25.212 --> 00:28:26.792 you will lose fewer points 434 00:28:27.799 --> 00:28:28.799 That's it 435 00:28:29.520 --> 00:28:30.281 And 436 00:28:31.611 --> 00:28:34.273 if you compete with someone more skilled than you and win 437 00:28:34.684 --> 00:28:36.144 you will get more points 438 00:28:36.145 --> 00:28:38.385 If you compete with someone less skilled and wins 439 00:28:38.386 --> 00:28:39.811 you will get fewer points 440 00:28:41.392 --> 00:28:43.722 Then, the elements of Elo Rating 441 00:28:44.137 --> 00:28:45.697 and the rating score 442 00:28:46.072 --> 00:28:50.452 The higher the final score that determines the ranking, the better the skill 443 00:28:51.192 --> 00:28:54.631 The highest rating sorts the rankings 444 00:28:54.632 --> 00:28:55.363 Victory points 445 00:28:55.613 --> 00:28:57.773 The tiers are also calculated based on the victory points 446 00:28:58.691 --> 00:28:59.673 The relative win rate 447 00:29:00.010 --> 00:29:05.489 The win rate is calculated based on the rating of each person participating in the competition 448 00:29:06.172 --> 00:29:10.433 The win rate positively affects the rating value, which is readjusted depending on the win or loss of the competition 449 00:29:10.433 --> 00:29:13.978 The adjustment refers to the final score at the end of the game 450 00:29:14.732 --> 00:29:15.692 K constant 451 00:29:16.297 --> 00:29:18.357 It affects the fluctuation range of the final score 452 00:29:18.358 --> 00:29:21.837 that will be readjusted according to the win or loss of the competition 453 00:29:22.651 --> 00:29:24.312 It is a number that cannot be touched arbitrarily 454 00:29:24.312 --> 00:29:27.756 and the size of this constant determines the fluctuation range of the ranking 455 00:29:28.531 --> 00:29:31.832 If this constant is large, the ranking changes drastically, if it is small, it changes less 456 00:29:32.954 --> 00:29:37.754 K constant can be set to the optimal value only when actual statistics are generated 457 00:29:38.531 --> 00:29:41.033 and until then, it can only be inferred 458 00:29:41.034 --> 00:29:43.037 So you have to extract the data 459 00:29:43.038 --> 00:29:44.168 and service 460 00:29:44.169 --> 00:29:48.814 K constant value used for the initial PVP rank of the Guild Wars game was 30 461 00:29:49.332 --> 00:29:50.752 It is said that the K constant value 462 00:29:51.044 --> 00:29:53.643 was recently changed to 5 because it is old 463 00:29:54.684 --> 00:29:55.684 About the formula 464 00:29:57.531 --> 00:29:59.032 the opponent's win rate calculation formula 465 00:29:59.253 --> 00:30:01.053 User A's opponent's win rate 466 00:30:01.825 --> 00:30:03.885 It's 1 plus 10 to the nth power 467 00:30:04.211 --> 00:30:07.591 1/User B's rating score minus 468 00:30:07.591 --> 00:30:10.463 User A's rating score 469 00:30:10.958 --> 00:30:13.078 The rating value calculation formula 470 00:30:13.838 --> 00:30:17.097 is the new rating value, which is the existing rating value plus 471 00:30:17.612 --> 00:30:21.892 K constant times the actual win or loss minus the opponent's win rate 472 00:30:22.293 --> 00:30:26.213 The actual win/loss value is 1 for a win, 0 for a loss, and 0.5 for a draw 473 00:30:26.931 --> 00:30:29.602 You can calculate it like this 474 00:30:30.440 --> 00:30:31.440 Example 475 00:30:32.504 --> 00:30:35.564 User A has a rating of 2000 476 00:30:36.251 --> 00:30:39.212 and User B has a rating of 1750 477 00:30:39.923 --> 00:30:42.563 The win rates of each opponent are as follows 478 00:30:43.052 --> 00:30:45.903 User A's relative win rate of 1 plus 10 479 00:30:46.243 --> 00:30:50.843 1750/400 minus 2000 divided by 400, raised to the nth power 480 00:30:50.973 --> 00:30:52.513 and divided by 1 481 00:30:52.690 --> 00:30:53.971 is 0.8083 482 00:30:53.971 --> 00:30:56.551 Approximately 81% 483 00:30:56.911 --> 00:31:00.902 And since the sum of their relative win rates should be 1 484 00:31:00.903 --> 00:31:03.818 User B's relative win rate is 19% 485 00:31:05.052 --> 00:31:09.262 If User A wins the game 486 00:31:09.683 --> 00:31:11.743 the new rating is as follows 487 00:31:11.743 --> 00:31:15.303 K constant will be arbitrarily set to 24 here 488 00:31:16.211 --> 00:31:19.033 2000 plus 24 times 489 00:31:19.034 --> 00:31:19.965 and the value inside 490 00:31:20.542 --> 00:31:23.701 1 minus 0.8083, like this 491 00:31:24.672 --> 00:31:27.350 It's 1 because they won 492 00:31:27.351 --> 00:31:29.441 And the k constant is 24 493 00:31:29.521 --> 00:31:30.521 It becomes 2004 494 00:31:31.846 --> 00:31:36.011 And user B is minus 4.6 495 00:31:36.297 --> 00:31:37.097 So 496 00:31:38.591 --> 00:31:41.612 user A gets 4.6 497 00:31:41.842 --> 00:31:46.121 and user B loses 4.6 498 00:31:47.452 --> 00:31:51.092 If K constant is large, the win or loss of each game 499 00:31:51.092 --> 00:31:55.392 will be very sensitive to the rating value, which will widen the range of fluctuations in the rankings 500 00:31:55.691 --> 00:31:58.353 so K constant should be large for the lower-ranking players 501 00:31:58.708 --> 00:32:02.248 and K constant should be low for the upper-ranking players 502 00:32:02.832 --> 00:32:05.202 In this case, the fluctuations in the rankings of the lower-ranking players will be large 503 00:32:05.525 --> 00:32:08.564 and as a result, the increase in the rating due to the win will be large 504 00:32:08.565 --> 00:32:11.964 which will expand the entry of skilled players into the upper-ranking 505 00:32:12.651 --> 00:32:15.133 On the other hand, the fluctuations in the rankings of the upper-ranking players will not be large 506 00:32:15.661 --> 00:32:17.141 so they will have to work harder 507 00:32:17.296 --> 00:32:20.176 to move up in the rankings 508 00:32:21.292 --> 00:32:25.192 Let's review the K constant used by the US Chess Association once again 509 00:32:25.896 --> 00:32:28.016 The K constant below 2100 is 32 510 00:32:28.017 --> 00:32:30.597 and the K constant between 2100 and 2400 is 24 511 00:32:30.691 --> 00:32:33.352 The K constant above 2400 is 16 512 00:32:33.353 --> 00:32:39.112 If the calculation becomes complicated, using the K constant as 24 is okay 513 00:32:39.112 --> 00:32:41.233 Let's decide the tier with this 514 00:32:42.031 --> 00:32:45.550 The problem of the initial rating of new users entering the ranking competition 515 00:32:46.132 --> 00:32:50.331 The Chess Association artificially gives a rating of 100 to new players 516 00:32:51.082 --> 00:32:53.482 entering the ranking competition in earnest 517 00:32:53.531 --> 00:32:56.052 It means that everyone starts with 1000 points 518 00:32:56.836 --> 00:32:57.305 WoW 519 00:32:57.305 --> 00:33:01.311 World of Warcraft also artificially gives a minimum rating of 1000 520 00:33:01.511 --> 00:33:06.292 Since a person called Elo suggested a rating range of 1000 to 3000 521 00:33:06.293 --> 00:33:09.373 you can think that the calculation is optimized for this range 522 00:33:09.812 --> 00:33:13.611 But in recent games, it has gone up to 4000 and 5000 523 00:33:13.612 --> 00:33:15.732 and that's because it happens when the game gets old 524 00:33:16.651 --> 00:33:18.572 The formula for gaining and losing points 525 00:33:19.859 --> 00:33:21.939 The one on the left is my score 526 00:33:22.872 --> 00:33:27.052 and the one in the column in Excel 10 is my opponent's score 527 00:33:27.759 --> 00:33:31.238 If you apply the Elo-Rating formula above 24 528 00:33:31.771 --> 00:33:36.571 you can see how my score and my opponent's score change depending on the score 529 00:33:36.899 --> 00:33:39.439 So if you win against a high opponent, you get a lot 530 00:33:39.811 --> 00:33:44.752 if you lose, you get less, if you win against an easy opponent, you get less 531 00:33:44.958 --> 00:33:49.818 and if you lose, you lose a lot You can see this through this table 532 00:33:50.151 --> 00:33:52.793 Let's review the matchmaking system again 533 00:33:53.280 --> 00:33:56.140 First, decide on a tier like this 534 00:33:56.141 --> 00:33:58.318 Bronze, Silver, Gold, Platinum, Diamond, Champion 535 00:33:58.932 --> 00:34:06.292 For example, let's say you set the tiers to 6 tiers: 0, 1200, 1500, 1500, 1800, 1800, 2100, 2100, 2500 536 00:34:06.293 --> 00:34:09.857 2500 points or more 537 00:34:10.117 --> 00:34:14.792 set the matching restriction max level to 20, 30, 40, 50, 60, 80 538 00:34:14.793 --> 00:34:16.653 and set the plus/minus matching score range 539 00:34:17.052 --> 00:34:20.773 to 120, 200, 280, 360, 440, 600 540 00:34:21.184 --> 00:34:22.964 If you create a data table like this 541 00:34:23.312 --> 00:34:25.611 and set the matchmaking conditions 542 00:34:25.611 --> 00:34:30.292 matchmaking will be done before applying the Elo-Rating formula 543 00:34:30.867 --> 00:34:34.427 The matchmaking conditions are to search within the plus/minus matching score range 544 00:34:36.431 --> 00:34:39.232 look at the plus/minus score, look at my rank 545 00:34:39.233 --> 00:34:40.601 and search in the plus/minus 546 00:34:40.602 --> 00:34:46.894 Then, if the opposing user exceeds the matching restriction max level AI, it is searched again 547 00:34:47.057 --> 00:34:48.772 If the conditions are not met, 548 00:34:48.773 --> 00:34:52.823 an exception handling formula is applied 549 00:34:52.823 --> 00:34:56.452 that unconditionally matches a random user 550 00:34:57.171 --> 00:34:58.020 Thank you 551 00:34:59.038 --> 00:35:02.698 A game balance planner is an attractive job that plans the game's system and content 552 00:35:02.699 --> 00:35:03.960 sets the balance criteria 553 00:35:03.960 --> 00:35:07.300 and balances the numbers 554 00:35:07.420 --> 00:35:12.291 I will do my best to help you become a good game-balance planner 555 00:35:12.511 --> 00:35:14.173 Thank you for your hard work 556 00:35:14.174 --> 00:35:14.990 Thank you 557 00:35:14.990 --> 00:35:15.791 Elo-Rating Matching Balance in PVP Content - Working on it Users play PVE content, etc., to get high rankings in PVP content, earn rewards, and repeatedly strengthen their characters 558 00:35:15.791 --> 00:35:16.632 A system is needed that matches players with similar abilities and skills 559 00:35:16.632 --> 00:35:17.133 If it is easy to win, users will be convinced even if they receive fewer points, but on the contrary, if the battle difficulty is high, users will be convinced even if they lose a lot of points 560 00:35:17.133 --> 00:35:17.714 If there is a high possibility of losing, users will be convinced if their points increase significantly when they win, but users will be convinced if their points decrease little when they lose 561 00:35:17.714 --> 00:35:18.515 Calculating the increase & decrease score using Elo Rating Initially, it is the score of the opponent and yourself, and the score is called Rating It means the final score that distinguishes the rank and tier 562 00:35:18.515 --> 00:35:19.055 A high rating means that the level and item grade and the proficiency in the game are judged to be high (a high score does not necessarily mean that the proficiency is high and the specs are good) 563 00:35:19.055 --> 00:35:20.176 Relative win rate is required Based on your rating and the opponent's, the win rate is calculated to see which player has the advantage Relative win rate affects the Rating value to be readjusted 564 00:35:20.176 --> 00:35:21.536 Using the Elo-Rating formula, find the change in score according to win or loss STEP 1: Find the relative win rate of two users STEP 2: Find the change in Rating according to win or loss 565 00:35:21.536 --> 00:35:23.137 Gain / loss score = K constant * (1 / (1 + 10^((your score - opponent score) / 400))) 566 00:35:23.137 --> 00:35:23.958 Elo-Rating relative win rate calculation formula User A's relative win rate: 1 / (User B's Rating score - User A's Rating score) / 400 567 00:35:23.958 --> 00:35:25.439 RATING value calculation formula: New RATING value = Existing RATING value + {K constant * (actual win / loss - opponent win rate)} 568 00:35:25.439 --> 00:35:26.380 Matchmaking Matchmaking conditions 1. Find within +/- matching score range 2. Check if the opposing user is below the matching limit Max level, and if so, search again 569 00:35:26.381 --> 00:35:27.381 3. If the conditions are not met, unconditionally match with 1 random user between +5/-5 of my level 570 00:35:27.382 --> 00:35:28.382 Elo Rating Basic Concepts Competing against people with higher skill level has a greater impact on ranking improvement than competing against people with lower skill level 571 00:35:28.383 --> 00:35:29.383 Rating value (score) The final score that determines the ranking The higher the value, the better the skill The ranking is displayed in order of those with the highest RATING value 572 00:35:29.384 --> 00:35:30.084 Relative Win Rate The win rate is calculated based on the RATING values ​​of each person participating in the competition The win rate affects the amount of RATING values ​​that will be readjusted depending on the win or loss of the competition 573 00:35:30.084 --> 00:35:35.230 Matchmaking Matchmaking system based on Elo-Rating points and level requirements