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shooter

Turbo Queue Explanation & Improvements

4 posts in this topic

tl;dr: We've improved turbo queue to remove the extreme cases and to improve QoL for high ranking players.

 

How 1v1 pairs are made:
Using 1v1 competitive as an example, we currently match on 40/60 chance of win games, scaling to 20/80 chance of win games after 5 minutes. Equating to a MMR difference of 70 to 241 respectively.

Please note, the in game ranks are a representation on top of a MMR, for reference take in this post, the current rank split is at MMR values: 900, 1400, 1700, 2000, 2200, 2500. (e.g. bronze < 900, silver < 1400, etc)

 

Example:

Let's run through an example, matchmaking works in pairs, so for example if two players join the queue:

  • player A 2200 MMR, non turbo, been waiting 5mins, he's looking range [2200-241/2, 2200+241/2] = [2080, 2320]
  • player B 1900 MMR, non turbo, been waiting 5mins, he's looking range [1780, 2020]

note: in this example, these players will not be paired, even after the full 5 minutes.

 

Extreme case non-turbo:

From this example we can read that the most unfairly balanced game without turbo queue enabled is a delta mmr of 240, which calculated to 20/80% change of win (as specified). For interests sake, this calculates ~12 change in MMR after the expected victory outcome (i.e. the higher player won).

 

What Turbo Queue does:

What Turbo Queue does is drastically increases the chance of you finding a game by decreasing the odds of a fair match. It only ever increases the scan distance up, this ensures low rankers aren't stomped against their will.

note: Turbo queue has just now been set to allow for maximum delta MMR of 500 (before it was not clamped!).

Using this knowledge and the example above, we can see here that after the full 5 minutes, the top player is looking 120 below his rank. This means the lower player will look at 380 above his rank with turbo queue enabled (up from a maximum of 120). 

 

High ranker, short wait extreme case:

Using this knowledge, we can see that worse case if a high ranker joins a queue with a long awaited turbo queue player, the worse MMR difference he will experience is 35 + 380 = 415. This calculated to roughly 8/92 chance of win, and a ~5 change in MMR after the expected victory outcome (i.e. the higher player won).

 

High ranker, long wait extreme case:

Now, absolute worse case is a long waiting high ranker vs long waiting turbo queue player = 120 + 380 = 500 (as we desired). This calculated to roughly 5/95 chance of win, and a ~3 change in MMR after the expected victory outcome (i.e. the higher player won).

note: This is a huge improvement from the current system which was match 1400 players with 2200 players (when 1400 turbo'd) resulting in a ~0.5 change in MMR after the expected victory outcome.

 

This system is easily configurable, we're after feedback over the next few days as people take in the refinements.

Cheers,

--Shooter

 

Ramagan, MnstH, ketku and 8 others like this

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IMO the loss chance can be increased from platinum and upwards, I feel that at that point players should be able to handle the occasional hardcore stomp.

Edited by Pill_
AwesomeAndy and Joe like this

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6 hours ago, Nathan said:

Made this graph to aid in visualizing the rank elo correlation

reflex_elo_ranks.jpg

Can't see anyone getting 2.5k elo anytime soon xD

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