How is halo csr calculated




















It's an extraordinary commitment by a designer at a titan game studio to communicate with their players and respond to criticism. Menke's posts are useful in this context because he clarifies how Halo 5 takes data from Microsoft's ranking system and uses it to match players.

To find out how Microsoft generate those numbers, to begin with, we can direct our attention to a research paper the company published in March titled "TrueSkill 2: An improved Bayesian skill rating system". Before we discuss how TrueSkill operates, let's use these resources to explain how it doesn't.

In every playlist, every season, you must play ten placement matches, and based on those matches, the game sorts you into a league and ranks you within that league, awarding you a CSR like "Silver 6" or "Diamond 1". Every time you win a match you edge closer to being promoted to the next rank, and when you lose one you slip closer to demotion. When first unveiled CSR, they made it look as though this would be the metric used to match users and some outlets incorrectly reported it as such.

I made the same mistake. It's easy to get the impression that the game is grouping teams together via CSR as it's the only rank Halo 5 shows you, the game displays it only in the ranked mode, and you generally fight players of roughly the same CSR.

If you did think that the matchmaking system was reliant on CSR, you were likely pretty peeved because CSR was far from an infallible measure of player performance. After your placement matches, it only ever responded to your teams' performances in games and was never a one-to-one reflection of your performance as an individual. You can still argue that as an outward-facing signifier of player skill, it's flawed, but as Menke confirms , CSR is not part of TrueSkill and has never been used to rank players, even if it is used to calculate your initial CSR after your placement.

So how does a title like Halo 5 match you? The simple answer is this: TrueSkill assigns you a number to represent your skill at the game, but one that's hidden from everyone but the engineers. Halo's matchmaker then compiles two or more opposing teams such that the total MMR of any one team roughly matches the total MMR of any other. It also tries to ensure that each player in a team has a similar MMR to all others. It also considers how long you were in the game when deciding how many points to shift your MMR by; longer matches count more towards your MMR while shorter matches count less, as the former provide a larger sample of your skill than the latter.

However, as we touched on, the wins and losses that TrueSkill studies are not clean measurements of ability. The TrueSkill2 paper admits as much. In the document, the researchers discuss some of the relevant factors that TrueSkill does not take into account when assessing users. For example, the algorithm doesn't consider player kills, it doesn't reflect that players in squads might perform better than those without squads, and it doesn't take into account that a user's skill is naturally going to have lapsed if they haven't logged in in a while.

It also assumes that a person's ability is as likely to decrease over time as it is to increase, which is fallacious when we know that more practice makes players better. Furthermore, the algorithm doesn't deal with quitters appropriately. When you drop out of a match, TrueSkill updates your MMR according to whether your team won or lost, but if you've quit out, then you probably didn't contribute much to that win or loss and shouldn't be credited with it.

Many users quit out of unfavourable matches in the first few seconds and can't be held responsible for the outcome. We can see that TrueSkill needed an upgrade, and Microsoft proved so in the research.

By comparing TrueSkill's predictions of match results to real match results, Microsoft objectively displayed a number of areas in which the algorithm failed its predictive duties. TrueSkill also slightly over-estimated the skills of players new to the game and its lack of modelling KPM Kills Per Minute served as a severe blind spot.

Very low-end and high-end players were the most misjudged by the algorithm; it predicted that those who scored 0. Remember, when the algorithm underestimates someone's likelihood to win, that player is going to get grouped with others who are too low for their skill level, and when the algorithm overestimates how likely someone is to win, they're going to get grouped with players too high for their skill level.

Put another way, TrueSkill was wont to match you with players who were overpowered or underpowered, both in opposing teams and on your team. This placed undue pressure on other players to perform beyond their means, either to hold their own against opponents far more capable than them or to compensate for the lagging skill of Spartans on their team. There are other examples of differences between TrueSkill's predictions and reality, but the effect they have on MMR is subtle enough that we won't fret over it here.

Of course, when TrueSkill inaccurately matches two teams, the outcome of the match is not a fair reflection of their skill, so the update to their MMR based on whether they won or lost is inaccurate.

This feature gives players a chance to improve on their performance from the last season and earn cosmetic rewards. A player's Spartan Rank , or SR , is based on experience points earned by playing matchmaking and completing Commendations in a manner similar to the systems seen in Halo: Reach.

There are ranks in total, ranging from SR1-SR As a player's rank increases, so do the quality of the rewards they receive on level-up - nameplay REQ packs. Otherwise, a player's Spartan Rank has no effect on gameplay. However, players who do achieve SR will be awarded a special reward in Halo Infinite [3] , consisting of the unique Watchdog armor coating. Article Discussion Edit History. Categories : Halo 5: Guardians Game rank. Contribute Halopedia's pages can be edited.

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