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Re:Implementing the Elo Rating System (2020) by wongarsu on Friday February 12, 2021 @03:18PM (#26118082)
Overwatch implements an Elo system for 6v6 competitive multiplayer. Over the years they've had to make a lot of tweaks to make it kind of work. For example groups are rated by average Elo, but the system doesn't allow you to cause large Elo differences within a team. Also it differentiates between "premade" groups and groups assembled by matchmaking, since the former are assumed to be more coordinated. It also tries to be really smart about how Elo points get distributed within the team on win/loss (which causes a heap of other problems).

Overall you can make it somewhat work, but Elo really isn't well suited for anything larger than 1v1

Re:Implementing the Elo Rating System (2020) by closed on Saturday February 13, 2021 @06:48PM (#26128189)
It's worth noting that the general models ELO approximates, called item response theory (IRT) models, could handle larger than 1v1.

Its similar to how you model situations where multiple latent skills contribute to performance (multidimensional IRT). In practice, it's a way easier though to use simple stuff like averaging / constraining groups so everyone has roughly the same skill level.

Re:Implementing the Elo Rating System (2020) by xxpor on Saturday February 13, 2021 @10:35AM (#26124166)
I'm not really sure anyone's come up with a better system though for a game like OW.

At least in comp I don't get rolled too often, so it sort of works.