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<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>An Elo-like System for Massive Multiplayer Competitions · HackerPapers discussions</title><link>https://hackerpaper.kaipfister.de/p/2101.00400/</link><description>Collected HN comments and submissions linking this paper.</description><language>en</language><lastBuildDate>Mon, 02 Nov 2026 11:16:22 GMT</lastBuildDate><atom:link href="https://hackerpaper.kaipfister.de/p/2101.00400/feed.xml" rel="self" type="application/rss+xml" /><item><title>An Elo-like System for Massive Multiplayer Competitions — mentioned by porphyra</title><link>https://news.ycombinator.com/item?id=26116729</link><guid isPermaLink="false">urn:hackerpapers:mention:2101.00400:26116729</guid><pubDate>Fri, 12 Feb 2021 18:22:16 GMT</pubDate><description>&lt;p&gt;For certain types of multiplayer games the recent Elo-MMR is even better (faster, provable guarantees) [1][2]. Quote from the paper regarding TrueSkill: &amp;gt; The main disadvantage of TrueSkill is its complexity: originally developed by Microsoft for the popular Halo video game, TrueSkill performs approximate belief propagation on a factor graph, which is iterated until convergence. Aside from being less human-interpretable, this complexity means that, to our knowledge, there are no proofs of key properties such as runtime and incentive alignment. Even when these properties are discussed, no…&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/2101.00400/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>cs.IR</category></item></channel></rss>
