__Crusader6__, on 21 February 2018 - 07:09 AM, said:
Diclosure: I am neither a stats major (stats 301derailed my original attempt at a major) or computer programmer.
However from my understanding ABAB and other simple randomizing sequence methodology are only effective for separating in a batch with one dimension. It could only be used to assign same tier tanks to one map.
We know that Blitz MM isn’t one dimensional.
WG has effectively admitted to tank weighting (Honeymoon/Not Honeymoon)
There are also Platoons, Type Limits, and we suspect but WG has been silent on it weighting of map sequence, high/low tier efforts and more.
Disclosure: I am a professional programmer, working mainly on scientific programming. Semi-retired.
The standard procedure is the following:
1. At any moment, you have a pool of players that pressed "Battle". You pick 14 players according to tier and waiting time.
2. You split the 14 players into two groups. How? One way is ABAB (simple playground algorithm that creates balanced teams, best player goes to A, second best to B and so on). Another way is random. Another way is ... well, there are a lot of ways to do it!
The non-standard procedure is:
1. You create two teams A and B.
2. You pick 7 players from the pool and place them in team A and 7 players in team B.
Usually the second method is used when you want non-random and non-balanced teams. For example, you designate team A as "winners" (to be helped by RNG) and you pick a couple of players with long losing streaks in A to help them get a win, for the rest you pick good players. In team B (losers) you pick players who are playing for a long time (ie addicted). Sometimes, you do not really have concrete rules for how you pick winners and losers. It is done by a machine learning algorithm (machine learning is software that learns, it is actually easy to do it, it is not as sophisticated as it sounds, for example it has been used for decades in character recognition from scanners).
What is the goal? To maximize player retention and player spending. That is, not for a particular player, but for as many players as possible. There are a lot of scientific studies about this. There is also scientific research into maximizing the euphoria hormones while gaming, but I don't know if any company has applied any of the findings, they are currently doing research only, as far as I know....
Contrary to what some people seem to believe, none of that has the goal to make "gaming skill" irrelevant. This would be counterproductive. Skill is important. And yet, it is definitely a "rigged system" of MM+RNG. The game plays you, haha!