New stats page

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h3rmit
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New stats page

Postby h3rmit » Fri Jul 04, 2025 3:39 am

As many of you may already know, for the past few weeks I've been running a new, standalone stats page for ENT stats in parallel with the official one:

https://h3rmit.gr/stats_ent/

The page synchronizes with ENT stats every 5 minutes. You'll see your games there with a few minutes delay. It is still in active development and a few corrections and new features and may be added over time.

You can see at a glance a player's performance per game, per hero, per month.

Performance is ranked in a scale from "Bad" to "Great" by comparing farm, kills, deaths and assists to the long-term community averages for the same hero, scaled to the game's duration.

For those who have already checked it, you may want to have another look at your stats after today. An important update was made to address an incorrect calculation of farm rating, causing a slight inflation in all ratings. Now everything is back on scale with the community long-term averages per hero.

A few notes:
  • A few heroes (like Kaolin, the Earth Spirit) may be missing their icons and fail to get a correct rating. This happens in all ENT stats pages. It will be corrected at some point.
  • A few items (like Aghanim's scepter on Treant) may also be missing.
  • Older games (more than a year ago) may be missing their items, or hero level.
  • Very old games (prior to 2021) may appear in your playtime and game count, but there are no stats for them.
  • Links to players with certain special characters in their name may not work, and instead redirect to the search page. This will be fixed soon.

I'd like to hear your feedback, thoughts, suggestions and bug reports.
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Jazzy3113 (Fri Jul 04, 2025 4:14 pm)

dumpster_
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Re: New stats page

Postby dumpster_ » Fri Jul 04, 2025 6:24 pm

Is there some kind of adjustment based on how balanced the teams are?
Even the greatest players can sometimes perform atrociously, not necessarily through any fault of their own.
Even if one were to play perfectly it's still possible to end up 0-5.
I've seen it happen to every top tier player without exception.


It seems to me like there's enough data to do some machine learning, for example to predict the winner based on the players and hero selection.
I think it's pretty likely that you could achieve an accuracy of over 90%. (edit: 90 is too ambitious I guess, but 75% seems reasonable)
If one is successful with that, then the next step could be to evaluate how much a given player's presence in a game affects its expected outcome.
If you're really ambitious, you could even build an entire new rating system based on that.
Doesn't even have to be hooked into ENT in any way; it can just exist on its own for entertainment purposes.
Maybe nublets like venshitta will finally realize that the reason all their accounts inevitable end up below 1000 is not because of shitty teammates (which we ALL get) but because they're objectively dogshit. Hi boots first necro :)


A big obstacle towards both of those goals is the prevalence of smurfs, but I think it shouldn't be too hard to accurately determine who's who with some machine learning.
Of course one could trick it if they really want to, e.g. by changing their hero picks, the time they play, and the way they talk.
But why would anyone bother?
It shouldn't be too hard to reasonably accurately determine who's who after even a dozen games.
After >50 games I think you could achieve close to 100% accuracy.
You could also ask the admins to share the aliases with you in private to make training the model so much easier.


I've been thinking about this for years but the chance I actually do any of it is close to nill.
Do you have any grand plans like this?
Last edited by dumpster_ on Fri Jul 04, 2025 6:59 pm, edited 1 time in total.

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Re: New stats page

Postby GodSaveTheQQs » Fri Jul 04, 2025 6:50 pm

Very good analysis on the subject Dumpster_ and i totally agree with your thoughts if Hermit could do a system as such.

It seems to me like there's enough data to do some machine learning, for example to predict the winner based on the players and hero selection.
I think it's pretty likely that you could achieve an accuracy of over 90%.
If one is successful with that, then the next step could be to evaluate how much a given player's presence in a game affects its expected outcome.
If you're really ambitious, you could even build an entire new rating system based on that.
Doesn't even have to be hooked into ENT in any way; it can just exist on its own for entertainment purposes.


Thats why in a previous post regarding the system info Hermit provided, i made a thought about a new system based on "general efficiency" mostly. How much your playstyle, your moves in and out of a battle affects the whole game and the outcoume of the winner team. Dota is a game of mistakes after all. If Hermit could make a system rating based on the above plus some other factors as well, would be super cool i think!

P.S. H3rmit now you changed the system again i dropped from an average - above average player to average - below average even i have only one acc wich is 6 old :( :? :oops:
Last edited by GodSaveTheQQs on Fri Jul 04, 2025 7:57 pm, edited 1 time in total.

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Re: New stats page

Postby Frank » Fri Jul 04, 2025 7:21 pm

dont worry godsave im worse than you

https://h3rmit.gr/stats_ent/player/yamal

GodSaveTheQQs
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Re: New stats page

Postby GodSaveTheQQs » Fri Jul 04, 2025 7:57 pm

Yamal is actually a wonderkid. So those stats are wrong brother. Maybe its a bug H3rmit should fix.

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h3rmit
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Re: New stats page

Postby h3rmit » Sat Jul 05, 2025 11:01 am

dumpster_ wrote:Is there some kind of adjustment based on how balanced the teams are?
Even the greatest players can sometimes perform atrociously, not necessarily through any fault of their own.
Even if one were to play perfectly it's still possible to end up 0-5.
I've seen it happen to every top tier player without exception.


No, there is no such adjustment. The four ratings (farm/kills/deaths/assists) are a flat ratio of your hero's stats/duration to the community's average. They are then averaged equally to deduce the general rating.

dumpster_ wrote:It seems to me like there's enough data to do some machine learning, for example to predict the winner based on the players and hero selection.
I think it's pretty likely that you could achieve an accuracy of over 90%. (edit: 90 is too ambitious I guess, but 75% seems reasonable)
If one is successful with that, then the next step could be to evaluate how much a given player's presence in a game affects its expected outcome.
If you're really ambitious, you could even build an entire new rating system based on that.
Doesn't even have to be hooked into ENT in any way; it can just exist on its own for entertainment purposes.


I have already implemented this system you're describing for another community, in the far past. It was used to both predict the game's outcome and team balancing, and it was a complete replacement of the ELO system.

The ELO rating system is supposed to be a game's outcome prediction system. For any ELO difference, it gives probability of winning:

Spoiler!
Elo_rating_graph.png
Elo_rating_graph.png (73.69 KiB) Viewed 39 times


In the community where the new rating system was implemented, I ran an extensive simulation of the pre-existing ELO system there, to compare how well ELO had actually been predicting the outcome of DotA games. The simulation was performed against 14,000 played games, and the prediction was compared to the actual outcome. Players had 2 separate ELOs there, a "Solo ELO" when playing alone and a "Team ELO" when playing in pre-made teams. The results were pretty disappointing:

elo_winrate_en.png
elo_winrate_en.png (24.08 KiB) Viewed 39 times


The same simulation was then performed for the new Rating System, used as an ELO replacement for outcome prediction, on a sample of 83,654 played games. The results were impressive. Not only did the new system perfectly replace ELO, it actually performed much closer to what ELO was originally designed for, in DotA:

rating_winrate2_en.png
rating_winrate2_en.png (17.06 KiB) Viewed 39 times


dumpster_ wrote:A big obstacle towards both of those goals is the prevalence of smurfs, but I think it shouldn't be too hard to accurately determine who's who with some machine learning.
Of course one could trick it if they really want to, e.g. by changing their hero picks, the time they play, and the way they talk.
But why would anyone bother?
It shouldn't be too hard to reasonably accurately determine who's who after even a dozen games.
After >50 games I think you could achieve close to 100% accuracy.
You could also ask the admins to share the aliases with you in private to make training the model so much easier.


The new Rating system was actually also used for balancing, where judging a player's skills was critical for correct balance.
While the ELO system needs at least 15 games to somewhat describe a new player's skill accurately, the Rating system was able to give a fair estimation with just 1 game! Thus smurfs were quickly balanced correctly. No machine learning or identification attempts were needed.

dumpster_ wrote:I've been thinking about this for years but the chance I actually do any of it is close to nill.
Do you have any grand plans like this?


It has already been done, widely tested in thousands of games afterwards, and was pretty successful.
However, hooking it up on ENT is an entirely different story.

Frank wrote:dont worry godsave im worse than you

https://h3rmit.gr/stats_ent/player/yamal


There is a bug on ENT, not recording some heroes. None of the official pages display what hero you were playing:
https://entgaming.net/findstats.php?id=12257041
http://storage.entgaming.net/replay/vie ... 257041.w3g

I can't do much about the source data, if there are incomplete.
The rating compares stats to a specific hero, so if there's no hero there can't be a proper rating. It is all zeroed out.

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Re: New stats page

Postby h3rmit » Sat Jul 05, 2025 12:32 pm

GodSaveTheQQs wrote:Thats why in a previous post regarding the system info Hermit provided, i made a thought about a new system based on "general efficiency" mostly. How much your playstyle, your moves in and out of a battle affects the whole game and the outcoume of the winner team. Dota is a game of mistakes after all. If Hermit could make a system rating based on the above plus some other factors as well, would be super cool i think!


It would require a great amount of research and data gathering (e.g. parsing millions of small actions in thousands of replays) to correlate vague factors such as "play style"/"micro moves" to actual winrate, and measure their impact.

However, there's a simple and proven correlation of farm, kills, deaths and assists to winrate.
A few examples from my past research, where I sampled 10,000-50,000 games per hero:

hero_farm_success_en.png
hero_farm_success_en.png (71.42 KiB) Viewed 24 times

hero_kill_success_en.png
hero_kill_success_en.png (73.01 KiB) Viewed 24 times

hero_death_success.png
hero_death_success.png (89.15 KiB) Viewed 24 times


GodSaveTheQQs wrote:P.S. H3rmit now you changed the system again i dropped from an average - above average player to average - below average even i have only one acc wich is 6 old :( :? :oops:


Unfortunately, your previous "above average" rating was actually mistaken :roll:
The community average of farm per hero was miscalculated (6-minute scale instead of 10-minute scale), resulting in everyone's farm rating being inflated by 67% and their overall rating raising by about one level.


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