[OPEN] Bannerlord matchmaking by HINQ

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Hello, If you haven't heard, HINQ have developed new automatic mmr-based bannerlord matchmaking system and now u can be joining to participate. We are currently finishing up with all the systems and making sure everything works automatically and without bugs.

I am writing this to inform you of such system ready to playing. For now, I can share with you the link to out discord channel where this will be happening. As to how it works, we have a bot which takes people waiting in discord lobby and balancing them into teams based on class and their rating (in case of 24 or more people teams would be separated in different skill brackets for better quality of matches).

All you need to do to keep this system running and update your rating is to post 1 screenshot of a game in related channel and bot will automatically update the database. As you would start playing you need to register yourself and your classes with commands:
!mm reg (main class) (secondary class)

Don't forget that your first 10 games will be your calibration period where win/loss and your score impact your mmr the most. You are very welcome to come and experience this matchmaking yourself.

And after all,very important, when u get a mm role, read the rules in the #-mm-rules channel.

We will be grateful for all the advertising of our project and invite your friends, let's play! Thank you for your attention!

Discord: https://discord.gg/z5DzWqd

Rating table: https://docs.google.com/spreadsheets/d/1Z3GBcvfprEquNRHRa2ceiA0U1qBSslrFyBLbqbjV8hU/edit?usp=sharing

The Inquisition is Thankful​

Greetings, wicked sinners!
The Holy Inquisition is pleased to announce that the first season of matchmaking “The Sacrament of Penance” has come to an end. All of us have come a long thorny way and achieved a lot. During these few months we have significantly reduced the number of bugs, improved the MMR system, made an important migration of the statistical base, and the bot was re-launched on a stable paid hosting with higher data processing speed. However, first of all, we want to thank you, every player of the bannerlord matchmaking. Without you, none of this would have been possible. We especially want to thank our patreons and dear moderators!
Ladies and gentlemen, stay tuned, because there's a lot of fun and pleasure, trying hard and suffering, tons of drama and tears ahead of us!

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The Mightiest Inquisitors​

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The strongest warrior, Varadin. The first place of the first season.

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The mighty Chao Persik, spectacular performance with the second place.

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The wild fury Jufasto. The third place of the season.

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The cavalry that arrives always in time. Runcop with fourth place and Relynar with the fifth.

Season II: The Path of Redemption​

Changes and updates:​

Dates
The start of the first season of matchmaking for Bannerlord will officially take place on February 14 at 17 CET. The duration of the new season will be 3 months.

Awards
At the end of the season, for players who played more than 100-150 matches
(depends on average games played in season), the top 5 players will receive the next awards:
1) 60$ via PayPal / subscriptions.
2) 45$ via PayPal / subscriptions.
3) 25$ via PayPal / subscriptions.
4-5) 10$ Nitro / Wtfast / ExitLag / PornHub / Steam Gift card.

New MMR start
In new season the MMR start will be at 2000 points. The table itself will be ordered by Calibrated people and then by MMR. So players without 10 games will appear on the bottom of the table.

MMR after the match changes differently
In the season we were changing your MMR with simple +27 or -27 points for a win/loss. In the new one, the default change is slightly reduced (+25/-25) but the resulting score will also influence it. Basically, for 3-0 results both teams will get an x3 modifier (so the rating change will be +75/-75), 3-1 is x2 and 3-2 is x1. So the closer the match result is, the less MMR you get or lose.

New Calibration System
In the last season, we noticed that calibrating players solely based on win rate can be wrong sometimes. In our new calibration system, we're going to use both WR and Score metrics.
For example:
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In this case, if the player (Raidboss) does a large amount of damage to enemies, he will get more points. Please note that we're taking into consideration your average score during the calibration so be sure to perform the best while playing your first games. A few points:
1. Players MMR won't be reduced if he loses a game but if he performs worse than average on his chosen main class then it might happen.
2. You might notice huge MMR changes after the first game (especially for high-scoring players) - it's alright. We're giving a boost to MMR after the first game of calibration so a high-scoring player might get to his level faster. We're recalculating BonusMMR after each game so total MMR might change extremely fast during calibration.

New Main Stat Tables and Deaths added
With TW re-introducing deaths to skirmish, we have added new Deaths parameters (Deaths, DR, KD, KDA). Also, now we have 2 tables for stats - "MainStats" and "Stats". If you want to quickly look at your most important stats check out "MainStats" and if you want to see all your game statistics check out the second one.

Patreons Priority
We have added an increased game priority for our patrons if there are more than 12 people in the queue.

Class Changes Restrictions
In the next season, you will be able to change your class without any restrictions up until you've played 50 games. After that, you can only change class once with Administration approval.

The Inquisition's Intention​

Our backlog for incoming updates

MMR Inflation

To encourage active players and avoid ranking manipulations, we intend to add the inflation of MMR. The idea behind it is simple - we want the average MMR to grow slowly to reach a certain point right at the end of the season. This way, the average MMR of each player is gonna increase throughout the whole season, while inactive players are gonna remain their outdated numbers. Inflation is gonna be thoroughly controlled and we will stop the inflow of an additional MMR right after it reaches a certain level. It won't affect newcomers and low MMR players, the distance between top MMR players and them is not gonna be increased. Right now we are looking at 50% mark.

BEAST Matchups
We're going to add an increased chance for BEAST matchups to appear on team-building.

Web page
After we have done some technical adjustments to our current API the plan is to create a web page so we could do a more fancy-looking stat representation than Google Sheets.

NA release
As time passes, it’s planned to launch NA matchmaking. We will create a new discord and launch our bot. A link will be available upon opening the discord. All information will be posted as it becomes available.

Duel ranking
There was an idea to make a MMR rating for 1v11duel according to the following idea - play two ft3's on a duel server. The winner gets + MMR, while the opponent gets - MMR depending on the difference in their MMR rating. At the end of the season, the best duelists are decided and will be awarded.
This project is in the idea stage and can serve as a solid pre-game warm-up or for sweating tryhards ) It’s important for us to know your ideas and opinions, let us know what do you think about this.

Thank you, Inquisitor​

Thank you very much for reading the text and dedicating your time to our news. Huge respect to patrons, you motivate us to move on and do more. Fans of competitive Mount & Blade, stay tuned for more news from our team, it gets better!
Helps us by subscribing to our Patreon: https://www.patreon.com/mmbl
 
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Is it an idea to post it on the "neutral" discord server? Also, any chance for open-source, would be interested.

Great idea though, looks interesting.
 
Is it an idea to post it on the "neutral" discord server? Also, any chance for open-source, would be interested.

Great idea though, looks interesting.
We thinked about it, but this mmr system writed by only HINQ development.
I just dont have a reason to create another discord server actually.
About open-source idk really. This program is done by 2 people together, you need to ask them personally.
 
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We thinked about it, but this mmr system writed by only HINQ development.
I just dont have a reason to create another discord server actually.
Well there is another one right but sure?

About open-source idk really. This program is done by 2 people together, you need to ask them personally.
Can you give me names? I have some interesting ideas and would love to contribute but won't if it isn't open source under a good license.
 
Well there is another one right but sure?


Can you give me names? I have some interesting ideas and would love to contribute but won't if it isn't open source under a good license.
msg Nord or Forsee
And I think we will use the same discord, as there are all the necessary bots for matchmaking, and most of the interested players in mm consist there.
 
There's a couple screens of it.
We are currently working on screenshot processing, we wanna make sure that it's 100% precise to rely on it.
You can share your ideas, but I gotta say atm im busy working on that, once it's finished (and most bugs will be fixed), we will implement new features like IGL parameter implementation for team making algorhythm
 
There's a couple screens of it.
We are currently working on screenshot processing, we wanna make sure that it's 100% precise to rely on it.
You can share your ideas, but I gotta say atm im busy working on that, once it's finished (and most bugs will be fixed), we will implement new features like IGL parameter implementation for team making algorhythm
What factors do you use for MMR calculation? Also, will you make it open source?
 
What factors do you use for MMR calculation? Also, will you make it open source?
Here we go again...
For mmr calculation I use 2 parameters: default mmr change and additional mmr pull.
Default mmr change is amount you get if you won, or amount you lose if you lost regardless of anything else.
Additional mmr pull is amount of mmr, that will be splitted between each team, depending on each player's impact. Each player of lost team lose additionally add_mmr_pull//3 to compensate additional mmr bonuses. Avg amount of mmr lost == avg amount of mmr gained.
Impact is calculated by dividing player's score by his team total score.
Let's say we have 1cav with 4000 score, 1arch with 2000 score, and 4 inf with 1000 score, it's 10000score total. Cav player made 40% impact, so he will gain 40% of additional mmr bank, archer did 20% and he will get 20% of it as extra bonus and so on. By default, we play with 20 60 stats, so in that example, if that team won, cav player will get 20 + 60*0.4 = 44mmr, arch 20 + 60*0.2 = 32 and so on.

And no, I won't make it open source, no reason to.
 
Really cool idea. Actually the developers of Warband Matchmaking were thinking of making a similar system such as in Warband. But without custom servers this proofs to be quite difficult and developing eventually died down. Once custom servers are there a more automatic system with a website could be a cool project to work on for you guys.
 
I can name a few:
  • FREE improvements to the code from the community
  • everyone can implement the bot on their servers
  • new variations of the bot/mmr sorting algorithm
  • deep gratitude and respect from the community
Just let them do their thing god damnit. We dont need every trash discord have their own ranked mode...
 
How are wins and such attributed to people? Does taleworlds have an API that lets you fetch data from their DB that I am unaware of, or are you doing it simply manually?
 
How are wins and such attributed to people? Does taleworlds have an API that lets you fetch data from their DB that I am unaware of, or are you doing it simply manually?
Each player, after finishing a game, doing a screenshot, and one of the 12 sends it to the chat, after this the bot recognizes wins, points, kills, assists, and etc. This information is then entered into an excel table, which displays all the statistics of the games played by the player during the matchmaking period
 
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