Agree:
A 5-Star system with halves offers the same number of data points as a 10 point system without halves.
Disagree:
We use the same system as a 5-Star with halves movie ranking system.
Movies use a ranking system where the numbers correspond to a straight quality scale, where quality is determined by comparing films against one another.
5-Star films are “the best” and 0-Star/Turkeys are “the worst”.
I don’t know what the % population at each Star point trends toward, but I know that both 0-Star and 5-Star are used.
Street Fighter players allocate numbers on the ranking chart in a modified form.
I believe it is commonly accepted that this form is that the numbers represent how many matches out of 10 that the character should win in a given matchup.
Taking Thelo’s chart as an example, we can see that this modified form results in a very uneven point distribution:
Total rankings listed: 240
Frequency of showing up at each data point:
0 = none
0.5 = none
1 = none
1.5 = none
2 = 1
2.5 = none
3 = 15
3.5 = 12
4 = 47
4.5 = 20
5 = 50
5.5 = 20
6 = 47
6.5 = 12
7 = 15
7.5 = none
8 = 1
8.5 = none
9 = none
9.5 = none
10 = none
99% of all rankings fall between 3 and 7.
In a system without halves, that gives a reader 5 data points with which to ascertain differences in ranking between matchups.
77% of all rankings call between 4 and 6.
In a system without halves, that gives a reader 3 data points with which to ascertain differences in rankings between matchups.
Consequently, with the 5-Star with halves movie ranking, we have a full use of the scale.
This means the the movie system has 11 data points with which for people reading the data to ascertain differences in ranking between the movies.
Whereas in the Street Fighter 10 point without halves ranking, while there are 11 data points on the scale, only a much smaller subset of data points are actually used for 99% of the rankings: 5 data points.
Using halves on the Street Fighter rankings system allows us to give greater definition to the giant clump of rankings in the middle of the scale, giving us ~11 data points within which to populate 99% of the data.
I do not believe these definitions match up relative to the ranking method players currently use* to ascertain numbers for the Street Fighter ranking charts.
Compare it to the definitions I listed:
5-5 = even
6-4 = edge
7-3 = beating
8-2 = blowout
9-1 = might get lucky
10-0 = never
Our 10-0 definitions match up.
My 7-3 equals your 9-1.
My 6-4 equals your 7-3.
My defintions do not have the capability to define a “slight advantage” or a “big advantage”.
I believe if you line-up our definitions against the numbers on Thelo’s chart, that my definitions will better describe the number chosen for each matchup.
In fact, matching up your scale means that only 1% of matchups qualify as involving a “big advnatage”.
With matchups like Ken-vs-Honda as “advantage”, Guile-vs-Honda as “slight advantage”,
But by adding in the “.5” data points to the scale, we can then have the capability to define a “slight advantage” and a “big advantage”.
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- Street Fighter players allocate numbers on the ranking chart in a modified form.
I believe it is commonly accepted that this form is that the numbers represent how many matches out of 10 that the character should win in a given matchup.
I DO like this modified form, because I think it really fixes the concept of matchup rankings across tangible/practical references.
I just think that it skews the distribution of the data across the scale, such that using halves becomes greatly helpful in discerning minute (but very material) variations within the clumped distributions.