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A key feature of Isotropic was its skill level estimates.  Player skill was quantified using an adaptation of Microsoft's [http://research.microsoft.com/en-us/projects/trueskill/ TrueSkill] skill ranking, itself a variation of the [http://en.wikipedia.org/wiki/Elo_rating_system Elo] rating system. The system assigned players a level rating based off of their results against other players, factoring in the skill level of all players involved in each game. Among the attributes of the system:
 
A key feature of Isotropic was its skill level estimates.  Player skill was quantified using an adaptation of Microsoft's [http://research.microsoft.com/en-us/projects/trueskill/ TrueSkill] skill ranking, itself a variation of the [http://en.wikipedia.org/wiki/Elo_rating_system Elo] rating system. The system assigned players a level rating based off of their results against other players, factoring in the skill level of all players involved in each game. Among the attributes of the system:
 
* Beyond the win/loss status, end of game score has no bearing on rankings. A one point nail biter is worth just as much as a 100 point blowout.
 
* Beyond the win/loss status, end of game score has no bearing on rankings. A one point nail biter is worth just as much as a 100 point blowout.
* Multiplayer matches get broken down into individual head to head games for the rankings, so getting second place in a multiplayer game is still important.  A 3 player game is broken into P1 vs P2, P2 vs P3, and P1 vs P3.<ref>[http://forum.dominionstrategy.com/index.php?topic=2289.msg39298#msg39298 "TrueSkill Questions"], [[Dominion Strategy Forum]]</ref>
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* Multiplayer matches get broken down into individual head to head games for the rankings, so getting second place in a multiplayer game is still important.  A 3 player game is broken into P1 vs P2, P2 vs P3, and P1 vs P3. More discussion on this can be found [http://forum.dominionstrategy.com/index.php?topic=2289.msg39298#msg39298 here].
 
* A win against a highly ranked opponent increased your rating more than a win against a lower ranked opponent. Conversely, a loss to a highly ranked opponent damages your skill rating less than a loss to a very low ranked opponent.
 
* A win against a highly ranked opponent increased your rating more than a win against a lower ranked opponent. Conversely, a loss to a highly ranked opponent damages your skill rating less than a loss to a very low ranked opponent.
 
* A player's displayed (in Isotropic lobby and on leaderboard) skill level was the result of subtracting a player's variance from their skill estimate. This provides a lower bound for a player's skill estimate. There is some debate (especially among elite players) on whether this is the best way to manage skill levels, and the Isotropic [http://dominion.isotropic.org/faq/#leaderboard FAQ] addresses some of these questions. For some players, their level calculations would actually fall below 0 because their variance was larger than their mean skill rating. dougz addressed this by creating a lower end cutoff of Level 0.
 
* A player's displayed (in Isotropic lobby and on leaderboard) skill level was the result of subtracting a player's variance from their skill estimate. This provides a lower bound for a player's skill estimate. There is some debate (especially among elite players) on whether this is the best way to manage skill levels, and the Isotropic [http://dominion.isotropic.org/faq/#leaderboard FAQ] addresses some of these questions. For some players, their level calculations would actually fall below 0 because their variance was larger than their mean skill rating. dougz addressed this by creating a lower end cutoff of Level 0.

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