Still not clear maybe, I'm selecting players with a 62% lifetime win rate so mostly players who have been good over a larger number of drafts!
Definitely not perfect data though, and agree that defining good in this context is hard -- a lot of the variance of "good" depends on how you play the cards either way. All good points!
> I'm selecting players with a 62% lifetime win rate so mostly players who have been good over a larger number of drafts!
Hmm, but there are a lot of players with greater than a 62% lifetime win rate with very few drafts, but there may be many of those players... do you see? The win rate isn't a good filter. You chose it, you are trying to justify it, and I'm not convinced, not without the hard numbers.
I'm not confused about what filter you chose. I just think it's a bad filter, and you haven't thought very deeply about how it affects the data, which includes presumably your test and validation data - however you're choosing to test and validate, apparently by hand, by some eyeballed examples.
Anyway I think you have to compare with a non-LLM, non-random baseline to have any sense if this stuff is working at all. I could be dead wrong. I would maybe compare with a community draft picker.
Data selection depends the use-case. Two contrasting use-cases I see are:
- Emulation
- Advisor
In case of MTG player emulation for example, I think it makes sense to group data by some rankable criteria like winrate to train rank-specific models that can mimic players of each rank.
Definitely not perfect data though, and agree that defining good in this context is hard -- a lot of the variance of "good" depends on how you play the cards either way. All good points!