ActivityPub Viewer

A small tool to view real-world ActivityPub objects as JSON! Enter a URL or username from Mastodon or a similar service below, and we'll send a request with the right Accept header to the server to view the underlying object.

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{ "@context": [ "https://www.w3.org/ns/activitystreams", "https://poa.st/schemas/litepub-0.1.jsonld", { "@language": "en" } ], "actor": "https://poa.st/users/merchantHelios", "attachment": [ { "blurhash": "e~J*r2offRt7of~qj[oft7j[xujsofofj[M{jZofj[j[azfjkBj[j[", "height": 951, "mediaType": "image/png", "name": "", "type": "Document", "url": "https://i.poastcdn.org/b0cfeca7a085395cbf33bed5d9e3291cf3de20adb9d89d6b4f2a3af831a7714f.png", "width": 883 } ], "attributedTo": "https://poa.st/users/merchantHelios", "cc": [ "https://poa.st/users/merchantHelios/followers" ], "content": "From the very first page, paragraph, and image, I want to point out a few things: <br/>(1) - UNLIKE Microsoft/Bungie&#39;s Trueskill 1, 1.5, and 2.0 versions, AV (Activision) is specifically accounting for the recency of maps and modes, skill analysis and segregation based on input device, whether or not the player has voice chat enabled, and the platform they are playing on all as factors in their system. TS was explicitly focused on queue times, accurate skill prediction and skill updates. <br/><br/>BTW Please refresh yourself with Bungie&#39;s own words on the subject, if you didn&#39;t read/reread my own thread on the subject<br/><a href=\"https://www.microsoft.com/en-us/research/wp-content/uploads/2007/01/NIPS2006_0688.pdf\" rel=\"noopener\">microsoft.com/en-us/research/wp-content/uploads/2007/01/NIPS2006_0688.pdf</a><br/><a href=\"https://www.microsoft.com/en-us/research/uploads/prod/2018/03/trueskill2.pdf\" rel=\"noopener\">microsoft.com/en-us/research/uploads/prod/2018/03/trueskill2.pdf</a><br/><br/>(2)- **(IMPORTANT)** The actual algorithm for Call of Duty&#39;s SBMM is not specifically discussed. This means we have to take a lot of what Activision is saying at face value, which is fine, they don&#39;t really have a reason to lie about this specifically, if they did their conclusions would look vastly different. But it&#39;s good to keep in mind throughout this. <br/><br/>(3) - quoting from directly below the image in picrel <br/>&quot;Connection quality and time to match are top priorities in Call of Duty matchmaking . Skill is considered during the grouping of players to form a lobby and in team balancing at intermission. As discussed in depth below, skill targets are loosened faster than delta ping (lobby connection quality) targets when forming a lobby.&quot; <br/>This gives us an idea of AV&#39;s priorities when designing the system, helping inform us as outsiders why they decide to accept certain downsides, which will be discussed at length later.", "contentMap": { "en": "From the very first page, paragraph, and image, I want to point out a few things: <br/>(1) - UNLIKE Microsoft/Bungie&#39;s Trueskill 1, 1.5, and 2.0 versions, AV (Activision) is specifically accounting for the recency of maps and modes, skill analysis and segregation based on input device, whether or not the player has voice chat enabled, and the platform they are playing on all as factors in their system. TS was explicitly focused on queue times, accurate skill prediction and skill updates. <br/><br/>BTW Please refresh yourself with Bungie&#39;s own words on the subject, if you didn&#39;t read/reread my own thread on the subject<br/><a href=\"https://www.microsoft.com/en-us/research/wp-content/uploads/2007/01/NIPS2006_0688.pdf\" rel=\"noopener\">microsoft.com/en-us/research/wp-content/uploads/2007/01/NIPS2006_0688.pdf</a><br/><a href=\"https://www.microsoft.com/en-us/research/uploads/prod/2018/03/trueskill2.pdf\" rel=\"noopener\">microsoft.com/en-us/research/uploads/prod/2018/03/trueskill2.pdf</a><br/><br/>(2)- **(IMPORTANT)** The actual algorithm for Call of Duty&#39;s SBMM is not specifically discussed. This means we have to take a lot of what Activision is saying at face value, which is fine, they don&#39;t really have a reason to lie about this specifically, if they did their conclusions would look vastly different. But it&#39;s good to keep in mind throughout this. <br/><br/>(3) - quoting from directly below the image in picrel <br/>&quot;Connection quality and time to match are top priorities in Call of Duty matchmaking . Skill is considered during the grouping of players to form a lobby and in team balancing at intermission. As discussed in depth below, skill targets are loosened faster than delta ping (lobby connection quality) targets when forming a lobby.&quot; <br/>This gives us an idea of AV&#39;s priorities when designing the system, helping inform us as outsiders why they decide to accept certain downsides, which will be discussed at length later." }, "context": "https://poa.st/contexts/f46399de-3c5a-4ff1-baaa-3c24e5fae0a6", "conversation": "https://poa.st/contexts/f46399de-3c5a-4ff1-baaa-3c24e5fae0a6", "id": "https://poa.st/objects/788d13c1-ed3b-47a5-bd53-a6f4567a0022", "inReplyTo": "https://poa.st/objects/2402a76c-8128-4f6e-82a4-c742d935ab75", "published": "2024-07-30T03:54:10.768625Z", "replies": { "items": [ "https://poa.st/objects/7c7d8167-9cae-4554-8048-4d30520549f8" ], "type": "Collection" }, "repliesCount": 3, "sensitive": false, "source": { "content": "From the very first page, paragraph, and image, I want to point out a few things: \n(1) - UNLIKE Microsoft/Bungie's Trueskill 1, 1.5, and 2.0 versions, AV (Activision) is specifically accounting for the recency of maps and modes, skill analysis and segregation based on input device, whether or not the player has voice chat enabled, and the platform they are playing on all as factors in their system. TS was explicitly focused on queue times, accurate skill prediction and skill updates. \n\nBTW Please refresh yourself with Bungie's own words on the subject, if you didn't read/reread my own thread on the subject\nhttps://www.microsoft.com/en-us/research/wp-content/uploads/2007/01/NIPS2006_0688.pdf\nhttps://www.microsoft.com/en-us/research/uploads/prod/2018/03/trueskill2.pdf\n\n(2)- **(IMPORTANT)** The actual algorithm for Call of Duty's SBMM is not specifically discussed. This means we have to take a lot of what Activision is saying at face value, which is fine, they don't really have a reason to lie about this specifically, if they did their conclusions would look vastly different. But it's good to keep in mind throughout this. \n\n(3) - quoting from directly below the image in picrel \n\"Connection quality and time to match are top priorities in Call of Duty matchmaking . Skill is considered during the grouping of players to form a lobby and in team balancing at intermission. As discussed in depth below, skill targets are loosened faster than delta ping (lobby connection quality) targets when forming a lobby.\" \nThis gives us an idea of AV's priorities when designing the system, helping inform us as outsiders why they decide to accept certain downsides, which will be discussed at length later.", "mediaType": "text/plain" }, "summary": "", "tag": [ { "href": "https://poa.st/users/merchantHelios", "name": "@merchantHelios", "type": "Mention" } ], "to": [ "https://poa.st/users/merchantHelios", "https://www.w3.org/ns/activitystreams#Public" ], "type": "Note" }