Thanks for the reply. In another comment I stated that I can see this making sense for seeding players, but if it's always active, then I don't think it matters whether my LP or MMR is affected, MMR will indirectly affect my LP gains anyway.
If a significant portion of the server started playing more towards KDA and won more but the game became more boring, would that be acceptable? (Assume playing towards KDA means less bloodthirsty, generally)
Very interesting question, seeing it as a way to nudge people towards playing better LoL. Definitely have to think more about it, but my initial thoughts are:
If those less bloodthirsty players won more games on average than they did before, I guess that means that the average game quality is better (as in, they play closer to optimal League of Legends). If that leads to the game being more boring, the balance & design teams could incentivize more bloodthirsty games to make it more exciting again. Though I now wonder, would the function to evaluate gameplay be updated every patch? How long would it take for it to reflect balance changes that make the game more bloodthirsty / exciting?
I think my main issue is just that the correct play might cause small penalties due to the model not learning every circumstance, so even if it's good for the majority, it would also hurt some players. I guess that raises another question: What accuracy would be acceptable in a system like this?
I don't have a real answer, definitely a tough problem to solve.