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TeamSkill: Modeling Team Chemistry in Online Multi-player Games

机译:Teamskill:在网上多人游戏中建模团队化学

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In this paper, we introduce a framework for modeling elements of "team chemistry" in the skill assessment process using the performances of subsets of teams and four approaches which make use of this framework to estimate the collective skill of a team. A new dataset based on the Xbox 360 video game, Halo 3, is used for evaluation. The dataset is comprised of online scrimmage and tournament games played between professional Halo 3 teams competing in the Major League Gaming (MLG) Pro Circuit during the 2008 and 2009 seasons. Using the Elo, Glicko, and TrueSkill rating systems as "base learners" for our approaches, we predict the outcomes of games based on subsets of the overall dataset in order to investigate their performance given differing game histories and playing environments. We find that Glicko and TrueSkill benefit greatly from our approaches (TeamSkill-A11K-EV in particular), significantly boosting prediction accuracy in close games and improving performance overall, while Elo performs better without them. We also find that the ways in which each rating system handles skill variance largely determines whether or not it will benefit from our techniques.
机译:在本文中,我们介绍了使用团队的子集和四种方法的性能,这使得使用这个框架来估计一个团队的集体技能在技能评估流程建模“球队的化学反应”的元素的框架。基于Xbox 360视频游戏,Halo 3的新数据集用于评估。 DataSet由在2008年和2009年赛季的主要联赛游戏(MLG)Pro电路中竞争的专业光环3队之间的在线争夺和锦标赛游戏组成。使用ELO,GLICKO和TRUSKILL评级系统作为我们的方法,我们预测了基于整个数据集的子集的游戏结果,以调查它们的绩效不同的游戏历史和游戏环境。我们发现,从我们的方法(TeamSkill-A11K-EV尤其是),显著提高预测精度在比分接近的比赛,并提升整体性能,同时执行的Elo更好没有他们Glicko和trueskill评分系统大大受益。我们还发现,每个评级系统处理技能方差的方式在很大程度上决定了它是否会受益于我们的技术。

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