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Inferring Player Rating from Performance Data in Massively Multiplayer Online Role-Playing Games (MMORPGs)

机译:推断从大型多人在线角色扮演游戏中的性能数据的播放器评级(MMORPGS)

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摘要

This paper examines online player performance in EverQuest II, a popular massively multiplayer online role-playing game (MMORPG) developed by Sony Online Entertainment. The study uses the gameu27s player performance data to devise performance metrics for online players. We report three major findings. First, we show that the gameu27s point-scaling system overestimates performances of lower level players and underestimates performances of higher level players. We present a novel point-scaling system based on the gameu27s player performance data that addresses the underestimation and overestimation problems. Second, we present a highly accurate predictive model for player performance as a function of past behavior. Third, we show that playing in groups impacts individual performance and that player-level characteristics alone are insufficient in explaining an individualu27s performance, which calls for a different set of performance metrics methods.
机译:本文审查了Everquest II中的在线播放器性能,这是由索尼在线娱乐开发的受欢迎的大型多人在线角色播放游戏(MMORPG)。该研究使用游戏 U27S播放器性能数据来设计在线玩家的性能指标。我们报告了三个主要发现。首先,我们表明游戏 U27S点缩放系统高估了较低级别玩家的性能,低估了更高级玩家的性能。我们基于游戏 U27S播放器性能数据提出了一种新的点缩放系统,该数据解决了低估和高估问题。其次,我们向玩家性能提出了一种高度准确的预测模型,作为过去行为的函数。第三,我们表明,在组中播放会影响个人性能,而且单独的玩家级别特征在解释个人 U27S性能方面不足,该表现呼吁不同一组性能度量方法。

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