TeamSkill: Modeling Team Chemistry in Online Multi-Player Games

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...

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Main Authors: DELONG, Colin, Pathak, Nishith, Erickson, Kendrick, Perrino, Eric, SHIM, Kyong Jin, Srivastava, Jaideep
Format: text
Language:English
Published: Institutional Knowledge at Singapore Management University 2011
Subjects:
Elo
Online Access:https://ink.library.smu.edu.sg/sis_research/1492
http://dx.doi.org/10.1007/978-3-642-20847-8_43
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Institution: Singapore Management University
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spelling sg-smu-ink.sis_research-24912012-06-22T03:26:14Z TeamSkill: Modeling Team Chemistry in Online Multi-Player Games DELONG, Colin Pathak, Nishith Erickson, Kendrick Perrino, Eric SHIM, Kyong Jin Srivastava, Jaideep 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-AllK-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. 2011-05-01T07:00:00Z text https://ink.library.smu.edu.sg/sis_research/1492 info:doi/10.1007/978-3-642-20847-8_43 http://dx.doi.org/10.1007/978-3-642-20847-8_43 Research Collection School Of Computing and Information Systems eng Institutional Knowledge at Singapore Management University Player rating systems competitive gaming Elo Glicko TrueSkill Databases and Information Systems
institution Singapore Management University
building SMU Libraries
continent Asia
country Singapore
Singapore
content_provider SMU Libraries
collection InK@SMU
language English
topic Player rating systems
competitive gaming
Elo
Glicko
TrueSkill
Databases and Information Systems
spellingShingle Player rating systems
competitive gaming
Elo
Glicko
TrueSkill
Databases and Information Systems
DELONG, Colin
Pathak, Nishith
Erickson, Kendrick
Perrino, Eric
SHIM, Kyong Jin
Srivastava, Jaideep
TeamSkill: Modeling Team Chemistry in Online Multi-Player Games
description 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-AllK-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.
format text
author DELONG, Colin
Pathak, Nishith
Erickson, Kendrick
Perrino, Eric
SHIM, Kyong Jin
Srivastava, Jaideep
author_facet DELONG, Colin
Pathak, Nishith
Erickson, Kendrick
Perrino, Eric
SHIM, Kyong Jin
Srivastava, Jaideep
author_sort DELONG, Colin
title TeamSkill: Modeling Team Chemistry in Online Multi-Player Games
title_short TeamSkill: Modeling Team Chemistry in Online Multi-Player Games
title_full TeamSkill: Modeling Team Chemistry in Online Multi-Player Games
title_fullStr TeamSkill: Modeling Team Chemistry in Online Multi-Player Games
title_full_unstemmed TeamSkill: Modeling Team Chemistry in Online Multi-Player Games
title_sort teamskill: modeling team chemistry in online multi-player games
publisher Institutional Knowledge at Singapore Management University
publishDate 2011
url https://ink.library.smu.edu.sg/sis_research/1492
http://dx.doi.org/10.1007/978-3-642-20847-8_43
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