Investigating Efficiency of Free-for-All Models in a Matchmaking Context

IF 2.8 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Emil Gensby;Bryan S. Weber;Anders H. Christiansen
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引用次数: 0

Abstract

We explore several popular (and unpopular) systems for matchmaking and ranking in free-for-all environments. The commonplace existing methods involve the reinterpretation of established two-player ranking systems (i.e., Elo/Glicko) and decomposing multiplayer games into a set of multiple one-versus-one pairings. This decomposition, while commonplace, is not part of the intended use-case of these two-player ranking systems. We are the first to formally explore this ad-hoc usage and reassuringly find evidence that it converges to correct values. Second, we identify a method that appears to dominate what appears to be the most common publicly used method. At the same time, this novel method maintains fidelity to many games for which there is no “second place,” whereas in other systems, second place winners are given a large boost in rankings. Third, some idiosyncrasies about the reward structure and distribution of each of the systems are identified, which may affect user experience and satisfaction. This system was tested by simulation and deployment in a real world matchmaking system with over 135 000 games played. Our tests suggest it converges on appropriate player rank at a similar or better rate as the most popular alternative.
调查匹配背景下自由选择模式的效率
我们探讨了几个流行的(和不流行的)系统,用于在免费的环境中配对和排名。常见的现有方法包括重新解释已建立的双人排名系统(如Elo/Glicko),并将多人游戏分解为一系列一对一的配对。这种分解虽然很常见,但并不是这些双人排名系统的预期用例的一部分。我们是第一个正式探索这种特殊用法的人,并令人放心地找到证据表明它收敛于正确的值。其次,我们确定了一种似乎主导了最常用的公开使用方法的方法。与此同时,这种新颖的方法保持了许多没有“第二名”的游戏的保真度,而在其他系统中,第二名获胜者的排名会大幅提升。第三,确定了每个系统的奖励结构和分布的一些特质,这些特质可能会影响用户体验和满意度。该系统经过模拟测试,并在一个超过13.5万场的真实配对系统中进行了部署。我们的测试表明,它以与最受欢迎的选择相似或更好的速度聚集在适当的玩家排名上。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
IEEE Transactions on Games
IEEE Transactions on Games Engineering-Electrical and Electronic Engineering
CiteScore
4.60
自引率
8.70%
发文量
87
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