Elo-MMR:大型多人竞赛的评级系统

Aram Ebtekar, Paul Liu
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引用次数: 8

摘要

技能评估机制,俗称评级系统,在竞技体育和游戏中发挥着重要作用。它们提供了一种衡量玩家技能的方法,能够刺激玩家的竞技表现并实现平衡的对局。在本文中,我们提出了一种新的多参与者竞赛贝叶斯评分系统。它广泛适用于具有离散排名比赛的比赛形式,例如在线编程比赛、障碍赛和视频游戏。该系统的简单性使我们能够证明其鲁棒性和运行时间的理论界限。此外,我们还证明了这是一种激励相容的机制:玩家如果想要最大化自己的评分,就不会想要表现不佳。在实验上,评级系统在预测精度上超过了现有系统,并且比现有系统的计算速度快了一个数量级。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Elo-MMR: A Rating System for Massive Multiplayer Competitions
Skill estimation mechanisms, colloquially known as rating systems, play an important role in competitive sports and games. They provide a measure of player skill, which incentivizes competitive performances and enables balanced match-ups. In this paper, we present a novel Bayesian rating system for contests with many participants. It is widely applicable to competition formats with discrete ranked matches, such as online programming competitions, obstacle courses races, and video games. The system’s simplicity allows us to prove theoretical bounds on its robustness and runtime. In addition, we show that it is incentive-compatible: a player who seeks to maximize their rating will never want to underperform. Experimentally, the rating system surpasses existing systems in prediction accuracy, and computes faster than existing systems by up to an order of magnitude.
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