{"title":"为《反恐精英:全球攻势》玩家评分根据正/负值为《反恐精英:全球攻势","authors":"Hongyu Xu, Sarat Moka","doi":"arxiv-2409.05052","DOIUrl":null,"url":null,"abstract":"We propose a player rating mechanism for Counter-Strike: Global Offensive (CS\n), a popular e-sport, by analyzing players' Plus/Minus values. The Plus/Minus\nvalue represents the average point difference between a player's team and the\nopponent's team across all matches the player has participated in. Using models\nsuch as regularized linear regression, logistic regression, and Bayesian linear\nmodels, we examine the relationship between player participation and team point\ndifferences. The most commonly used metric in the CS community is \"Rating 2.0,\"\nwhich focuses solely on individual performance and does not account for\nindirect contributions to team success. Our approach introduces a new rating\nsystem that evaluates both direct and indirect contributions of players,\nprioritizing those who make a tangible impact on match outcomes rather than\nthose with the highest individual scores. This rating system could help teams\ndistribute rewards more fairly and improve player recruitment. We believe this\nmethodology will positively influence not only the CS community but also the\nbroader e-sports industry.","PeriodicalId":501172,"journal":{"name":"arXiv - STAT - Applications","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2024-09-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Rating Players of Counter-Strike: Global Offensive Based on Plus/Minus value\",\"authors\":\"Hongyu Xu, Sarat Moka\",\"doi\":\"arxiv-2409.05052\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"We propose a player rating mechanism for Counter-Strike: Global Offensive (CS\\n), a popular e-sport, by analyzing players' Plus/Minus values. The Plus/Minus\\nvalue represents the average point difference between a player's team and the\\nopponent's team across all matches the player has participated in. Using models\\nsuch as regularized linear regression, logistic regression, and Bayesian linear\\nmodels, we examine the relationship between player participation and team point\\ndifferences. The most commonly used metric in the CS community is \\\"Rating 2.0,\\\"\\nwhich focuses solely on individual performance and does not account for\\nindirect contributions to team success. Our approach introduces a new rating\\nsystem that evaluates both direct and indirect contributions of players,\\nprioritizing those who make a tangible impact on match outcomes rather than\\nthose with the highest individual scores. This rating system could help teams\\ndistribute rewards more fairly and improve player recruitment. We believe this\\nmethodology will positively influence not only the CS community but also the\\nbroader e-sports industry.\",\"PeriodicalId\":501172,\"journal\":{\"name\":\"arXiv - STAT - Applications\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2024-09-08\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"arXiv - STAT - Applications\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/arxiv-2409.05052\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"arXiv - STAT - Applications","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/arxiv-2409.05052","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Rating Players of Counter-Strike: Global Offensive Based on Plus/Minus value
We propose a player rating mechanism for Counter-Strike: Global Offensive (CS
), a popular e-sport, by analyzing players' Plus/Minus values. The Plus/Minus
value represents the average point difference between a player's team and the
opponent's team across all matches the player has participated in. Using models
such as regularized linear regression, logistic regression, and Bayesian linear
models, we examine the relationship between player participation and team point
differences. The most commonly used metric in the CS community is "Rating 2.0,"
which focuses solely on individual performance and does not account for
indirect contributions to team success. Our approach introduces a new rating
system that evaluates both direct and indirect contributions of players,
prioritizing those who make a tangible impact on match outcomes rather than
those with the highest individual scores. This rating system could help teams
distribute rewards more fairly and improve player recruitment. We believe this
methodology will positively influence not only the CS community but also the
broader e-sports industry.