{"title":"G-Elo:对Elo算法的泛化,通过建模离散化的胜利余量","authors":"L. Szczecinski","doi":"10.1515/jqas-2020-0115","DOIUrl":null,"url":null,"abstract":"Abstract In this work we develop a new algorithm for rating of teams (or players) in one-on-one games by exploiting the observed difference of the game-points (such as goals), also known as a margin of victory (MOV). Our objective is to obtain the Elo-style algorithm whose operation is simple to implement and to understand intuitively. This is done in three steps: first, we define the probabilistic model between the teams’ skills and the discretized MOV variable: this generalizes the model underpinning the Elo algorithm, where the MOV variable is discretized into three categories (win/loss/draw). Second, with the formal probabilistic model at hand, the optimization required by the maximum likelihood rule is implemented via stochastic gradient; this yields simple online equations for the rating updates which are identical in their general form to those characteristic of the Elo algorithm: the main difference lies in the way the scores and the expected scores are defined. Third, we propose a simple method to estimate the coefficients of the model, and thus define the operation of the algorithm; it is done in a closed form using the historical data so the algorithm is tailored to the sport of interest and the coefficients defining its operation are determined in entirely transparent manner. The alternative, optimization-based strategy to find the coefficients is also presented. We show numerical examples based on the results of the association football of the English Premier League and the American football of the National Football League.","PeriodicalId":16925,"journal":{"name":"Journal of Quantitative Analysis in Sports","volume":"124 1","pages":"1 - 14"},"PeriodicalIF":1.1000,"publicationDate":"2020-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":"{\"title\":\"G-Elo: generalization of the Elo algorithm by modeling the discretized margin of victory\",\"authors\":\"L. Szczecinski\",\"doi\":\"10.1515/jqas-2020-0115\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Abstract In this work we develop a new algorithm for rating of teams (or players) in one-on-one games by exploiting the observed difference of the game-points (such as goals), also known as a margin of victory (MOV). Our objective is to obtain the Elo-style algorithm whose operation is simple to implement and to understand intuitively. This is done in three steps: first, we define the probabilistic model between the teams’ skills and the discretized MOV variable: this generalizes the model underpinning the Elo algorithm, where the MOV variable is discretized into three categories (win/loss/draw). Second, with the formal probabilistic model at hand, the optimization required by the maximum likelihood rule is implemented via stochastic gradient; this yields simple online equations for the rating updates which are identical in their general form to those characteristic of the Elo algorithm: the main difference lies in the way the scores and the expected scores are defined. Third, we propose a simple method to estimate the coefficients of the model, and thus define the operation of the algorithm; it is done in a closed form using the historical data so the algorithm is tailored to the sport of interest and the coefficients defining its operation are determined in entirely transparent manner. The alternative, optimization-based strategy to find the coefficients is also presented. We show numerical examples based on the results of the association football of the English Premier League and the American football of the National Football League.\",\"PeriodicalId\":16925,\"journal\":{\"name\":\"Journal of Quantitative Analysis in Sports\",\"volume\":\"124 1\",\"pages\":\"1 - 14\"},\"PeriodicalIF\":1.1000,\"publicationDate\":\"2020-10-20\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"6\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Quantitative Analysis in Sports\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1515/jqas-2020-0115\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"SOCIAL SCIENCES, MATHEMATICAL METHODS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Quantitative Analysis in Sports","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1515/jqas-2020-0115","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"SOCIAL SCIENCES, MATHEMATICAL METHODS","Score":null,"Total":0}
G-Elo: generalization of the Elo algorithm by modeling the discretized margin of victory
Abstract In this work we develop a new algorithm for rating of teams (or players) in one-on-one games by exploiting the observed difference of the game-points (such as goals), also known as a margin of victory (MOV). Our objective is to obtain the Elo-style algorithm whose operation is simple to implement and to understand intuitively. This is done in three steps: first, we define the probabilistic model between the teams’ skills and the discretized MOV variable: this generalizes the model underpinning the Elo algorithm, where the MOV variable is discretized into three categories (win/loss/draw). Second, with the formal probabilistic model at hand, the optimization required by the maximum likelihood rule is implemented via stochastic gradient; this yields simple online equations for the rating updates which are identical in their general form to those characteristic of the Elo algorithm: the main difference lies in the way the scores and the expected scores are defined. Third, we propose a simple method to estimate the coefficients of the model, and thus define the operation of the algorithm; it is done in a closed form using the historical data so the algorithm is tailored to the sport of interest and the coefficients defining its operation are determined in entirely transparent manner. The alternative, optimization-based strategy to find the coefficients is also presented. We show numerical examples based on the results of the association football of the English Premier League and the American football of the National Football League.
期刊介绍:
The Journal of Quantitative Analysis in Sports (JQAS), an official journal of the American Statistical Association, publishes timely, high-quality peer-reviewed research on the quantitative aspects of professional and amateur sports, including collegiate and Olympic competition. The scope of application reflects the increasing demand for novel methods to analyze and understand data in the growing field of sports analytics. Articles come from a wide variety of sports and diverse perspectives, and address topics such as game outcome models, measurement and evaluation of player performance, tournament structure, analysis of rules and adjudication, within-game strategy, analysis of sporting technologies, and player and team ranking methods. JQAS seeks to publish manuscripts that demonstrate original ways of approaching problems, develop cutting edge methods, and apply innovative thinking to solve difficult challenges in sports contexts. JQAS brings together researchers from various disciplines, including statistics, operations research, machine learning, scientific computing, econometrics, and sports management.