2021 IEEE Conference on Games (CoG) 2021
DOI: 10.1109/cog52621.2021.9618994
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Evaluating Team Skill Aggregation in Online Competitive Games

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Cited by 3 publications
(4 citation statements)
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“…It also implies each player contributes to the outcome of the game equally. The research of [5] focused on this assumption and turns out there are better options regarding rating a team. The three methods investigated to evaluate a team are MAX, MIN, and SUM.…”
Section: Literature Reviewmentioning
confidence: 99%
See 1 more Smart Citation
“…It also implies each player contributes to the outcome of the game equally. The research of [5] focused on this assumption and turns out there are better options regarding rating a team. The three methods investigated to evaluate a team are MAX, MIN, and SUM.…”
Section: Literature Reviewmentioning
confidence: 99%
“…The three methods investigated to evaluate a team are MAX, MIN, and SUM. The SUM method is the one used by traditional rating systems, where a team's rating is the sum of all its members; the MAX method just takes the highest player ratings in the team and implies that a strong player can carry the team to victory; and the MIN method only considers the least skilled member in the team and implies the weak end can drag the entire team down [5]. Based on the results of three settings using traditional ratings (Elo, Glicko, and TrueSkill), it concludes that the MAX method outperforms the other two methods in terms of accuracy in predicting game outcomes [5].…”
Section: Literature Reviewmentioning
confidence: 99%
“…Based on the results achieved in the previous section, here we assume the performance of a team is determined by the performance of its best player [19]. Therefore, we take the maximum rating of team members to create the team's rating.…”
Section: Rank Prediction Using Ratingsmentioning
confidence: 99%
“…However, one approach to accomplishing DDA in CSGs is player-level matchmaking. This method is based on welldocumented rating systems such as Elo (Elo 1978) and Glicko/Glicko-2 (Glickman 1999(Glickman , 2001, which have been used to measure the skill of players in games ranging from chess and Go (Au 2020) to Pokémon Showdown (Pokemon Showdown 2021) and Counter Strike: Global Offensive (Dehpanah et al 2021).…”
Section: Dynamic Difficulty Adjustmentmentioning
confidence: 99%