A Bradley-Terry Artificial Neural Network Model for Individual ...
A Bradley-Terry Artificial Neural Network Model for Individual ...
A Bradley-Terry Artificial Neural Network Model for Individual ...
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An ANN <strong>Model</strong> For <strong>Individual</strong> Ratings in Group Competitions 15<br />
group’s average receiving smaller updates than the rest of the group when<br />
their group wins, and larger negative updates when they lose. The opposite<br />
is true <strong>for</strong> individuals with ratings lower than their group’s average. They<br />
will be larger when they win, and smaller when they lose. This attempts<br />
to account <strong>for</strong> situations where there are large differences in the expected<br />
worth of participating individuals.<br />
4 Methods<br />
The final model employs all of the extensions discussed in section 3. The<br />
model was developed originally to rate players and predict the outcome of<br />
matches in the World War II-based online team first-person shooter computer<br />
game Enemy Territory. With hundreds of thousands of players over<br />
thousands of servers worldwide, Enemy Territory is one of the most popular<br />
multiplayer first-person shooters available. In this game, two teams of<br />
between 4-20 players each, the Axis and the Allies, compete on a given<br />
“map”. Both teams have objectives they need to accomplish on the map to<br />
defeat the other team. Whichever team accomplishes their objectives first<br />
is declared the winner of that map. Usually one of the teams has a timebased<br />
objective—they need to prevent the other team from accomplishing<br />
their objectives <strong>for</strong> a certain period of time. If they do so, they are the<br />
winner. In addition, the objectives <strong>for</strong> one team on a given map can be<br />
easier or harder than the other team’s objectives. The size of either team<br />
can also be different and players can both enter, leave, and change teams