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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

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