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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 17<br />

players and 24 unique maps. The data included which players participated<br />

in each map, how long they played on each team, which team won the map,<br />

and how long the map lasted. The ANN model is trained as described in<br />

section 3, using the update rule after every map. The model is evaluated<br />

four times, once with no heuristics, once with only the certainty heuristic<br />

from section 3.5, once with only the rating inflation prevention heuristic<br />

from section 3.6, and once combining both heuristics. One way to measure<br />

the effectiveness of these runs would be to look at how often the team with<br />

the higher probability of winning does not actually win. However, this result<br />

can be misleading because it assumes a team with a 55% chance of winning<br />

should win 100% of the time—which is not desirable. The real question is<br />

whether or not a team given a P% chance of winning actually wins P% of<br />

the time. There<strong>for</strong>e, the method of judging the model’s effectiveness chosen<br />

uses a histogram to measure how often a team given a P% chance of winning<br />

actually wins. For the results in section 5, the size of the histogram invertals<br />

is chosen to be 1%. This measure will be called the prediction error because<br />

it shows how far off the predicted outcome is from the actual result. A<br />

prediction error of 5% means that when the model predicts team A has a<br />

70% probability of winning, they may really have a probability of winning<br />

between 65-75%. Or, in the histogram sense, it means that given all of the<br />

occurences of the the model giving a team a 70% chance of winning, that<br />

team may actually win in 65%-75% of those occurences.

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