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A Bradley-Terry Artificial Neural Network Model for Individual ...

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22 Joshua Menke, Tony Martinez<br />

mix <strong>for</strong> each group. The higher-rated groups would be appropriate <strong>for</strong> real<br />

encounters, whereas balanced groups may be preferred <strong>for</strong> practicing or<br />

training purposes.<br />

7 Conclusions and Future Work<br />

This paper has presented a method to learn Bradly-<strong>Terry</strong> models using an<br />

ANN. An ANN model is appealing because extensions can be added as new<br />

inputs into the ANN. The basic model is extended to rate individuals where<br />

groups are being compared, to allow <strong>for</strong> weighting individuals, to model<br />

“home field advantages”, to deal with rating uncertainty, and to prevent<br />

rating inflation. The results when applied to a large, real-world problem<br />

including thousands of comparisons involving thousands of players yields<br />

probability prediction estimates within 5% of the actual values. Besides<br />

the a<strong>for</strong>ementioned application of empirical Bayes, two additional areas <strong>for</strong><br />

future work will include 1) extending the model to incorporate temporal<br />

in<strong>for</strong>mation <strong>for</strong> given objectives and 2) attempting to model higher-level<br />

interactions.<br />

In many applications, including sports, military encounters, and online<br />

games like Enemy Territory, there are known objectives that need to be<br />

accomplished in order <strong>for</strong> a given group to defeat another group. In sports,<br />

this may include scoring points, in military encounters, completing subobjectives<br />

<strong>for</strong> a given mission, and in Enemy Territory, each map has a<br />

known list of objectives that both teams need to accomplish to defeat the

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