A multi-fidelity analysis of skill rating systems against CS:GO games! You can read our final report here. This project was for the research component of Neil Lawrence's Machine Learning and the Physical World (L48) course.
Abstract — The meteoric rise of online games has created a need for accurate skill rating systems, which can quickly determine a team’s skill for the purpose of tracking improvement and fair matchmaking. Although many systems for determining skill ratings are deployed, with various theoretical foundations, less work has been done at analysing the real-world performance of these algorithms. In this paper, we perform an empirical analysis of several systems through the lens of surrogate modelling, where the model can choose which matches are played next. We look both at overall performance and data efficiency, and perform a thorough sensitivity analysis.
pip install -e .
will install an editable version of Skillbench from the sources here, and install any required dependencies
Optional: first make a new virtualenv
conda create -n venv
conda activate venv
Tested on Python 3.9.15.
- 🎁 Example of the Glicko-2 system (2022)
- n.b. Glicko-2 was first described in 2001
- 🎁 TrueSkill 2: An improved Bayesian skill rating system (2018)
- 🏆 Predicting Round Result in Counter-Strike: Global
Offensive Using Machine Learning (2022)
- "Do ML models predict wins more accurately when we extend dataset to include Trueskill ratings?" -> Yes, slightly.
- 🏆 Predicting the outcome of CS:GO
games using machine learning (2018)
- Used 50+ features, including weapon type and location of kills, to cluster players based on playstyle. Aim was to identify good team compositions.
- Predicted match result based on per-player cluster membership:
- Feed-forward NN: achieved
65.11%
accuracy - Winrate per cluster: achieved
58.97%
accuracy- Similar to our per-team WinRateEmulator achieving
~58.2%
- Similar to our per-team WinRateEmulator achieving
- Feed-forward NN: achieved
- Data scraped from FACEIT as JSONs
- 🔎 The Evaluation of Rating Systems in Online Free-for-All Games (2020)
- 🔎 Predicting Winning Team and Probabilistic Ratings in “Dota 2” and “Counter-
Strike: Global Offensive” Video Games (2018)
- From what I can tell: they use a novel model for Dota 2, but for CSGO just evaluate Trueskill?
- Predicted match result based on per-player Trueskill ratings:
- Trueskill: achieved
62%
accuracy on all data,59%
on just dust2
- Trueskill: achieved