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Behavioral Player Rating in Competitive Online Shooter Games

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Abstract

Competitive online games use rating systems for matchmaking; progression-based algorithms that estimate the skill level of players with interpretable ratings in terms of the outcome of the games they played. However, the overall experience of players is shaped by factors beyond the sole outcome of their games. In this paper, we engineer several features from in-game statistics to model players and create ratings that accurately represent their behavior and true performance level. We then compare the estimating power of our behavioral ratings against ratings created with three mainstream rating systems by predicting rank of players in four popular game modes from the competitive shooter genre. Our results show that the behavioral ratings present more accurate performance estimations while maintaining the interpretability of the created representations. Considering different aspects of the playing behavior of players and using behavioral ratings for matchmaking can lead to match-ups that are more aligned with players' goals and interests, consequently resulting in a more enjoyable gaming experience.
Behavioral Player Rating in Competitive
Online Shooter Games
Arman Dehpanah
School of Computing
DePaul University
Chicago, USA
adehpana@depaul.edu
Muheeb Faizan Ghori
School of Computing
DePaul University
Chicago, USA
mghori2@depaul.edu
Jonathan Gemmell
School of Computing
DePaul University
Chicago, USA
jgemmell@cdm.depaul.edu
Bamshad Mobasher
School of Computing
DePaul University
Chicago, USA
mobasher@cs.depaul.edu
Abstract—Competitive online games use rating systems for
matchmaking; progression-based algorithms that estimate the
skill level of players with interpretable ratings in terms of the
outcome of the games they played. However, the overall experi-
ence of players is shaped by factors beyond the sole outcome
of their games. In this paper, we engineer several features
from in-game statistics to model players and create ratings that
accurately represent their behavior and true performance level.
We then compare the estimating power of our behavioral ratings
against ratings created with three mainstream rating systems by
predicting rank of players in four popular game modes from the
competitive shooter genre. Our results show that the behavioral
ratings present more accurate performance estimations while
maintaining the interpretability of the created representations.
Considering different aspects of the playing behavior of players
and using behavioral ratings for matchmaking can lead to match-
ups that are more aligned with players’ goals and interests,
consequently resulting in a more enjoyable gaming experience.
Index Terms—rating systems, behavioral rating, rank predic-
tion, online shooter games
I. INTRODUCTION
Competitive online games have revolutionized gaming ex-
perience across different gaming platforms. In games such as
Fortnite, you can choose to play as Kratus, the well-known
protagonist from the popular “God of War” game series, and
fight against another player who happens to be Spider-man.
These games have been so well-received that publishers of
offline games have actively started to develop online versions
of their games to enter this ever-increasing market. These
games use matchmaking systems to create balanced match-
ups and ensure an enjoyable experience for players.
Matchmaking systems use previous performance of players
to model their current level of performance. These systems
then use the created models to assign players to teams and
match-up teams for different events. Matchmaking systems
differ in the way they model players.
Rating systems are a specific type of matchmaking systems
that use statistical inference to model the performance of
players from the outcome of their previous games. Since the
only data these systems use is the outcome of games, they
are fast and interpretable. Other matchmaking systems use
machine learning techniques to predict the performance of
players from a wide range of in-game statistics and their
corresponding latent factors. Due to using extra information,
the player models created by these algorithms are often a better
representative of the actual performance of players.
While both of these systems are widely used in games, they
are often either too simple or too complex. Looking solely
at the outcome of the games may lead to losing potentially
useful information existing in the gameplay data. On the other
hand, using an excessive amount of gameplay data and creating
latent features based on those data may lead to intensive
memory consumption and inexplicable player models.
This study aims to incorporate the strengths of both of these
approaches while alleviating their shortcomings. To that end,
we conduct extensive feature engineering on several real-world
datasets of popular game modes from the competitive shooter
genre to capture different aspects of the behavior of players.
We then build our player/team models around the engineered
behavioral features to create behavioral ratings. The created
ratings carry the whole playing history of players and all the
meaningful interactions they had within the games they played.
These ratings are updated after each game based on the events
occurred within the game.
We hypothesize that our behavioral ratings accurately cap-
ture the true performance levels of players while maintaining
the interpretability of their representations. To test our hypoth-
esis, we use the most recent behavioral ratings to predict the
performance of players and teams (i.e., their ranks) for their
upcoming matches. The prediction results are then compared
to those of three popular rating systems; Elo, Glicko, and
TrueSkill. Our results show that behavioral ratings outperform
popular rating systems in rank prediction, specially when
combined using optimal weights.
II. RE LATE D WORK
Competitive online games such as Apex Legends and Call
of Duty: Warzone serve millions of players on a daily basis.
Due to the abundant playing options for players, to stay alive,
these games need to maintain and expand their player base. A
core principle to accomplish this task is to provide players with
a pleasant experience to keep them engaged with the game. To
ensure such a pleasant experience, competitive online games
use matchmaking systems.
Matchmaking systems often differ in objectives they pur-
sue for conducting assignments. While some systems focus
on player engagement [1] and enjoyment [2], the majority
of matchmaking algorithms aim for maintaining competitive
balance in matches they create [3]. These algorithms assume
that the most pleasant experience happens when the match is
optimally balanced, meaning the odds of winning are more or
less even for the competing players and teams [4]. Therefore,
in most cases, a key step of their assignment process includes
predicting the probability of winning and consequently, esti-
mating the potential performance for possible combination of
players and teams.
Rating systems model players’ performance based on the
outcome of games they played in the past. These systems use
numerical estimates, referred to as ratings, to model a player’s
skill level. Skill ratings are used to calculate the probability of
winning for each side of a match. The calculated probabilities
are then used to predict rank and create match-ups.
Rating systems are extensively used for matchmaking and
creating leaderboards in many games. These systems are very
popular due to the interpretability and intelligibility of the
ratings they create. The ratings also provide players with
a tool for following their skill development. Despite their
widespread use, these systems, in their traditional form, model
players purely based on their skill level inferred from the
outcome of matches they played, and thus, lose potentially
useful information lied in the gameplay data.
Modern games often include complex structures where
players need to master multiple aspects of the gameplay to
improve their performance. Such aspects may range from
learning how to properly use a weapon or special power of
a character to how to communicate with teammates and how
to strategize. We refer to these aspects as the behavior of
players. While rating systems define the behavior of players
solely based on their skill level, it is reasonable to assume that
many factors other than skill play a role in determining the
overall behavior of players. Such factors are often recorded
in gameplay data and thus, can be derived from previous
performance of players in the matches they played. Efforts
have been made to alleviate this issue by extending upon
traditional rating systems using different aspects of gameplay
such as context [5], chemistry between team members [6],
offensive/defensive skills [7], victory and draw margin [8, 9],
experience [10], and time [11].
While features such as offensive skills or experience are
well-known to a typical audience, others may be of a more
tacit nature or come from a combination of other features and
thus, may not have a clear definition. To capture relevant infor-
mation determining the behavior of players from both of these
feature groups, research often leverages predictive models that
work based on generating latent factors from explicit historic
data [2, 5]. These models typically receive known behavioral
features as input and then build latent features by weighting,
combining or transforming those inputs. The outcome of these
models are a prediction score signifying a utility such as the
match balance. Such models often achieve better prediction
results and higher quality matchmakings compared to rating
systems. However, they lack explainability due to the complex
nature of their calculations; an important feature for players
who are interested in understanding the logic behind their
match-ups [12].
In this paper, we focus on eliminating the limitations of both
latent factor models and rating systems while maintaining their
strengths. To this end, we conduct extensive experimentation
on several real world datasets to engineer behavioral features
from raw game statistics. The engineered features represent
different aspects of the playing behavior of players. We use
those behavioral features to create interpretable player and
team ratings. We then predict the performance of players and
teams (i.e., their ranks) and compare the prediction results with
those of three popular rating systems; Elo [13], Glicko [14],
and TrueSkill [15].
Each game genre is often associated with certain playing
behaviors. For example, strategy games require intricate plan-
ning, intelligent tactics, and significant collaborations among
teammates while shooter games call for expeditious decision-
making and meticulous shooting. While the majority of pre-
vious efforts focused on a single game mode, or multiple
games from different genres, in this paper, we specifically
focus on competitive shooter games and consider several game
modes within this genre to achieve a rigorous understanding
of players’ behavior in these games. Finally, in contrast with
complex mathematical computations and statistical estimations
used in previous works, we engineer behavioral features based
on players’ previous performance and use those features to
create simple and interpretable behavioral ratings that rep-
resent different aspects of a player’s behavior. Such ratings
provide an accurate representation of players’ performance
while being easily explainable and interpretable to a non-
technical audience.
III. BEHAVIORAL MODELING AND GAME MOD ES
In this section, we introduce a number of popular game
modes in competitive shooter games and discuss gameplay
features that can potentially represent different aspects of a
player’s behavior within those modes. We then explain how
such features can be used to model players and teams.
A. Game Modes
In general, competitive shooter games can be divided into
two groups in terms of the number of the sides competing
against each other. The first group is referred to as head-to-
head games where two players or teams face each other and
engage in fights. This group consists of either ‘one-versus-
one’ games such as one on one duels in Quake Champions or
‘n-versus-n’ games such as a typical competitive 5 on 5 game
in Counter Strike: Global Offensive (CS:GO). As opposed to
the first group, games in the second group, referred to as
free-for-all games, involve more than two players or teams
simultaneously competing in the same match. These games are
either played as ‘solo’ where many individual players compete
against each other as singletons, or as ‘squad’ (e.g., duos, trios,
or quads) where multiple teams of more than one player face
each other in the same match.
Competitive shooter games also differ in the way the winner
of a match is decided. In some games, players win the match
if they achieve the highest score at the end while in others,
players who survive the most will win the match.
In this paper, we consider four popular modes; Deathmatch,
Capture the Flag, Tactical Head-to-Head, and Battle Royale.
1) Deathmatch: Deathmatch is one of the most popular
game modes extensively played in games such as Halo, Quake,
Doom, and CS:GO. A deathmatch game can be played as ei-
ther head-to-head or free-for-all. In this mode, players or teams
engage in direct fights and obtain scores upon eliminating an
opponent. The key characteristic of deathmatch is that players
who are eliminated keep respawning endlessly until the end of
the match. The winner of a deathmatch game is often decided
by setting a time or score threshold. With a time threshold,
the match ends upon reaching a time limit and the player or
team with the highest score is the winner of the match. With
a score threshold, in addition to the above rule, the player or
team who first reaches a pre-determined score wins the match.
Compared to most game modes, deathmatch games are often
very fast-paced with relatively small maps (i.e., the area in
which the game is running) which causes a myriad of quick
encounters and chaotic fights. This is specifically true in casual
games. On the other hand, in competitive ranked games, teams
often incorporate limited strategies in their play. However,
due to the nature of the fights, committing to such strategies
becomes impossible at times, and thus, individual performance
is much more highlighted in this game mode.
In addition, as opposed to most game modes, in deathmatch
there is often no restriction on the weapons players can carry.
Various types of weapons can be selected upon (re)spawn or be
picked up from different locations all around the map. While
some weapons are more effective than others, the type of
weapon does not change the scoring function; players obtain
one point for every enemy they eliminate regardless of the
weapon they used.
Considering all of the above aspects, in deathmatch mode,
features that capture players’ aggressiveness, expertise, skills,
and experience may better represent their behavior compared
to features that imply their strategies.
2) Capture the Flag (CTF): CTF is similar to a head-to-
head team-based deathmatch in that players respawn indefi-
nitely upon elimination. Also, in CTF players typically start
the game with pre-selected weapons but like deathmatch, can
pick up different weapons and items scattered all around the
map. CTF maps are relatively larger than deathmatch maps but
similar to deathmatch, CTF games are fast-paced filled with
chaotic direct fights. Therefore, mechanical skills of individual
team members play an important role in success of teams.
However, due to relatively larger playing area, teams can
implement various tactics and strategies when defending or
attacking an area. The main difference between the two modes
is that unlike deathmatch, CTF is an objective-based mode.
In CTF, although eliminating opponents increases the
chance of winning, it does not necessarily lead to victory. Each
competing team in CTF starts the game in their assigned bases
with a flag. The teams have to defend their own flag while
trying to capture the opponent’s flag. When a player steals the
opponent’s flag, they become the ‘flag bearer’. A flag bearer
has to carry the flag to their own base to capture the flag and
earn a point, provided that their own flag is not in transit. The
game often imposes a time limit after which the team with
higher points wins the match.
Teamwork plays a crucial role in success of teams in a CTF
match. In order to succeed, a team has to assign some players
to defend the flag in its base while sending others to attack
the enemy’s base and steal their flag. These roles vary entirely
depending on the ongoing events. For example, when a team’s
flag is stolen, the majority of its players attempt to attack the
flag bearer opponent to eliminate them and retrieve the flag.
On the other hand, the teammates of a flag bearer put their
whole focus on defending the stolen flag particularly because
the flag bearer cannot use weapons while carrying the flag.
Finally, due to relatively large maps and imposing a time
limit, CTF often includes modes of transport such as vehicles
and cannons to facilitate faster travel between bases. Vehicles
in particular can be helpful when capturing a flag as the flag
bearer can board a vehicle run by a teammate to avoid attacks
and reach the base faster to capture the flag. On the other
hand, a vehicle is a bigger target and easier to hit by enemy’s
attacks. Therefore, players who are experienced in driving in-
game vehicles are usually assigned to this task.
Considering all of the above aspects, in CTF mode, features
that capture players’ expertise, skills, and experience along
with features that imply their tactical abilities may sufficiently
represent their playing behavior.
3) Tactical Head-to-Head: Tactical head-to-head shooters
are one of the most traditional games in the realm of com-
petitive games. Call of Duty: Modern Warfare, CS:GO, and
Valorant are among the most popular games offering this
game mode where two teams consisting of equal number of
players compete against each other in a head-to-head fight.
What the majority of games in this mode have in common
is an objective-based gameplay. Two teams are divided into
attacking and defending sides pursuing objectives such as
detonating/defusing a bomb or capturing/rescuing hostages.
Also, the maps in this mode include strategically important
locations and are relatively larger compared to the maps used
in deathmatch games to accommodate both random fast-paced
and tactical plays.
Another common element of games in this mode is an in-
game currency system. Players receive points in the form of a
currency as they complete objectives or eliminate opponents
within a match. Such currencies can then be used to purchase
desired weapons and items. As such, being well-acquainted
with the mechanisms of the buy menu and items offered in
the system is extremely important.
In addition to the above elements, perhaps the most im-
portant common aspect in tactical head-to-head shooters dis-
tinguishing this mode from other modes in the competitive
shooter genre is the necessity of having a perfect harmony
between individual players’ expertise and team strategies and
tactics to succeed. Mechanical skills such as good aiming still
play an important role in this mode, but relying solely on such
skills without adopting efficient tactics and strategies for the
team often cost too much compared to other modes.
Considering all of the above aspects, in tactical head-to-
head mode, features that capture both mechanical and tactical
aspects of players may better represent their behavior.
4) Battle Royale: Battle royale is a free-for-all game where
many players and teams compete against each other within the
same match at the same time. In this mode, players parachute
into the playing area from a plane with minimal equipment
and quickly start looting the area to find weapons and items.
The goal is to be the last player or team standing to win the
match. Players can either directly engage in fights from the
start to eliminate everyone else and win the game or choose
to ‘camp’ and avoid fights to increase their chances of survival.
Battle royale maps are typically larger compared to those of
other modes due to higher number of players competing in this
mode. For example, a typical battle royale match in Call of
Duty: Warzone consists of 150 players as opposed to a typical
head-to-head CS:GO match with only 10 players. To enable
players to travel such large spaces faster, battle royale games
often comprise of different modes of transportation such as
vehicles, jump towers, portals, or cannons. These items can be
used by players for different purposes from finding opponents
faster to escaping from a losing battle. As opposed to other
modes, battle royale does not impose a time limit. Instead, the
games in this mode include a constantly shrinking safe area
on the map outside of which players take damage. This way,
players are forced to engage in fights.
While weapons and items are randomly scattered around
the map, in some locations, referred to as ‘hot zones’, players
have a higher chance of finding more powerful equipment.
The first fights of the match usually happens in these areas
as many players land in hot zones with the hope of finding
better equipment. In such cases, knowing key places within
those areas and having quick reflexes for faster looting play
an important role in winning early fights.
Due to the large playing area, battle royale games are not
as fast-paced as deathmatch games. This allows players and
teams to adopt appropriate strategies and tactics in their fights.
However, since the game includes many players and teams,
there is a good chance that such tactics and strategies are
interrupted by a ‘third-party’; another player or team who
seeks to attack two sides during their ongoing fight.
Considering all of the above aspects along with the fact that
battle royale games include smaller teams compared to other
modes, individual skills and team performance are both crucial
in determining the success of a team. Therefore, features that
capture both mechanical and tactical aspects of players may
better represent their behavior in the battle royale mode.
B. Capturing Behavioral Features
In the previous section, we mentioned a number of features
such as aggressiveness, experience, expertise, and tactical
abilities that represent a player’s behavior. In this section,
we describe specific in-game statistics that could demonstrate
those features.
A common goal players often pursue in competitive shooter
games is eliminating their opponents. As mentioned earlier,
opponent elimination is a deciding factor in winning the game
in some modes while in others it may be rather beneficial
and sometimes even a futile attempt. Regardless, looking at
the number of opponents eliminated by a player, or more
commonly referred to as ‘number of kills’ in shooter games,
may represent how much they favor aggressive play. However,
looking solely at the number of kills may be misleading. For
example, a player who scored 50 kills within 10 games can
be considered aggressive and competitive but a player who
scored the same number of kills in 100 games is perhaps
a casual player. A more reliable approach is to consider the
number of kills against the number of times the player was
eliminated. A popular metric conforming to this requirement
is the ratio between the number of kills to the number of
times the player was eliminated, otherwise known as ‘Kill to
Death or KD Ratio’. Players with higher KD ratio are assumed
to be more aggressive in their playing style. In competitive
shooter games, being aggressive is synonymous with being
highly skilled as this playing style is often observed in top-tier
players while amateur and low-tier players frequently adopt
a passive playing style. Looking at the outcome of matches,
like traditional rating systems do, can also help capture these
behaviors. Players who frequently win their matches can be
considered high-skilled or top-tier players while players who
constantly lose can be labeled as amateur or low-tier players.
Expertise is another important behavioral factor affecting
the performance of players. Expertise may include various
components. For example, some players may be an expert at
shooting a weapon while others are expert in using grenades or
melee attacks; some players may be die-hard survivors while
others may be adept drivers. Such components can be taken
into account by looking at different in-game statistics. Being
expert at shooting a weapon may be represented by accuracy
of shooting. In shooter games, being accurate means to shoot
an area that inflicts the highest amount of damage, and that is
usually the opponent’s head. Therefore, the average number of
headshots a player registered in the games they played can be a
proper indication of their shooting expertise. Also, the average
number of kills scored using grenades or melee attacks can
represent their expertise for each case. In addition, statistics
such as the average amount of time a player could stay alive
during the matches they played can represent their survival
skills. Similarly, statistics such as the average number of times
a player used in-game vehicles or the average distance they
traveled using such vehicles may indicate their expertise and
interest in driving. Average distance traveled on foot, on the
other hand, is an important measure for capturing both playing
style and tactics. Regardless of game mode, players who
traveled a greater distance on foot in matches they played can
generally be considered aggressive players since this type of
players are consistently in motion searching for opponents to
eliminate. On the contrary, smaller values for distance walked
may suggest a ‘camper’; a player who chooses a safe spot to
hide and waits for ambushing a passerby opponent. However,
in tactical head-to-head or CTF games where teams adopt
various strategies and tactics, players who walked smaller
distances may be the ones assigned to defending strategic
locations such as a bomb site or flag base.
Finally, the experience level of players is a crucial measure
circumscribing all behavioral factors. While each game mode
has its own learning process, as a general rule, it is assumed
that the more players play a game, the more experience they
gain in that game. Therefore, the number of games played
can be considered as a fitting manifestation of a player’s
experience level also showing how much effort players put
into the game and how engaged they are with the game.
C. Behavioral Modeling and Rating
We engineer behavioral features based on available statistics
recorded in the data to create player models. Such player
models are represented by corresponding behavioral feature
values denoted by µand referred to as single-factor models.
All features are normalized using Z-score to achieve consis-
tency and avoid scaling issues. Similar to skill ratings created
by rating systems, these values can be considered as ratings
that offer a basis for comparing the performance of players
from different behavioral aspects.
We also calculate a combination of behavioral features to
create inclusive behavioral ratings that cover different aspects
of a player’s performance. We aggregate features using a linear
combination to ensure the calculated ratings are explainable.
We consider a non-weighted linear hybrid of features as our
naive inclusive behavioral rating, denoted by η, that is a simple
summation of all normalized feature values. In this approach,
having nbehavioral features, the behavioral rating of player
pis calculated as:
η(p) =
n
X
i=1
µi(p)
where µrepresents normalized individual feature values. The
naive hybrid approach takes into account all engineered be-
havioral features, regardless of their relevance to or impact on
the overall player’s performance.
When engineering behavioral features from in-game statis-
tics, a key aspect worth exploring is detecting a higher level
meaning that a group of behavioral features may imply.
Such features are often highly correlated with each other;
an undesired characteristic of data that may cause overfitted
and unnecessarily complex models. Factor Analysis [16] is a
popular approach for overcoming this issue. In this method,
a group of observed features are decomposed into smaller
number of unobserved factors that capture most of the variance
accounted for by those features. These factors are then rotated
to result in interpretable representations which are shown as
feature loadings for each extracted factor. Therefore, for player
p, a factor Fcan be considered as a linear combination of its
underlying features and their corresponding loadings:
F(p) =
n
X
i=1
ℓi(p)µi(p)
where µdenotes a behavioral feature and ℓshows its loading
onto factor F. For example, features such as KD ratio,
accuracy, and winning rate may all imply how skilled a player
is, and thus, may be aggregated into a factor representing the
concept of skill. We perform factor analysis on engineered be-
havioral features to detect inter-dependencies between features
and capture higher-level concepts representing those features.
Each constructed behavioral feature (or factor) may differ-
ently contribute to the overall performance of players and
consequently, to the performance of their teams. Some fea-
tures may represent a positive performance while others may
suggest interactions that negatively affect the players’ perfor-
mance and their rank. For example, high-skilled aggressive
players who lead their team effort often contribute to their
team’s success while players who often tend to play toxic and
eliminate their own teammates on purpose hurt both their and
their team’s chance of winning. The constructed behavioral
ratings should address the nature of behavioral features and
capture the direction and magnitude of their effects on the
overall performance of players. To achieve a more accurate
representation of ratings, we need to identify the most relevant
behavioral features along with their degree of contribution
indicated by feature weights. To this end, logistic regression
can be used to classify the outcome of matches with behavioral
features as predictors.
A logistic regression, being a generalized linear model,
estimates the odds of a given outcome category against other
possible categories using a linear weighted combination of
observed predictors. Since the significance of contribution is
statistically tested for each predictor in logistic regression,
the model can be further improved by discarding irrelevant
features using feature selection and regularization. The final
logistic regression model yields a weighted linear combination
of important features; an equation that predicts the (log) odds
of possible outcomes considering feature values. The resulted
weights determine the degree to which each feature affects the
outcome and thus, can be used to weight behavioral features
in constructing more accurate behavioral ratings.
Binary logistic regression can be used for classifying the
outcome of head-to-head games since the outcome is either
win or loss in our modes of interest. On the other hand,
ordinal logistic regression is a better fit for battle royale games
since their outcome is a list of ranks where the order between
possible values matters. Regardless, with ninitial behavioral
features, the estimated logistic model can be given by:
Logit(ˆ
Y) = I+ω1µ1+ω2µ2+... +ωmµm+ϵ
where Idenotes the intercept, mshows the number of features
in the reduced model with m < n, and ωµ pairs show
single-factor ratings and their corresponding weights. In this
equation, features with a positive weight push the prediction
toward the class of interest and vice versa. In an ordinal
logistic regression where the dependent variable takes multiple
ordered values such as ranks, based on the proportional odds
model [17], the equation remains the same for predicting each
rank except for the intercept Ithat is discarded in our case
since we are only interested in relevant behavioral features and
their weights to construct more accurate behavioral ratings. We
then normalize the weights to sum up to one to have a more
interpretable basis for comparing the effect of features. When
performing this normalization, we consider the absolute value
of weights since their signs only show the direction to which
the features affect the prediction and not the magnitude of
effect itself. As such, the weighted hybrid behavioral rating
for player pis denoted by Ωand is calculated as:
Ω(p) =
m
X
i=1
ˆωi(p)µi(p)
where µidenotes relevant behavioral features and ˆωishows
their corresponding normalized weights.
A machine learning approach like logistic regression by
itself can be used for matchmaking by predicting match
outcomes [18] without creating any types of player ratings.
However, such approaches do not deliver insights into the
different aspects of a player’s behavior. As an alternative, we
use logistic regression to weight behavioral features and utilize
those weights to create inclusive and accurate behavioral
ratings. Such ratings can be used as a basis for predicting
match outcomes and matchmaking while also serving as a tool
for comparing player performances and creating leaderboards.
D. Rank Prediction using Ratings
Based on the results achieved in the previous section, here
we assume the performance of a team is determined by the
performance of its best player [19]. Therefore, we take the
maximum rating of team members to create the team’s rating.
The calculated ratings can be used to predict the outcome
of games [20, 21]. In a field F, denoting a head-to-head match
(H2H) between sides (either players or teams) s1and s2, or
a free-for-all match (F4A) between sides s1,s2, ..., sn, the
prediction functions are defined as:
ΦH2H= arg sort
i∈{1,2}(F, si)|ρ1,2
ΦF4A= arg sort
i∈{1,2,...,n}(F, si)|ρ1,2,...,n
where ρdenotes the performance of teams and is represented
by ratings created by rating systems as well as our behavioral
single-factor ratings µ, naive non-weighted hybrid ratings η,
and weighted hybrid ratings Ω. The prediction function takes
a list of the teams competing in a match along with their
corresponding ratings and sorts teams based on their rating
value in a descending order. The ties are randomly broken by
the models. The resulted order is then returned by the functions
as predicted ranks for that match. Finally, the predicted ranks
are compared with the observed ranks for each match to
evaluate the performance of the models.
IV. METHODOLOGY
In this section, we first introduce the datasets used to
perform our experiments. We then describe some of the most
important engineered behavioral features. Finally, we explain
our methodology and experimental setups in detail.
A. Datasets
Each dataset we used represents a certain game mode in the
competitive shooter genre.
1) Halo 3: Halo 3 is one of the most played shooter games
developed by Bungie Inc. The game is the third installment in
the popular Halo franchise and includes a wide variety of game
modes and playing options such as Slayer and CTF. The Halo
3 dataset introduced by [22] consists of professional slayer
and CTF matches between two teams of four players and is
publicly available at HaloFit.
Slayer. Slayer (or Team Slayer) is a popular team death-
match in Halo 3 where two teams compete against each other
with the goal of eliminating as many opponents as possible
in a certain amount of time. The slayer data includes in-game
statistics such as number of kills, average time alive, and game
outcomes for more than 2,300 matches and 270 unique players.
CTF. CTF refers to a popular objective-based game mode
between two teams where players typically compete to steal
the flag from the enemy’s base and return it to their own base
to earn points. The CTF dataset includes in-game statistics
such as number of kills, number of flags stolen, and game
outcomes for more than 1,800 matches and 260 unique players.
2) CS:GO: CS:GO is one of the most popular shooter
games on Steam. CS:GO’s tactical head-to-head game mode
typically consists of two teams of five players, referred to
as counter-terrorist and terrorist. Terrorists attack certain lo-
cations on the map called bomb sites to plant a bomb and
counter-terrorists attempt to defend bomb sites or defuse the
bomb if it was successfully planted. The CS:GO dataset is
publicly available on Kaggle. After processing the raw data,
the final dataset includes statistics such as number of kills,
number of deaths, and game outcomes for around 20,000
matches and 4,500 unique players.
3) PUBG: Battlegrounds (PUBG): PUBG is a popular
battle royale game developed and published by PUBG Corpo-
ration. The dataset is publicly available on Kaggle. In this
study, we considered PUBG duo matches (teams of two)
to include small teams in our experimentation as well. The
dataset provides in-game statistics such as distance walked,
number of kills, and rank for over 25,000 matches and 825,000
unique players.
B. Engineered Behavioral Features
In this section, we present some of the most important
behavioral features engineered from the raw data. The first
group of created features mainly correspond to the player’s
skills, aggressiveness, and expertise. These features are KD
Ratio, defined as the ratio between total number of kills to the
total number of deaths, Killing Spree defined as the average
longest killing spree (eliminating more than one opponents
without dying) achieved, Damage Dealt defined as the average
amount of damage dealt, Accuracy defined as the average
number of headshots registered, DBNO (short for down but not
out), defined as the average number of times player downed
an opponent but did not finish them, Melee Kills, defined as
the average number of kills by melee attacks, and Grenade
Kills, defined as the average number of kills by grenade.
Another group of features inferred from the game outcomes
include Winning Rate, defined as the ratio between total num-
ber of wins to total number of games played, and Rank Ratio,
defined as the average rank percentage achieved, capturing a
similar concept to winning rate for battle royale games.
The third group of features are more focused on player’s
interests and tactics. These features include Survival, defined
as the average amount of time player stayed alive, Walking
Distance, defined as the average distance the player traveled
on foot, and Riding Distance, defined as the average distance
the player traveled using a vehicle.
The fourth group of engineered behavioral features captures
the support players provide for their teammates and how they
help their teams in winning the game. These features include
Kill Assist, defined as the average number of times player
assisted teammates in eliminating an opponent, Flash Assist,
defined as the average number of times teammates eliminated
an opponent blinded by player’s flashbang, and Steal, defined
as the average number of times player stole the enemy’s flag.
We also engineered behavioral features that negatively affect
the player’s and team’s performance. These features include
Betrayal, defined as the average number of times the player
eliminated their own teammates, and Suicide, defined as the
average number of times the player eliminated themselves.
Finally, we considered the total number of games played
as a behavioral feature that represents the player’s Experience
and engagement with the game.
C. Experimental Setups
To engineer behavioral features and create behavioral rat-
ings, we normalized all in-game statistics to eliminate scale
differences. For all datasets, we first sorted the matches by
their timestamps. We then retrieved the list of teams and
players along with their corresponding ratings. Players who
appeared in the system for the first time were assigned default
ratings. The default ratings we considered for the rating
systems are 1500 for Elo and Glicko, and 25 for TrueSkill.
We also initialized all engineered behavioral features (i.e.,
behavioral ratings) with zero. For all rating approaches, we
calculated the ratings of teams by taking the maximum of the
ratings of team members.
We then sorted the teams based on their ratings and used
the resulted order as the predicted ranks for the match. For
rating systems, players’ ratings were updated after each match
by comparing the predicted and observed ranks. Behavioral
ratings were also updated for all players after each match
based on the events occurred within the match. We evaluated
the performance of all competing models using three setups
hypothesizing that our behavioral ratings achieve more accu-
rate rank predictions than rating systems for each setup.
The first setup considered all players in the system regard-
less of how skilled they are or how many games they played.
This setup includes players who played very few games.
Capturing the true performance level of these players is often
impossible since there is no prior information available about
them. Therefore, rank prediction may be hampered for matches
where teams consist of one or more of these players.
The next setup evaluated the predictive performance of
competing models on the top-tier players in the system. These
players often win the games or achieve higher ranks and show
consistent playing behavior. We expect the models to achieve
more accurate rank predictions for players with consistent
behavior. To identify these players, we sorted the players based
on their most recent TrueSkill ratings and selected the top
50 players who had played more than 10 games. Since these
players had competed in different matches, we performed our
evaluations on their first 10 games.
The last setup focused on the most frequent players in the
data. Playing more games often results in a more consistent
playing behavior. Therefore, similar to the top-tier players, we
expect the competing models to achieve more accurate rank
predictions for frequent players. To identify the most frequent
players, we selected all players who had played more than 100
games. The predictive performance of competing models was
then evaluated on their first 100 games.
Finally, we used Normalized Discounted Cumulative Gain
(NDCG) [23–25] and accuracy to evaluate rank predictions for
battle royale and head-to-head games, respectively.
V. RESULTS A ND DISCUSSIONS
In this section, we first present the results of the factor
analysis we performed for detecting higher-level behavioral
features. We then report classification results for two logistic
regression models we used for determining feature weights.
Finally, we present the results of rank prediction using ratings
from both rating systems and behavioral features.
A. Factor Analysis Results
We used principal component analysis for extracting factors
and oblique method for rotation to allow a limited level of
correlation among extracted factors. The loadings were nor-
malized to sum up to one for better interpretability. Typically,
with more diverse set of recorded in-game statistics comes
higher chance of extracting different factors. We identified one
factor for Halo Slayer, one factor for Halo CTF, two factors for
CS:GO, and two factors for PUBG. We named these factors
according to the nature of their building behavioral features.
Table I shows the extracted factors along with their building
features and normalized loadings for each dataset.
A common factor extracted in all datasets,‘Skill’, is con-
structed from features that correspond to eliminating oppo-
nents and often correlate to the performance of top-tier players.
On the other hand, ‘Support’ refers to the situations where
players help their teammates and corresponds to features
TABLE I
EXT RACT ED FAC TOR S AL ONG W IT H THE IR U NDE RLYI NG FE ATUR ES AN D
NORMALIZED LOADINGS
Datasets Factors Features Normalized Loadings
Halo-Slayer Skill
KD Ratio 0.200283
Killing Spree 0.188712
Survival 0.178849
Winning Rate 0.171211
Grenade Kills 0.099063
Accuracy 0.082214
Melee Kills 0.079668
Halo-CTF Skill
KD Ratio 0.293236
Accuracy 0.234795
Winning Rate 0.192326
Grenade Kills 0.142356
Kill Assist 0.137287
CS:GO
Skill
Damage Dealt 0.387052
KD Ratio 0.270683
Accuracy 0.183797
Winning Rate 0.158467
Support Kill Assist 0.669590
Flash Assist 0.330410
PUBG
Skill
Damage Dealt 0.344754
KD Ratio 0.331903
DBNO 0.323343
Strategy
Survival 0.396166
Walking Distance 0.337053
Riding Distance 0.266781
denoting assists. Finally, ‘Strategy’ represents features corre-
sponding to tactics and playing style of players; a concept
often connoting top-tier and experienced players. As an ex-
ample, the support Sof player pin CS:GO is estimated by:
S(p) = 0.669590Kill Assist(p)+ 0.330410F lash Assist(p)
While the above factors were extracted from four separate
datasets of completely different game modes, looking at their
underlying features shows a high-level commonality specific
to shooter games. For example, regardless of game mode, a
concept such as skill can be mainly inferred from components
such as KD ratio or accuracy. However, such components may
defer depending on the available data.
B. Classification Results and Feature Weights
As mentioned earlier, we used two classification models for
determining the contribution degree (i.e., weight) of behavioral
features to players’ performance; a binary logistic regression
for our head-to-head games, and an ordinal logistic regression
for our battle royale game. We used a 5-fold cross-validation
for evaluating the models and averaged their resulted scores
across five folds. Based on the results, our binary logistic
regression models achieved 61.8%, 63%, and 65.4% accuracy
in the classification of ranks for Halo Slayer, Halo CTF, and
CS:GO, respectively, and our ordinal logistic regression model
reached a 72.2% NDCG in classifying battle royale ranks.
As part of their output, the logistic regression models
resulted in a list of the most important features in rank
classification along with their weights. We normalized the
weights to sum up to one for better interpretability but we
maintained their sign to capture the direction of features’ effect
on the overall performance. The selected features and their
normalized weights are shown in Table II.
Each engineered behavioral feature on its own constructs
a rating referred to as single-factor ratings shown by µ.
Our naive hybrid approach, denoted by η, includes a non-
weighted summation of all single-factor ratings, regardless of
TABLE II
RELEVANT FEATURES AND THEIR NORMALIZED WEIGHTS
Datasets Relevant Features Normalized Weights
Halo-Slayer
Skill 0.330654
Experience 0.320160
Kill Assist 0.249425
Betrayal -0.065018
Suicide -0.034743
Halo-CTF
Skill 0.330904
Steal 0.249424
Experience 0.219003
Betrayal -0.076678
Melee Kills 0.073562
Suicide -0.050429
CS:GO
Skill 0.552309
Experience 0.276699
Support 0.170992
PUBG
Strategy 0.351819
Experience 0.283292
Skill 0.257153
Rank Ratio 0.107736
their relevance or level of contribution to the performance of
players and teams. We used the most relevant features and
their weights to create our third approach, a weighted hybrid
denoted by Ω. For example, based on table II, the behavioral
rating of player pin CS:GO can be calculated as follows:
Ω(p) = 0.552309Skill(p)+ 0.276699Experience(p)
+ 0.170992Support(p)
The weights used in this approach can be periodically
updated and optimized to ensure accurate representation of
players. For all three approaches, the rating of new players will
be equal to zero since all features are initiated with zero. Since
our behavioral ratings are constructed from in-game statistics,
lower rating values are associated with limited interactions
and activities within games and vice versa. For single-factor
ratings, values may represent different meanings depending
on the nature of the corresponding engineered feature. For
example, a lower rating in average distance walked may
suggest a ‘camper’ who may be an experienced player or an
amateur player who just started playing the game and is not
familiar with the map. The meanings are often more clear
when various features are considered together. For example,
the above representations can become more conclusive when
we consider average distance walked with number of games
played or KD ratio; features that more clearly represent
experience and skills or aggressiveness. While each single-
factor rating may correlate differently with ranks, for our
hybrid approaches, we assume players with higher ratings have
more chance of winning a game.
C. Rank Prediction Results
For each match, we predicted the outcome using ratings
calculated by our behavioral approaches as well as three
popular rating systems; Elo, Glicko, and TrueSkill. The pre-
diction results are presented in table III. The NDCG score
in this table was calculated by taking the average NDCG
values of all PUBG matches for each setup. Each dataset
includes several engineered behavioral features. Therefore,
for predictions using single-factor ratings, we included three
features that resulted in the highest scores.
TABLE III
THE PREDICTIVE PERFORMANCE OF RATING SYSTEMS AND BEHAVIORAL MODELS–µ1,µ2,AND µ3:SE LE CTE D SIN GL E-FAC TOR B EHAVI OR AL
RATINGS,η:NON-WEIGHTED HYBRID,Ω:WEIGHTED HYBRID.
Dataset Setup Elo Glicko TrueSkill Φ(µ1) Φ(µ2) Φ(µ3) Φ(η) Φ(Ω)
Halo-Slayer
(%Accuracy)
All Players 61.4✓59.1 56.8 60.3 60.4 61.0 60.2 63.0⋆
Top-tier Players 61.1 60.1 61.5✓61.6 61.9 62.1 61.3 64.1⋆
Frequent Players 59.8 61.3 61.8✓61.2 61.3 61.5 60.7 63.2⋆
Halo-CTF
(%Accuracy)
All Players 63.9✓60.8 59.6 59.1 62.4 64.0 60.8 66.6⋆
Top-tier Players 52.2 50.0 65.0✓61.0 65.3 66.6 64.9 68.8⋆
Frequent Players 56.3 59.2 62.8✓60.7 63.1 63.1 61.0 67.7⋆
CS:GO
(%Accuracy)
All Players 64.7✓59.1 64.3 62.1 63.4 63.5 61.0 65.2⋆
Top-tier Players 54.5 57.2✓54.5 61.4 61.7 62.0 61.5 67.0⋆
Frequent Players 64.3✓59.2 63.6 61.2 62.0 62.4 62.2 66.1⋆
PUBG
(%NDCG)
All Players 60.2 59.8 61.7✓64.5 64.7 65.3 61.3 67.0⋆
Top-tier Players 71.7✓69.6 69.2 70.3 71.6 72.4 70.1 79.2⋆
Frequent Players 66.7 67.9✓60.3 66.2 69.3 69.7 67.6 76.7⋆
For each dataset and each setup, check marks show the
highest score achieved among rating systems, bold numbers
show the score of behavioral models outperforming rating
systems, and stars denote the overall best performance. The
results of our experiments support our hypothesis for all
datasets and setups showing that behavioral rating can be
an effective progression-based substitute to ratings created by
rating systems. The superiority of our behavioral approach is
specifically highlighted by the weighted hybrid approach.
In Halo Slayer dataset, while rating systems achieved a
better performance than our single-factor models for the all
players and frequent players setups, they were outperformed
by all selected single-factor behavioral ratings (i.e., KD ratio,
winning rate , and accuracy) for the top-tier players setup. As
discussed before, these three features mainly represent skill
or aggressiveness of players and their expertise in shooting;
features that are often seen in highly skilled players in a fast-
paced chaotic deathmatch game. The increase in prediction
accuracy is even higher for our weighted hybrid approach
compared to the best performing rating system in all setups.
In Halo CTF dataset, the rating systems were outperformed
by winning rate in all players and top-tier players setups,
and by winning rate and KD ratio in frequent players setup.
While CTF games often allow for incorporating limited strate-
gies, similar to slayer, behavioral features that imply skill,
aggressiveness, and expertise provided a better representation
of players here. Again the best overall performance belongs
to our weighted hybrid approach in all setups.
In CS:GO dataset, compared to our single-factor models,
rating systems achieved a higher prediction accuracy for
the all players and frequent players setups but they were
outperformed by all selected single-factor behavioral ratings
(i.e., damage dealt, winning rate, and KD ratio) for the top-tier
players setup. For CS:GO, features that directly demonstrate
the skill and expertise of players provided a better represen-
tation of players’ behavior compared to features that imply
supporting play styles. The best performance, again, belongs
to our weighted hybrid approach in all setups.
Finally, in PUBG dataset, our single-factor ratings (i.e.,
riding distance, KD ratio, and experience) outperformed the
rating systems in all players setup. On the other hand, the
only single-factor rating that could outperform rating systems
in top-tier players setup was KD ratio. For the frequent players
setup, survival and experience outperformed the best perform-
ing rating system. As oppose to the other three datasets, in
PUBG, features that imply players’ strategies and their en-
gagement or experience with the game provided more accurate
representations of their behavior compared to features that
demonstrate their skills. This is in part due to the availability
of more diverse in-game statistics for PUBG that enabled
capturing behavioral aspects beyond skills. The PUBG dataset
also involved many more matches compared to other datasets
that enabled our progression-based approaches to yield more
consistent representations of behavioral features by observing
more games over time. Similar to the previous three datasets,
the best overall performance belongs to our weighted hybrid
approach in all setups.
A crucial aspect of gameplay that was missing in all our
datasets is movement dynamics. Features demonstrating how
players walk or sprint within the game, how they move when
they are shooting an opponent, or whether they perform certain
movements could make a clear distinction between different
groups of players. For example, top-tier players use move-
ments like bunny hopping, tap strafing, or crouch spamming
to avoid taking damage in a fight while amateur players often
stand still when shooting the enemy making them an easy
target to the opponents. The behavioral rating approach could
highly benefit from a rich source of in-game statistics; statistics
that capture various interactions of players within the game.
Nonetheless, our created ratings benefit from an innate
interpretability because they do not include unknown features
similar to those created by latent factor models. Instead, our
proposed ratings consist of prevalent behavioral features well-
known to players. In addition, unlike both traditional rating
systems and their extensions, our created ratings do not solely
rely on the game outcomes or few aspects of the gameplay to
model players. Instead, they consider different aspects of the
playing behavior of players as well as a wide variety of their
interactions within the games they played to generate more
accurate representations of their expected performance.
VI. CONCLUSION AND FUTURE WO RK S
In this paper, we presented a novel approach for creating
accurate and interpretable representation of players’ behavior
in competitive online shooter games. To address different
aspects of a player’s behavior, we performed our experiments
on four datasets each of which representing a unique game
mode where players demonstrate different behaviors based on
the game’s objective and rules. We created several behavioral
ratings that represented our player models. To test the accuracy
of the behavioral ratings, we used the created ratings to predict
the players’ performance. We then compared the predictive
performance of our behavioral ratings with that of three
popular rating systems. The experimental results suggested the
superiority of behavioral ratings over representations created
by rating systems in estimating the true performance level of
players, particularly when the behavioral ratings are incorpo-
rated into a weighted hybrid.
As future work, we plan to incorporate created behavioral
features into the rating systems to reinforce their estimation
power. We also plan to use the created player models to
enhance the quality of matchmaking by matching players and
teams based on different aspects of their playing behavior.
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The Elo rating system is one of the most popular methods for estimating the ability of competitors over time in sport. The standard Elo system focuses on predicting wins and losses, but there is often also interest in the margin of victory (MOV) because it reflects the magnitude of a result. There have been few theoretical investigations and comparisons of Elo-based models. In the present study, we propose four model options for an MOV Elo system: linear, joint additive, multiplicative, and logistic. Notations and guidance for tuning each model are provided. The models were applied to men’s tennis for several MOV choices. The results showed that all MOV approaches using within-set statistics improved the predictive performance compared with the standard Elo system, but only the joint additive model yielded unbiased ratings with stable variance in the simulation study. This general framework for MOV Elo ratings provide sports modelers with a new set of tools for building systems to rate competitors and forecast outcomes in sport.
Conference Paper
Many efforts has been made in order to predict football matches result and selecting significant variables in football. Prediction is very useful in helping managers and clubs make the right decision to win leagues and tournaments. In this paper a logistic regression model is built to predict matches results of Barclays' Premier League season 2015/2016 for home win or away win and to determine what are the significant variable to win matches. Our work is different from others as we use only significant variables gathered from researches in the same field rather than making our own guess on what are the significant variables. We also used data gathered from video game FIFA, as Shin and Gasparyan [8] showed us that including data from the video game could improve prediction quality. The model was built using variations of training data from 2010/2011 season until 2015/2016. Logistic regression is a classification method which can be used to predict sports results and it can gives additional knowledge through regression coefficients. The variables used are “Home Offense”, “Home Defense”, “Away Offense”, and “Away Defense”. We conducted experiments by altering seasons of training data used. Prediction accuracy of built model is 69.5%. We found our work improved significantly compared to the one Snyder [9] did. We concluded that the significant variables are “Home Defense”, and “Away Defense”.