Analysis of Player's In-Game Performance Vs Rating: Case Study

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Analysis of Player's In-Game Performance Vs Rating: Case Study Analysis of player’s in-game performance vs rating: Case study of Heroes of Newerth Neven Caplar Mirko Suznjevic Maja Matijasevic [email protected] [email protected] [email protected] Institute for Astronomy - ETH University of Zagreb Faculty of University of Zagreb Faculty of Wolfgang-Pauli-Strasse 27, Electrical Engineering and Electrical Engineering and 8093 Zurich, Switzerland Computing Computing Unska 3, 10000 Zagreb, Unska 3, 10000 Zagreb, Croatia Croatia ABSTRACT ers are often very negative towards less skilled team-mates, We evaluate the rating system of\Heroes of Newerth"(HoN), creating a very hostile atmosphere for the new, or just less a multiplayer online action role-playing game, by using sta- skilled players. tistical analysis and comparison of a player's in-game per- So, on one hand, the player rating system should be (and formance metrics and the player rating assigned by the rat- typically is) designed so as to take into account the player's ing system. The datasets for the analysis have been ex- in-game performance to create the player ranking list; and tracted from the web sites that record the players' ratings the players know which actions and achievements count for and a number of empirical metrics. Results suggest that the the score. Most player rankings are based on the end-of- HoN's Matchmaking rating algorithm, while generally cap- the-match score. On the other hand, knowledge of the game turing the skill level of the player well, also has weaknesses, inner mechanisms in general, and the ranking algorithm in which have been exploited by players to achieve a higher particular, is tempting. Taking advantage of design flaws, placement on the ranking ladder than deserved by actual software bugs, as well as the regular game features in a way skill. In addition, we also illustrate the effects of the choice not intended by the game designers, has also always been of the business model (from pay-to-play to free-to-play) on \a part of the game". Hence, the purpose of this paper player population. is twofold: first, it studies the relationship between player ranking and in-game performance metrics; and second, it re- veals the player behaviors that attempt to exploit the weak- 1. INTRODUCTION nesses discovered in the ranking system. To the best of our Aside from their huge entertainment and media business knowledge there is currently no study which directly anal- prospects, multiplayer online role-playing games (RPGs), yses the correlation of in-game player performance metrics with millions of players worldwide, are also an exciting area with the rating assigned by the system, though a similar of research. In this paper we focus on the player rating sys- evaluation has been performed for one of the chess rating tem, using \Heroes of Newerth" [2] as a case study. systems [8]. The results of this study may be useful for de- As the main goal of each player in an action-RPG is to ad- veloping new matchmaking algorithms, based on a broad set vance on the player ranking ladder, the player rating system of player skills and metrics to create more fun and balanced is one of the key elements for the mid- to long-term success matches [6, 24]. of the game in a growing and very competitive video games The game used as a case study is \Heroes of Newerth" market. The user experience, i.e., the player, is king, and (HoN), a multiplayer action-RPG, developed and published thus the player's rating should, ideally, represent an \objec- by the S2 Games. We perform a statistical analysis of the tive"measure of the player's skill. (Perceived) accuracy mat- performance of HoN's rating system through comparison ters, as well as speed. A good rating system has to place the with several in-game performance metrics. The dataset used player quickly on his/her skill level in order not to discour- for the analysis contains the player performance data (both age the player by setting him/her against too easy, or too the players' ratings and the metrics) for 338,681 players, but difficult, opponents. Also, as in all team matches, in action- majority of the analysis is performed on a subset of the data arXiv:1305.5189v1 [physics.soc-ph] 22 May 2013 RPGs it is necessary to create teams from players having due to computational and visual reasons. comparable skill levels. If the team is unbalanced, the play- The remainder of the paper is organized as follows: in Sec- tion 2 we present the related work, followed by a detailed de- scription of the HoN's rating system and game mechanics in Section 3, to make the reader familiar with the terms which will later be discussed. Section 4 contains the measurement methodology, and in Section 5 we present the results related to the correlation of players' in-game performance metrics and assigned ratings. We conclude the paper in Section 6. 2. RELATED WORK 3. HON MECHANICS AND RATING SYS- Various algorithms have been used for player ranking and TEM rating in online games, from simple position swapping of the HoN was inspired by the Defense of the Ancients (DotA) players based on the results of their match, to very complex map, which originated as a custom map for the Blizzard statistics based systems. The rating system based on fuzzy Entertainment's real time strategy game \Warcraft III". The logic proposed in [14] matches the players according to their game was officially released on May 12, 2010, as a pay-to- estimated skill and the desired skill of the opponent. Some play game, and re-released as a free-to-play game on July 29, rating systems are based on overall player performance in the 2011. According to S2 Games, in July 2011, HoN already game [21], or on player's reputation [16], but in this work we had 460,000 unique active players [3]. focus on those intended for match-based games. An analysis In HoN a player controls one character, dubbed \hero", comprising several datasets of match based games has been with unique skills. Players are joined in groups of five, and presented in [15]. assigned to one of the two combating factions, \Hellbourne" Elo rating system [7], named after its creator Arpad Elo, and \Legion". Each faction has a \base", located at the op- developed for the purpose of rating chess players, has been posite corners of the map. The goal of the game is to destroy widely used in online game rating systems, as well. A de- the building in the center of the enemy base; achieving this tailed analysis of Elo system for chess rating has been pre- requires the players to destroy a number of enemy buildings sented in [9, 12], while recent modifications for its use in beforehand. Each faction is also helped by its own non- USA Chess Federation have been described in [11]. player characters, called \creeps". Creeps have simple artifi- The original Elo system has been slightly modified for differ- cial intelligence with well defined and known rules. Creeps ent game genres which have \match based" structure similar of the opposing faction can be destroyed for gold and ex- to chess. For example, World of Warcraft (WoW), as the perience, same as the \neutral" creeps, which are positioned world's most popular Massively Multiplayer Online Role- across the map at certain locations, and do not fight for any Playing Game (MMORPG), has initially used a slight mod- of two factions. ification of the Elo system [1] for match based player vs Gold and experience are resources used for improving one's player combat (also called arena matches). The system un- in-game character. Apart from killing creeps, they can be derwent certain changes in order to fight the observed ex- earned by destroying buildings and, most importantly, by ploits (very skilled players leaving teams and fighting inex- killing enemy heroes. When killing an enemy hero, the slay- perienced players, win trading between arena teams, etc.). ing hero is richly awarded by getting a large gold and expe- The first Bayesian rating system was \Glicko" by Glickman rience bonus. The hero who has been killed has to wait for [10], which estimates players' skill over a certain period. Its a certain amount of time before returning to the game, by limitation is that it is designed to address only matches be- \respawning" at the base. While \killed", a hero is unable tween two people and many online games have combat be- to earn gold and experience for himself, and can not oppose tween teams of multiple players. Therefore, Microsoft has the enemy team in achieving strategic advantage. developed a \TrueSkill" rating systems, a Bayesian rating Within the game, each player is assigned an individual rat- system which calculates the rating after every match and ing. As the player rating is applied to automatically group is able to do it for multiple players [19]. The TrueSkill sys- together players with similar skill level by a matchmaking tem is designed to track the uncertainties about player skills, algorithm, it is called Match Making Rating (MMR). The also models draws, and it is able to extract the individual default initial rating assigned to new players is 1500. Players player skills from team results. The next step in the evolu- typically get ± 5 points added to MMR after each match, tion of the TrueSkill system is presented in [5], with addition depending on the outcome (+5 for wining, and -5 for los- of a smoothing system through time instead of filtering.
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