Related papers: Learning to Identify Top Elo Ratings: A Dueling Ba…
This paper presents an Elo-based rating system for programming contests, specifically Topcoder's Single Round Matches (SRMs). We introduce a logarithmic rank-based performance metric that allows single-round, multi-player contest results to…
One of the main goals of online competitive games is increasing player engagement by ensuring fair matches. These games use rating systems for creating balanced match-ups. Rating systems leverage statistical estimation to rate players'…
The Elo rating system is a popular and widely adopted method for measuring the relative skill levels of players or teams in various sports and competitions. It assigns players numerical ratings and dynamically updates them based on game…
The Competing Bandits framework is a recently emerging area that integrates multi-armed bandits in online learning with stable matching in game theory. While conventional models assume that all players and arms are constantly available, in…
We study the problem of $K$-armed dueling bandit for both stochastic and adversarial environments, where the goal of the learner is to aggregate information through relative preferences of pair of decisions points queried in an online…
Accurate estimation of question difficulty and prediction of student performance play key roles in optimizing educational instruction and enhancing learning outcomes within digital learning platforms. The Elo rating system is widely…
Large language models perform surprisingly well on many zero-shot classification tasks, but are difficult to fairly compare to supervised classifiers due to the lack of a modifiable decision boundary. In this work, we propose and evaluate a…
We study the $K$-armed contextual dueling bandit problem, a sequential decision making setting in which the learner uses contextual information to make two decisions, but only observes \emph{preference-based feedback} suggesting that one…
In this paper, we present simple algorithms for Dueling Bandits. We prove that the algorithms have regret bounds for time horizon T of order O(T^rho ) with 1/2 <= rho <= 3/4, which importantly do not depend on any preference gap between…
In this work we develop a new algorithm for rating of teams (or players) in one-on-one games by exploiting the observed difference of the game-points (such as goals), also known as a margin of victory (MOV). Our objective is to obtain the…
We consider the problem of stochastic $K$-armed dueling bandit in the contextual setting, where at each round the learner is presented with a context set of $K$ items, each represented by a $d$-dimensional feature vector, and the goal of…
We consider Bayesian optimization in settings where observations can be adversarially biased, for example by an uncontrolled hidden confounder. Our first contribution is a reduction of the confounded setting to the dueling bandit model.…
The Elo rating system is a simple and widely used method for calculating players' skills from paired comparisons data. Many have extended it in various ways. Yet the question of updating players' variances remains to be further explored. In…
The dramatic improvements in core information retrieval tasks engendered by neural rankers create a need for novel evaluation methods. If every ranker returns highly relevant items in the top ranks, it becomes difficult to recognize…
We consider the problem of reward maximization in the dueling bandit setup along with constraints on resource consumption. As in the classic dueling bandits, at each round the learner has to choose a pair of items from a set of $K$ items…
Competition is a primary driver of player satisfaction and engagement in multiplayer online games. Traditional matchmaking systems aim at creating matches involving teams of similar aggregated individual skill levels, such as Elo score or…
This study aims to provide a data-driven approach for empirically tuning and validating rating systems, focusing on the Elo system. Well-known rating frameworks, such as Elo, Glicko, TrueSkill systems, rely on parameters that are usually…
It was recently observed that Elo ratings fail at preserving transitive relations among strategies and therefore cannot correctly extract the transitive component of a game. We provide a characterization of transitive games as a weak…
We introduce LLM CHESS, an evaluation framework designed to probe the generalization of reasoning and instruction-following abilities in large language models (LLMs) through extended agentic interaction in the domain of chess. We rank over…
Dueling bandits are widely used to model preferential feedback prevalent in many applications such as recommendation systems and ranking. In this paper, we study the Borda regret minimization problem for dueling bandits, which aims to…