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To take the esports scene to the next level, we introduce PandaSkill, a framework for assessing player performance and skill rating. Traditional rating systems like Elo and TrueSkill often overlook individual contributions and face…
In this article, we study the decision-making process of chess players by using a chess engine to evaluate the moves across different pools of games. We quantified the decisiveness of each move during the games using a metric derived from…
Given a mapping from a set of players to the leaves of a complete binary tree (called a seeding), a knockout tournament is conducted as follows: every round, every two players with a common parent compete against each other, and the winner…
Current chess rating systems update ratings incrementally and may not always accurately reflect a player's true strength at all times, especially for rapidly improving players or very rusty players. To overcome this, we explore a method to…
The Swiss-system is an increasingly popular competition format as it provides a favourable trade-off between the number of matches and ranking accuracy. However, there is no empirical study on the potential unfairness of Swiss-system chess…
Assessing and comparing player skill in online multiplayer gaming environments is essential for fair matchmaking and player engagement. Traditional ranking models like Elo and Glicko-2, designed for two-player games, are insufficient for…
We compare four different `game-spaces' in terms of their usefulness in characterising multi-player tabletop games, with a particular interest in any underlying change to a game's characteristics as the number of players changes. In each…
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…
This paper investigates the evaluation of learned multiagent strategies in the incomplete information setting, which plays a critical role in ranking and training of agents. Traditionally, researchers have relied on Elo ratings for this…
One of the most popular club football tournaments, the UEFA Champions League, will see a fundamental reform from the 2024/25 season: the traditional group stage will be replaced by one league where each of the 36 teams plays eight matches.…
Matchmaking connects multiple players to participate in online player-versus-player games. Current matchmaking systems depend on a single core strategy: create fair games at all times. These systems pair similarly skilled players on the…
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…
A human-like chess engine should mimic the style, errors, and consistency of a strong human player rather than maximize playing strength. We show that training from move sequences alone forces a model to learn two capabilities: state…
We study a stochastic process that mimics single-game elimination tournaments. In our model, the outcome of each match is stochastic: the weaker player wins with upset probability q<=1/2, and the stronger player wins with probability 1-q.…
The paper discusses the strategy-proofness of sports tournaments with multiple group stages, where the results of matches already played in the previous round against teams in the same group are carried over. These tournaments, widely used…
An extensive literature in economics and social science addresses contests, in which players compete to outperform each other on some measurable criterion, often referred to as a player's score, or output. Players incur costs that are an…
We consider models of growing multi-level systems wherein the growth process is driven by rules of tournament selection. A system can be conceived as an evolving tree with a new node being attached to a contestant node at the best hierarchy…
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…
This paper explores a novel way for analyzing the tournament structures to find a best suitable one for the tournament under consideration. It concerns about three aspects such as tournament conducting cost, competitiveness development and…
Existing match classification models in the tournament design literature have two major limitations: a contestant is considered indifferent only if uncertain future results do never affect its prize, and competitive matches are not…