Related papers: A Unified Server Quality Metric for Tennis
Elo rating, widely used for skill assessment across diverse domains ranging from competitive games to large language models, is often understood as an incremental update algorithm for estimating a stationary Bradley-Terry (BT) model.…
The Elo rating system has been used world wide for individual sports and team sports, as exemplified by the European Go Federation (EGF), International Chess Federation (FIDE), International Federation of Association Football (FIFA), and…
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…
We present a lightweight and interpretable decision framework for dynamic edge server selection in latency-critical applications that explicitly accounts for tail risk and switching stability. Each candidate server is characterised by…
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…
This paper proposes a novel methodological framework for analyzing momentum effects in tennis singles. To statistically substantiate the existence of momentum, we employ Chi-squared independence tests for the contingency table. Assuming…
ELO rating system is proposed by Arpad Elo, a Hungarian-American physics professor. Originally, it was proposed for the ranking system of chess players, but it was soon adapted to many other zero-sum sports fields like football, baseball,…
Quality of Service (QoS) prediction is one of the most fundamental problems in service computing and personalized recommendation. In the problem, there is a set of users and services, each associated with a set of descriptive features.…
In Natural Language Processing (NLP), the Elo rating system, originally designed for ranking players in dynamic games such as chess, is increasingly being used to evaluate Large Language Models (LLMs) through "A vs B" paired comparisons.…
In the light of the need to achieve a ranking which is understood by all tennis supporters, the ATP ranking is exposed to constant complaints from players and at the same time exposes new players to be benefited with a good tournament to be…
League of Legends (LoL) has been a dominant esport for a decade, yet the inherent complexity of the game has stymied the creation of analytical measures of player skill and performance. Current industry standards are limited to…
As the number of Web services with the same or similar functions increases steadily on the Internet, nowadays more and more service consumers pay great attention to the non-functional properties of Web services, also known as quality of…
The meteoric rise of online games has created a need for accurate skill rating systems for tracking improvement and fair matchmaking. Although many skill rating systems are deployed, with various theoretical foundations, less work has been…
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…
Scalable video coding has drawn great interest in content delivery in many multimedia services thanks to its capability to handle terminal heterogeneity and network conditions variation. In our previous work, and under the umbrella of…
We consider many-server queueing systems with heterogeneous exponential servers and renewal arrivals. The service rate of each server is a random variable drawn from a given distribution. We develop a framework for analyzing the heavy…
In this work, we deal with the problem of rating in sports, where the skills of the players/teams are inferred from the observed outcomes of the games. Our focus is on the online rating algorithms which estimate the skills after each new…
In competitive sports it is often very hard to quantify the performance. A player to score or overtake may depend on only millesimal of seconds or millimeters. In racquet sports like tennis, table tennis and squash many events will occur in…
We study how individuals trade off outcome ("what") and process ("how") utility in high-stakes strategic decisions, namely professional tennis. Using optimality conditions and the second-service rule, we derive a sufficient condition for…