Related papers: A Unified Server Quality Metric for Tennis
We study the relationship between performance and practice by analyzing the activity of many players of a casual online game. We find significant heterogeneity in the improvement of player performance, given by score, and address this by…
Information-driven networks include a large category of networking systems, where network nodes are aware of information delivered and thus can not only forward data packets but may also perform information processing. In many situations,…
I introduce a model of predictive scoring. A receiver wants to predict a sender's quality. An intermediary observes multiple features of the sender and aggregates them into a score. Based on the score, the receiver makes a decision. The…
Rankings and scores are two common data types used by judges to express preferences and/or perceptions of quality in a collection of objects. Numerous models exist to study data of each type separately, but no unified statistical model…
We summarise popular methods used for skill rating in competitive sports, along with their inferential paradigms and introduce new approaches based on sequential Monte Carlo and discrete hidden Markov models. We advocate for a state-space…
Supermarket models with different servers become a key in modeling resource management of stochastic networks, such as, computer networks, manufacturing systems and transportation networks. While these different servers always make analysis…
Today's wireless networks are increasingly crowded with an explosion of wireless users, who have greater and more diverse quality of service (QoS) demands than ever before. However, the amount of spectrum that can be used to satisfy these…
Exchange of services and resources in, or over, networks is attracting nowadays renewed interest. However, despite the broad applicability and the extensive study of such models, e.g., in the context of P2P networks, many fundamental…
In the context of QoE management, network and service providers commonly rely on models that map system QoS conditions (e.g., system response time, paket loss, etc.) to estimated end user QoE values. Observable QoS conditions in the system…
Value functions are used in sports applications to determine the optimal action players should employ. However, most literature implicitly assumes that the player can perform the prescribed action with known and fixed probability of…
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…
In this paper, we describe an approach to rank sport players based on their efficiency. Although is extremely useful to analyze the performance of team games there is no unanimity on the use of a single index to perform such a ranking. We…
Real-world competitive games, such as chess, go, or StarCraft II, rely on Elo models to measure the strength of their players. Since these games are not fully transitive, using Elo implicitly assumes they have a strong transitive component…
In this paper we study the long-time behaviour of a kinetic formulation of an Elo-type rating model for a large number of interacting players with variable strength. The model results in a non-linear mean-field Fokker-Planck equation and we…
Prediction and modelling of competitive sports outcomes has received much recent attention, especially from the Bayesian statistics and machine learning communities. In the real world setting of outcome prediction, the seminal \'{E}l\H{o}…
A service provisioning system is examined, where a number of servers are used to offer different types of services to paying customers. A customer is charged for the execution of a stream of jobs; the number of jobs in the stream and the…
Through a stochastic control theoretic approach, we analyze reputation games where a strategic long-lived player acts in a sequential repeated game against a collection of short-lived players. The key assumption in our model is that the…
Tennis, like other games and sports, is governed by rules, including the rules that determine the winner of points, games, sets, and matches. If the two players are equally skilled -- each has the same probability of winning a point when…
In software-as-a-service paradigms software systems are no longer monolithic pieces of code executing within the boundaries of an organisation, on the contrary, they are conceived as a dynamically changing collection of services,…
In the sports of soccer, hockey and basketball the most commonly used statistics for player performance assessment are divided into two categories: offensive statistics and defensive statistics. However, qualitative assessments of…