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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…

Computers and Society · Computer Science 2017-03-16 Tushar Agarwal , Keith A. Burghardt , Kristina Lerman

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,…

Performance · Computer Science 2008-11-25 Kui Wu , Yuming Jiang , Guoqiang Hu

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…

Theoretical Economics · Economics 2024-05-17 Ian Ball

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…

Methodology · Statistics 2022-09-02 Michael Pearce , Elena A. Erosheva

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…

Applications · Statistics 2024-08-20 Samuel Duffield , Samuel Power , Lorenzo Rimella

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…

Performance · Computer Science 2016-04-06 Quan-Lin Li , Feifei Yang , Na Li

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…

Networking and Internet Architecture · Computer Science 2013-10-10 Richard Southwell , Xu Chen , Jianwei Huang

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…

Computer Science and Game Theory · Computer Science 2015-04-09 Leonidas Georgiadis , George Iosifidis , Leandros Tassiulas

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…

Multimedia · Computer Science 2020-03-31 Tobias Hossfeld , Poul E. Heegaard , Martin Varela , Lea Skorin-Kapov , Markus Fiedler

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…

Optimization and Control · Mathematics 2021-10-05 Timothy C. Y. Chan , Douglas S. Fearing , Craig Fernandes , Stephanie Kovalchik

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…

Computation and Language · Computer Science 2025-11-25 WonJin Yoon , Ian Bulovic , Timothy A. Miller

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…

Optimization and Control · Mathematics 2018-02-21 Víctor Blanco , Román Salmerón , Samuel Gómez-Haro

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…

Computer Science and Game Theory · Computer Science 2023-03-08 Quentin Bertrand , Wojciech Marian Czarnecki , Gauthier Gidel

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…

Analysis of PDEs · Mathematics 2024-03-26 Bertram Düring , Josephine Evans , Marie-Therese Wolfram

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}…

Machine Learning · Statistics 2017-01-30 Franz J. Király , Zhaozhi Qian

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…

Performance · Computer Science 2015-03-19 Michele Mazzucco , Isi Mitrani , Mike Fisher , Paul McKee

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…

Optimization and Control · Mathematics 2020-01-22 Nuh Aygün Dalkıran , Serdar Yüksel

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…

Theoretical Economics · Economics 2025-01-14 Steven J. Brams , Mehmet S. Ismail , D. Marc Kilgour

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,…

Software Engineering · Computer Science 2022-05-23 Agustín E. Martinez Suñé , Carlos G. Lopez Pombo

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…

Applications · Statistics 2017-04-04 Shael Brown