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, basketball , etc. Nowadays, besides the traditional sports games, computer/video games are also playing an important role in social lives especially among the teenagers. In most of the online competition games, player's performance is usually scored and recorded by the game's ranking system. Meanwhile, ranking system like ladder in Dota is not the only the metric for the players to evaluate their gaming strength, an ELO rating score based on players in-game performance is also a decisive factor for gamers' matching. Namely, the matching system will refer to players' score in the ranking system and performance score system to ensure the matched players will promisingly undergo a balanced game without one team dramatically overwhelming the other. ELO scheme and its variants in modern online competition games aims to ensuring the expected winning rate for each team approaches 50\%. However, ELO rating is also causing compliments among players. In this research, I will dig into the advantages and drawbacks of leveraging ELO ranking system in online games and why it is still employed by game developers despite the fact that it is disliked by most of the players. Also, a new effort based rating scheme will be proposed and compared with ELO scheme under the simulation environment.
翻译:ELO评分系统由匈牙利裔美国物理学教授Arpad Elo提出。该系统最初用于国际象棋棋手排名,但很快被推广至足球、棒球、篮球等众多零和体育领域。如今,除传统体育项目外,电脑/视频游戏也在社会生活中扮演重要角色,尤其对青少年群体而言。在多数在线竞技游戏中,玩家的表现通常由游戏排名系统进行评分和记录。然而,诸如《Dota》天梯等排名系统并非衡量玩家实力的唯一标准,基于玩家游戏内表现的ELO评分同样是决定玩家匹配的关键因素。具体而言,匹配系统会参照玩家在排名系统中的分数和表现评分系统,以确保被匹配玩家有望进行一场势均力敌的比赛,避免某支队伍大幅碾压对手。现代在线竞技游戏中的ELO方案及其变体旨在使每支队伍的预期胜率趋近于50%。然而,ELO评分也引发了玩家的不满。本研究将深入探讨在在线游戏中应用ELO排名系统的优势与缺陷,并分析尽管该系统不被多数玩家认可,游戏开发者仍持续采用它的原因。此外,本文将提出一种新型基于努力值的评分方案,并在仿真环境中与ELO方案进行对比。