Major thing first. Getting data on the level of game (i.e. invite vs advance etc) seems very important, but I dont know how / where to source it. If anyone knows that would be awesome!!!
If ANYONE knows how the stats healing received "real" and damage "real" are calculated, please let me know. I would think they mean non-overheal damage taken / given, but players with 10s of thousands of damage have dt_real and dmg_real stats in the hundreds or sometimes even teens. Doesnt make much sense to me.
Ive already begun implementing the role based (pocket vs roamer) distinction. However, when running into games where either the scout / soldier have a similar enough hr% i just random assign them. Not sure how else to handle that tbh.
I'm also working on map-adjustments to the model. Its more challenging than I thought, but I would love to implement something much more complicated than just letting python build and shrug my shoulders.
JwThere are a lot of interrelated variables when assessing performance. For example:
My suggestion, if you're trying to get a single metric to measure player performance, would be to measure performance against a sample of known top-level games....
This approach is actually very similar to the method I am using to generate player impact! I train the model to get good at predicting whether or not a team lost based on every player's stats. Then use machine learning techniques to figure out which player's stats affected winning for that game the most. I will definitely incorporate a dpm to dtm ratio, that sounds like a good idea.
What im definitely getting is that I need some way to place more emphasis on games that are "higher level" like invite and advance. I would absolutely love to do this, but I am having a hard time figuring out a good way to get data on whether a player where a player ranked now, let alone in the past from games in 2017. If anyone has a good data source for this currently, but preferably historically as well, that would be AWESOME!
WalrexThe following is in response to question 2 i guess:
I only just scanned ur doc so sorry if i misunderstood something, but while ratios between k/d or dpm/dtm are definitely useful for evaluating impact,...
For sure on using ratios. Not a single predictor that goes into the model is in its raw form. Whether its normalized per death or per minute, having anyhting in its raw form would bias things heavily like you stated.
Volume vs raw stats was a major issue I was considering. However, I am not 100% sure how I could address accounting for game pace without heavily biasing the model to favor short game impactful stats, vs long, drawn out match stats.
I would love to include metrics about death timing and whether or not a death could actually be "good" or "bad", but the raw data from counting stats doesnt get that granular. Just like with any metric or statistic, a grain of salt needs to be taken when looking at it. Counting stats definitely cant capture everything, especially not complicated relationships like sacking. Parsing the raw demo files themselves would be super cool, but working with demo files is Very challenging. Maybe in the future I could work on stats that incorporate geospatial data on whether a kill "generated space", but I'm just one guy :(