Bayesian Analysis of Online Game Data

Ralf Herbrich, Thore Graepel, and Tom Minka


Introduction

Online games, in particular the Xbox Live service, provide a wealth of information generated by the participating players as well a many challenges for modelling and inference related to ranking, matchmaking, cheating, tactics etc. We use probability to tackle some of these tasks.

Bayesian Ranking and Matchmaking


Ranking/rating players in online games according to their playing strength is essential for good matchmaking and can provide additional incentives to players via leader boards. In this project we apply probability theory to estimate the playing strength of players from game outcomes. In particular, it is essential to quantify the uncertainty in the estimates and to be able to deal with multiple players / teams, where the resulting game outcomes are rankings among the participating players including draws.
 

Cheaters and Liars

Virtual online gaming communities are not unlike other human communities in that there people who cheat or disturb the functioning of the community in other ways. Online services such as Xbox Live provide players with an opportunity to leave feedback on other players, e.g., accusing them of cheating or complaining about the use of abusive language. In this project we build models that make it possible to infer who are perpetrators and who are reliable sources of information from the feedback data. We employ probabilistic modelling techniques to deal with noise and uncertainty associated with the data.
 


Relevant publications

There is no publication available about this work at the moment, but please look at the TrueSkill™ pages (link below).


Links


Machine Learning and PerceptionMachine Learning—Bayesian Analysis of Game Data