Analysis of player s in-game performance vs rating: Case study of Heroes of Newerth

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Analysis of player s in-game performance vs rating: Case study of Heroes of Newerth Neven Caplar 1, Mirko Sužnjević 2, Maja Matijašević 2 1 Institute of Astronomy ETH Zurcih 2 Faculty of Electrical Engineering and Computing, Department of Telecommunications http://www.fer.unizg.hr/ztel/en/research/research_groups/netmedia 1

Problem Ranking and rating of players in online multiplayer match based games Mostly evolved from Elo rating system developed for chess Only take into account the outcome of the match Are the in-game performance parameters reflected well in the assigned rating? Analysis of the correlation between in-game parameters and the rating assigned by the game s rating system This study confirmed several anomalies and weaknesses in rating system which can be exploited by the players 2 2

Outline Problem Introduction Methodology Results Conclusion 3 3

Introduction Player ranking Player s position on a list of players of specific game based on rating Player rating Numerical skill indicator assigned to specific player or team Match based games First Person Shooters Real Time Strategies MMORPGs Multiplayer Online Battle Arenas (MOBA) Case study: Heroes of Newerth (MOBA) Match making rating - MMR 4 4

MOBAs A player created game genre Popularized by Defence of the Ancients custom map for Blizzard s Warcraft 3 Sacrifice by Shiny Entertainment Aeon of Strife map for Starcraft Dota suppressed the popularity of mother game Warcraft 3 Stand alone MOBA games such as League of Legends (LoL), Heroes of Newerth, Demigod Mostly free to play bussiness model, but REAL games WoW 12 million monthy users LoL 35 million CoD MW 3 million daily users peak LoL 12 million Top 100 games on steam 650k concurent users LoL 3 million* Halo 2 billion hours of play since 2004 LoL 1 billion a month 5 5

HoN Gameplay Match based Each match starts a new Match statistics and outcome saved Long term goal - improvement (rating, skill, statistics ) Team based two opposing teams Up to 5 players per team Goal destroy opposing teams main building Heroes One per player Unique skill subset per hero Various roles Improved through gathering experience and equipment 6 6

Hero skilss and roles- example 7 7

Hero improvement Hero of starting level with starting items Hero of maximum level with advanced items 8 8

HoN Mechanics None Player Characters Spawn periodically for each team (creeps) Grow in strength Neutral Reward/penalty system Killing blows Destroying buildings Dying Map vision (fog of war) Static buildings Dynamic - friendly units and wards 9 9

HoN Mechanics II HoN Map with indication of creep pathways Hero killing a creep and earning experience and gold 10 10

Data gathering methodology Player rating data - HoN s official web site Supplemental data www.honedge.com Used to obtain data by querying game database No longer possible Dataset includes 338,681 player Active within 30 days before 19.10.2012 Dataset subset For computational and presentational purposes ~ 3000 players Higher chance of picking players with MMR of Beta distribution used for sampling so sample 11 11

Dataset statistics Full dataset Dataset subset Whole dataset well described with normal distribution Slight incline arround 1500 rating (starting point) Dataset subset limit on 1950 and 1050 rating 12 12

Validation of sampling Five different subseets created and ploted 13 13

Inspected in-game metrics Are the in-game performance parameters reflected well on the assigned rating? All parameters fitted to 1 + a MMR + b MMR 2 dependency Parameters investigated: Number of games played Account age Win/loss ratio Kill/death and assist/death ratio Gold and experience per minute Action rate Denying Wards per minute Game duration 14 14

Games played & account age More games not always higher rating Very evident beta end and switch to F2P model 15 15

Win/loss ratio Win more get better rating 16 16

Kill/Death & Assist/Death Both K/D and A/D ratio positively correlated with MMR Smurfs highly skilled players on low rating 17 17

Gold and Expirience per min. Both K/D and A/D ratio positively correlated with MMR Again the high of XPM and GPM on very low rating 18 18

Action rate Action rate positively correlated with MMR 19 19

Wards Higher rated players ward more Best of the best are an exception 20 20

Number of denies Very indicative metric and very dependant on the rating 21 21

Game duration Game duration spikes 15 minutes first concede mark (5 players conceding) 30 minutes second concede mark (4 players conceding) Games tend to last less as rating increases 22 22

Conclusions & Future work MMR system does capture player skill, however Some anomalies are observed Smurfs are still a problem Algorithm works rather slowly Algorithm s weakness is taking only the outcome of the match as input Possible future work Player behaviour paterns Identification of unbalances between heroes using statistical approaches Design of role based rating system Improvements of matchmaking system 23 23