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OpenSkill: A faster asymmetric multi-team, multiplayer rating system (2401.05451v1)

Published 9 Jan 2024 in cs.HC

Abstract: Assessing and comparing player skill in online multiplayer gaming environments is essential for fair matchmaking and player engagement. Traditional ranking models like Elo and Glicko-2, designed for two-player games, are insufficient for the complexity of multi-player, asymmetric team-based matches. To address this gap, the OpenSkill library offers a suite of sophisticated, fast, and adaptable models tailored for such dynamics. Drawing from Bayesian inference methods, OpenSkill provides a more accurate representation of individual player contributions and speeds up the computation of ranks. This paper introduces the OpenSkill library, featuring a Python implementation of the Plackett-Luce model among others, highlighting its performance advantages and predictive accuracy against proprietary systems like TrueSkill. OpenSkill is a valuable tool for game developers and researchers, ensuring a responsive and fair gaming experience by efficiently adjusting player rankings based on game outcomes. The library's support for time decay and diligent documentation further aid in its practical application, making it a robust solution for the nuanced world of multiplayer ranking systems. This paper also acknowledges areas for future enhancement, such as partial play and contribution weighting, emphasizing the library's ongoing development to meet the evolving needs of online gaming communities.

Citations (3)

Summary

  • The paper presents OpenSkill, a Python library that uses Bayesian approximation methods to compute fast and fair skill ratings in complex, multi-team gaming environments.
  • It benchmarks performance against TrueSkill, achieving approximately 3x faster computation while maintaining comparable accuracy on datasets from Overwatch, Chess, and PUBG.
  • The library offers multiple models and pairing strategies, providing flexibility for diverse applications in game development, sports analytics, and multi-agent research.

This paper introduces OpenSkill (2401.05451), a Python library for calculating player skill ratings in multiplayer, multi-team gaming environments. It positions itself as a faster, open-source alternative to proprietary systems like Microsoft's TrueSkill, specifically addressing the limitations of traditional systems like Elo and Glicko 2, which struggle with scenarios involving more than two players or teams of unequal sizes ("asymmetric" games) and multiple competing factions ("multi-faction" games).

The core problem OpenSkill tackles is providing fair and accurate skill ratings in complex game settings where player performance varies over time and depends on opponents. It aims to mitigate issues like "Elo Hell," where players feel stuck at a rank due to system flaws or team dynamics. The library implements a Bayesian approximation method based on the research by Weng and Lin (2011) [JMLR v12 p267].

Key Features and Implementation Details:

  • Target Audience: Game developers, researchers using multi-agent environments (like Neural MMO (Suarez et al., 2019)), and applications needing ranking/matching (recommendation systems, sports analytics, dating apps).
  • Core Model: Represents player skill using two values: mu (μ), the estimated skill level, and sigma (σ), the uncertainty about that skill level. Ratings are updated after each match outcome using Bayesian inference.
  • Models Offered: Includes five distinct models, with Plackett-Luce being the recommended default.
    • Plackett-Luce: Based on the logistic distribution, extending the Bradley-Terry model by incorporating variance parameters. It models the probability of a specific team winning among multiple competitors.
    • Thurstone-Mosteller: Based on the Gaussian distribution.
  • Pairing Strategies: Supports both:
    • Full Pairing: Uses all player comparison data within a match for maximum accuracy but higher computational cost.
    • Partial Pairing: Uses only a subset of pairings for faster computation at the cost of some accuracy.
  • Performance: Benchmarks show OpenSkill (specifically the Plackett-Luce model) achieves accuracy comparable to a popular Python TrueSkill implementation but performs significantly faster (reported as ~3x faster on Overwatch data and showing similar trends on Chess and PUBG datasets).
  • Time Decay: Supports adjusting the sigma value to account for skill decay due to player inactivity.
  • Ease of Use: Provides a simple Python API. Installation is via pip install openskill.

Basic Usage Example:

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from openskill.models import PlackettLuce
from openskill import Rating # Import Rating class directly for clarity

model = PlackettLuce()

rating1 = model.rating() # Player A on Team 1
rating2 = model.rating() # Player B on Team 1
rating3 = model.rating() # Player X on Team 2
rating4 = model.rating() # Player Y on Team 2

teams = [[rating1, rating2], [rating3, rating4]]

new_teams_ratings = model.rate(teams)

[[new_rating1, new_rating2], [new_rating3, new_rating4]] = new_teams_ratings

print(f"Player A new rating: {new_rating1}")

print(f"Player X new rating: {new_rating3}")

print(f"Teammates updated equally: {(new_rating1 == new_rating2) and (new_rating3 == new_rating4)}")

prob_A_beats_X = model.ordinal([new_rating1], [new_rating3]) # Can compare individuals or groups
print(f"Probability Player A's skill is greater than Player X's: {prob_A_beats_X:.2f}")

Limitations and Future Work:

  • Partial Play: While theoretically possible, incorporating scenarios where players participate for only part of a match is challenging due to a lack of verification data and standardized metrics.
  • Weight Integration: The system currently does not allow weighting player contributions within a team differently (e.g., based on in-game performance metrics). This is identified as a key area for future development.

Practical Implications:

OpenSkill offers a practical, performant solution for developers needing a robust ranking system for modern multiplayer games with complex team structures. Its speed advantage over existing TrueSkill implementations can be crucial for maintaining a responsive user experience in online environments where frequent updates are needed. The availability of different models and pairing strategies allows developers to trade off accuracy and computational cost based on their specific needs. Its foundation in established Bayesian methods [JMLR v12 p267] provides a statistically sound basis for skill evaluation. The library's focus on Pythonic features, documentation, and test coverage enhances its usability in production environments.

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