# YRTV Player Capability Model (6-Dimension System) This document outlines the calculation principles and formulas for the 6-dimensional player capability model used in the YRTV platform. ## Overview The model evaluates players across 6 key dimensions: 1. **BAT (Battle Power)**: Aim and direct combat ability. 2. **PTL (Pistol)**: Performance in pistol rounds. 3. **HPS (High Pressure)**: Performance in clutch and high-stakes situations. 4. **SIDE (Side Proficiency)**: T vs CT side performance balance and rating. 5. **UTIL (Utility)**: Usage and effectiveness of grenades/utility. 6. **STA (Stability)**: Consistency and endurance over matches/time. Each dimension score is normalized to a 0-100 scale using min-max normalization against the player pool (with outlier clipping at 5th/95th percentiles). --- ## 1. BAT (Battle Power) *Focus: Raw aiming and dueling mechanics.* **Features & Weights:** - **Rating (40%)**: Average Match Rating (Rating 2.0). - **KD Ratio (20%)**: Average Kill/Death Ratio. - **ADR (20%)**: Average Damage per Round. - **Headshot% (10%)**: Headshot kills / Total kills. - **First Kill Success (10%)**: Entry Kills / (Entry Kills + Entry Deaths). - **Duel Win Rate (High Elo) (10%)**: KD Ratio specifically against high-Elo opponents. ## 2. PTL (Pistol Round) *Focus: Proficiency in pistol rounds (R1 & R13).* **Features & Weights:** - **Pistol KD (50%)**: Kill/Death ratio in pistol rounds. - **Pistol Util Efficiency (25%)**: Headshot rate in pistol rounds (proxy for precision). - **Pistol Multi-Kills (25%)**: Frequency of multi-kills in pistol rounds. ## 3. HPS (High Pressure) *Focus: Clutching and performing under stress.* **Features & Weights:** - **1v1 Win Rate (20%)**: Percentage of 1v1 clutches won. - **1v3+ Win Rate (30%)**: Percentage of 1vN (N>=3) clutches won (High impact). - **Match Point Win Rate (20%)**: Win rate in rounds where team is at match point. - **Comeback KD Diff (15%)**: KD difference when playing from behind (score gap >= 4). - **Undermanned Survival (15%)**: Ability to survive or trade when team is outnumbered. ## 4. SIDE (Side Proficiency) *Focus: Tactical versatility and side bias.* **Features & Weights:** - **CT Rating (35%)**: Average Rating on CT side. - **T Rating (35%)**: Average Rating on T side. - **Side Balance (15%)**: Penalty for high disparity between T and CT performance (1 - |T_Rating - CT_Rating|). - **Entry Rate T (15%)**: Frequency of attempting entry kills on T side. ## 5. UTIL (Utility) *Focus: Strategic use of grenades.* **Features & Weights:** - **Util Usage Rate (25%)**: Frequency of buying/using utility items. - **Flash Assists (20%)**: Average flash assists per match. - **Util Damage (20%)**: Average grenade damage per match. - **Flash Blind Time (15%)**: Average enemy blind time per match. - **Flash Efficiency (20%)**: Enemies blinded per flash thrown. ## 6. STA (Stability) *Focus: Consistency and mental resilience.* **Features & Weights:** - **Rating Consistency (30%)**: Inverse of Rating Standard Deviation (Lower variance = Higher score). - **Fatigue Resistance (20%)**: Performance drop-off in later matches of the day (vs first 3 matches). - **Win/Loss Gap (30%)**: Difference in Rating between Won and Lost matches (Smaller gap = More stable). - **Time/Rating Correlation (20%)**: Ability to maintain rating in long matches. --- ## Calculation Process (ETL) 1. **L2 Aggregation**: Raw match data is aggregated into `fact_match_players` (L2). 2. **Feature Extraction**: Complex features (e.g., Pistol KD, Side Rating) are calculated per player. 3. **Normalization**: Each feature is scaled to 0-100 based on population distribution. 4. **Weighted Sum**: Dimension scores are calculated using the weights above. 5. **Radar Chart**: Final scores are displayed on the 6-axis radar chart in the player profile.