3.8 KiB
3.8 KiB
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:
- BAT (Battle Power): Aim and direct combat ability.
- PTL (Pistol): Performance in pistol rounds.
- HPS (High Pressure): Performance in clutch and high-stakes situations.
- SIDE (Side Proficiency): T vs CT side performance balance and rating.
- UTIL (Utility): Usage and effectiveness of grenades/utility.
- 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)
- L2 Aggregation: Raw match data is aggregated into
fact_match_players(L2). - Feature Extraction: Complex features (e.g., Pistol KD, Side Rating) are calculated per player.
- Normalization: Each feature is scaled to 0-100 based on population distribution.
- Weighted Sum: Dimension scores are calculated using the weights above.
- Radar Chart: Final scores are displayed on the 6-axis radar chart in the player profile.