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yrtv/docs/6D_README.md
2026-01-27 02:20:55 +08:00

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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.