Rating Players of Counter-Strike: Global Offensive Based on Plus/Minus value

Hongyu Xu, Sarat Moka
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Abstract

We propose a player rating mechanism for Counter-Strike: Global Offensive (CS ), a popular e-sport, by analyzing players' Plus/Minus values. The Plus/Minus value represents the average point difference between a player's team and the opponent's team across all matches the player has participated in. Using models such as regularized linear regression, logistic regression, and Bayesian linear models, we examine the relationship between player participation and team point differences. The most commonly used metric in the CS community is "Rating 2.0," which focuses solely on individual performance and does not account for indirect contributions to team success. Our approach introduces a new rating system that evaluates both direct and indirect contributions of players, prioritizing those who make a tangible impact on match outcomes rather than those with the highest individual scores. This rating system could help teams distribute rewards more fairly and improve player recruitment. We believe this methodology will positively influence not only the CS community but also the broader e-sports industry.
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为《反恐精英:全球攻势》玩家评分根据正/负值为《反恐精英:全球攻势
我们为《反恐精英:全球攻势》(Counter-Strike:全球攻势》(CS)这一热门电子竞技项目的玩家评级机制。正/负值代表球员所在球队与对手球队在其参加的所有比赛中的平均分差。利用正则线性回归、逻辑回归和贝叶斯线性模型等模型,我们研究了球员参赛与球队积分差异之间的关系。CS 社区最常用的衡量标准是 "Rating 2.0",它只关注个人表现,不考虑对团队成功的直接贡献。我们的方法引入了一种新的评级系统,可评估选手的直接和间接贡献,优先考虑那些对比赛结果产生切实影响的选手,而不是那些个人得分最高的选手。这种评分系统可以帮助球队更公平地分配奖励,并改善球员招募工作。我们相信这种方法不仅会对 CS 社区产生积极影响,也会对更广泛的电子竞技行业产生积极影响。
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