The outputs of win probability models are often used to evaluate player actions. However, in some sports, such as the popular esport Counter-Strike, there exist important team-level decisions. For example, at the beginning of each round in a Counter-Strike game, teams decide how much of their in-game dollars to spend on equipment. Because the dollars are a scarce resource, different strategies have emerged concerning how teams should spend in particular situations. To assess team purchasing decisions in-game, we introduce a game-level win probability model to predict a team's chance of winning a game at the beginning of a given round. We consider features such as team scores, equipment, money, and spending decisions. Using our win probability model, we investigate optimal team spending decisions for important game scenarios. We identify a pattern of sub-optimal decision-making for CSGO teams. Finally, we introduce a metric, Optimal Spending Error (OSE), to rank teams by how closely their spending decisions follow our predicted optimal spending decisions.
翻译:赢概率模型的输出结果常常被用来评价玩家的行动。但是,在一些运动中,比如流行的 esport 反球赛,存在着重要的团队级决定。例如,每回合开始时,在一场反球比赛中,球队决定其在赛中花费在设备上的费用有多少。由于美元是一种稀缺的资源,关于球队如何在特定情况下花费的不同战略已经出现。为了评估在赛中购买球队的决定,我们引入了一个游戏级赢率模型,以预测球队在某一回合开始时赢得一场比赛的机会。我们考虑了球队得分、设备、金钱和开支决定等特点。我们利用我们的赢率模型,调查重要的游戏场场景的最佳团队支出决定。我们为CSGO队确定了一种亚最佳决策模式。最后,我们引入了一个衡量标准,即最佳支出错误(OSE),通过它们的支出决定与我们预测的最佳支出决定的密切程度来对球队进行排名。