Deep Factor Graphs for Bayesian Prediction of High-Dimensional Games
Alon Daks
EECS Department, University of California, Berkeley
Technical Report No. UCB/EECS-2017-151
August 16, 2017
http://www2.eecs.berkeley.edu/Pubs/TechRpts/2017/EECS-2017-151.pdf
This paper offers an extension to TrueSkill, a Bayesian method for ranking players and predicting outcomes of multiplayer games, for cases where a game is high-dimensional. TrueSkill was originally developed by Microsoft Research to rank and match XBox Live players, but offers a general method for inferring player skill based almost exclusively on the win-loss outcome of a match. Although such a method works well for relatively simple games like Halo, the framework is limited in its ability to incorporate information-rich features - often called boxscores - commonly used to describe high dimensional games, such as basketball. Our work extends TrueSkill for these types of games by reformulating its underlying graphical model as the internal dynamics of a recurrent neural network cell in addition to using neural networks as expressive function approximators to map between high-dimesional boxscores and a player's weight when conducting TrueSkill updates. Experimental results on NBA data shows that our method improves upon the original TrueSkill algorithm for predicting the outcome of basketball games.
Advisors: Laurent El Ghaoui
BibTeX citation:
@mastersthesis{Daks:EECS-2017-151, Author= {Daks, Alon}, Title= {Deep Factor Graphs for Bayesian Prediction of High-Dimensional Games}, School= {EECS Department, University of California, Berkeley}, Year= {2017}, Month= {Aug}, Url= {http://www2.eecs.berkeley.edu/Pubs/TechRpts/2017/EECS-2017-151.html}, Number= {UCB/EECS-2017-151}, Abstract= {This paper offers an extension to TrueSkill, a Bayesian method for ranking players and predicting outcomes of multiplayer games, for cases where a game is high-dimensional. TrueSkill was originally developed by Microsoft Research to rank and match XBox Live players, but offers a general method for inferring player skill based almost exclusively on the win-loss outcome of a match. Although such a method works well for relatively simple games like Halo, the framework is limited in its ability to incorporate information-rich features - often called boxscores - commonly used to describe high dimensional games, such as basketball. Our work extends TrueSkill for these types of games by reformulating its underlying graphical model as the internal dynamics of a recurrent neural network cell in addition to using neural networks as expressive function approximators to map between high-dimesional boxscores and a player's weight when conducting TrueSkill updates. Experimental results on NBA data shows that our method improves upon the original TrueSkill algorithm for predicting the outcome of basketball games.}, }
EndNote citation:
%0 Thesis %A Daks, Alon %T Deep Factor Graphs for Bayesian Prediction of High-Dimensional Games %I EECS Department, University of California, Berkeley %D 2017 %8 August 16 %@ UCB/EECS-2017-151 %U http://www2.eecs.berkeley.edu/Pubs/TechRpts/2017/EECS-2017-151.html %F Daks:EECS-2017-151