Determining Game Skill Factor
A technique of games and skills applied in the field of determining game skill factors
- Summary
- Abstract
- Description
- Claims
- Application Information
AI Technical Summary
Problems solved by technology
Method used
Image
Examples
Embodiment
[0030] In one embodiment, the total variance σ 2 Changes in quantifiable outcomes across all play records can be represented, regardless of the identity of the players involved. mean variance The average value of player's own score variance of all players can be represented. In a pure game of chance, these values would be approximately equal, i.e., the ratio will be 1.
[0031] The skill factor S can be defined as:
[0032]
[0033] The skill factor S represents the change in performance due to skill, and the skill factor S will be 0 or close to 0 in a purely game of chance. In a pure game of skill, S will be greater than 0 (R will be less than 1). mean variance Will be non-negligible because factors such as time of day, mental state, learning curve, and other non-skill related considerations can affect a particular player's performance. Therefore, S will strictly take some value S between 0 and 1 0 .
[0034] Initially, the data set of game G consists of m re...
PUM
Login to View More Abstract
Description
Claims
Application Information
Login to View More 


