question: How does winrate and usage calculate in games
comment: store data for each match and then calculate winrate and usage based on that. basic statistics. You can get usage of a hero if you divide times-used-hero / total number of matches * 100 and you get percentage
passages: BULLET::::- End-user metrics are collected through web logs, synthetic monitoring, or real user monitoring. An example is ART (application response time) which provides end to end statistics that measure Quality of Experience.
  
  BULLET::::- For "forensic analysis", operators often rely on sniffers that break down the transactions by their protocols and can locate problems such as retransmissions or protocol negotiations.
   Following the submission of information from carriers, NRUF reports are compiled and generally are released around the 15th of the month in which reports are due. As released by NANPA, the reports for individual NPA exhaust sorted by physical location, area code, and exhaust date; also included is information from previous NRUF reports (for the previous six reports), as well as a change from the previous report in terms of a given NPA's exhaust date.
   Each player character receives a number of general build points depending on the setting, but regardless of number of players. In "The Esoterrorists" setting players receive 60 general build points each. Any number of general build points can be spent on a general ability, as long as the second highest rated ability is at least half that of the highest rated. After a scenario is completed, player characters receive new build points which can be used as either investigative or general build points. The amount acquired depends on the length of the scenario. There are no levels through which player characters progress.
   In Underground, 1 Unit corresponds to 5 seconds, , , , or a bit more than a paragraph of text. An increase of 3 Units represents a doubling of the related value, so 4 Units of weight is about 250 pounds, while 7 Units of weight is about 500 pounds.
   BULLET::::- People with high estimates and low estimates are given a soap box to offer their justification for their estimate and then discussion continues.
  
  BULLET::::- Repeat the estimation process until a consensus is reached. The developer who was likely to own the deliverable has a large portion of the "consensus vote", although the Moderator can negotiate the consensus.
   Using statistics from Durham’s fair market rent values, the McKinney team determined realistic housing costs to offer players. After deciding whether to live closer to work (where the rent is high but the transportation costs low) or to live farther from work (where the rent is less expensive but the transportation costs much higher), players are shown this message: "A lack of affordable housing is the number one cause of homelessness. The definition of ‘affordable’ housing is 30 percent of income, but you and over 12 million other American households spend way more on housing."
  
  Section::::Release and acclaim.
   BULLET::::- Phase 5— Bureaucracy: During this phase, players expend resources to power their cities and earn more income (Elektros) based on the number of cities they power. Resources available to be purchased are replenished at a rate based on the number of players in the game as well as the current Step. Finally the highest value power plant is placed at the bottom of the draw deck (this changes in Step 3).
   BULLET::::- For "performance measurement", operators typically measure the performance of their networks at different levels. They either use per-port metrics (how much traffic on port 80 flowed between a client and a server and how long did it take) or they rely on end-user metrics (how fast did the login page load for Bob.)
  
  BULLET::::- Per-port metrics are collected using flow-based monitoring and protocols such as NetFlow (now standardized as IPFIX) or RMON.
   Each player character receives a number of investigative build points depending on the number of players and the setting. In "The Esoterrorists" setting, two players receive 32 investigative build points each, while five or more players receive 20 build points each. Any number of investigative build points can be spent on an investigative ability, though more than 3 or 4 points is rarely useful.
   After the base cost is calculated, advantages are applied. These, which can make a power more useful, typically expand its effectiveness or make it more powerful, and thus make it more expensive. Once advantages are applied, the base cost becomes the Active Cost.
  
  The Active Cost is calculated as an intermediate step as it is required to calculate certain figures, such as range, END usage, difficulty of activation rolls, and other things.
  
  The formula for calculating the Active Cost is:
   To calculate ARPU, a standard time period must be defined. Most telecommunications carriers operate by the month. The total revenue generated by all units (paying subscribers or communications devices) during that period is determined. Then that figure is divided by the number of units. Because the number of units can vary from day to day, the average number of units must be calculated or estimated for a given month to obtain the most accurate possible ARPU figure for that month.
   Section::::Plot.:Part 2: Hard work at play.
  
  Connor Prikkel, a PhD student in economics at Stanford University, develops a mathematical model for predicting values of virtual goods in games based on how much fun the game is. With this discovery (which he calls "Prikkel equations"), he quits his studies and begins speculating on in-game items. Eventually, he makes big wins, and his equations and understanding of the game economies earn him the leader's post in Coca-Cola Games’ Command Central.
   BULLET::::- The OEE is now the 21,600 seconds divided by 28,800 seconds (same as minimal 1.5 seconds per part divided by 2 actual seconds per part), or 75%.
  
  Section::::Calculations for OEE and TEEP.:Total effective equipment performance.
  
  Whereas OEE measures effectiveness based on scheduled hours, TEEP measures effectiveness against calendar hours, i.e.: 24 hours per day, 365 days per year.
  
  TEEP, therefore, reports the 'bottom line' utilization of assets.
  
  TEEP = Loading * OEE
  
  Section::::Calculations for OEE and TEEP.:Loading.
   The biggest contribution to the team level metrics came from Arizona State University researchers led by Jennifer H. Fewell. Using 2010 NBA first round playoff data, they constructed the networks for each team using players as nodes and ball movement between them as links. They distinguish the trade-off between not necessarily mutually exclusive division of labor and team`s unpredictability that are measured by Uphill downhill flux and Team entropy respectively.
   Each region has a population, and from that population figure, the game creates a workforce, or "Manpower Units" (MPUs). MPUs are required to run factories, mines, oil fields, or to create new military units. Spare MPUs in each region are automatically assigned to food production, and regional food production is heavily influenced by the amount of labor available in the form of these MPUs.
  
  Section::::Gameplay.:Economic management.:Industry.
   Section::::Advanced metrics in basketball.
  
  North Carolina, under coach Frank McGuire, was the first known basketball organization to utilize advanced possession metrics to gain a competitive advantage. Since then, advanced metrics enthusiasts in basketball have borrowed aspects of Bill James' philosophy in order to create weighted statistics that measure each player and each team's on-court efficiency. Most basketball-specific advanced metrics feature a per-minute measurement to ensure that a player's incremental team contributions are measured irrespective of usage volume.
   In August 2015, a former employee of Machine Zone was arrested and charged with stealing proprietary data that included "player spending habits broken down by time, location, age and other characteristics" which showed, for example, which of "Game of War"s "in-game items generate the most revenue and where in the game players often quit." The monetary value of the data was linked by the "Wall Street Journal" to the fact that "about 3% of mobile-game players buy virtual goodies, such as extra turns and special powers. Most spend only a few dollars a month, while a tiny fraction known as whales – a name derived from casinos – plunk down $50 or more a month."
   Section::::Gameplay.
  
  The inner structure of the game is actually an agent-based artificial life program. The presentation of the game's artificial intelligence is advanced, and the Sims will respond to outside conditions independently, although often the player/controller's intervention is necessary to keep them on the right track. "The Sims" technically has unlimited replay value, in that there is no way to win the game, and the player can play on indefinitely. It has been described as more like a toy than a game.
   BULLET::::- "Power Supply": The game displays a line chart, where the X-axis represents the Neptune's energy usage per hour and the Y-axis represents the Neptune's speed. Given that the Neptune will travel at S speed for T hours, the player must read the chart, determine the Neptune's energy usage per hour based on S, then multiply by T hours to calculate the Neptune's estimated energy usage over that duration.
   Every player has an energy limit that increases in capacity as they level up; it is displayed at the bottom of the home screen. One unit of energy is restored automatically every 8 minutes until the bar is full. Energy is used in order to participate in battles. At the end of each battle, a certain amount of experience is gained; this is shown in the top-left of the home screen along with the level of the player. Users accumulate experience in order to level up, which restores the energy of the player.
   Besides resources, construction projects consume varying amounts of Action Points (AP). Thus, most project requires the contribution of multiple players.
  
  Section::::Gameplay.:Exploration.
  
  After players leave the town gate, they enter The World Beyond. The town is in the middle of a land divided into grids. Moving from each grid consumes 1 AP. On each grid, players can search for, pick up and drop items, and mark the grid to notify other players. After a few items is revealed, the grid becomes Depleted, drastically reduce chances of finding an item as well as item quality.
   The total number of points available to spend depends on the setting and players. A gritty post-holocaust survival game may only start with 80 AP and SP, while a superhero game could start with 400 AP and SP. In principle a gamemaster can balance the power of foes to the abilities of the player characters by comparing their relative point values.
  
  Section::::Game Mechanics.:Attributes.
  
  Characters in "EABA" have six basic attributes:
  
  BULLET::::- Strength — A measure of the character’s "physical" power and bulk, ability to lift, carry, and do damage
   Savings are determined through simulation of the energy use of the facility, or of a sub-facility. The simulation model must be calibrated so that it predicts an energy pattern that approximately matches actual metered data.
   Section::::Properties.
   The game proceeds in turns (cycles). At the beginning of the game, each code owns one cell. Every cycle, codes are executed for cells they own. As it happens, framework program supplies the codes with some data: who are the cell's eight immediate neighbors (by warrior number, 0 for free cell) and its own warrior number. Based on this data, warriors can "fire three bullets" at one/two/three of its 8 neighbors. Gridwars II introduced a principal extension of original rules: warriors could now return 32-bit word, called communication variable or comvar for short, which framework program would supply to each of its 8 neighbors during the next cycle of battle execution.
  