Metric glossary
Every proprietary metric ships with public documentation: what it measures in plain language, the formal definition, required inputs, minimum samples, the model behind it, and its known limitations. A metric without documentation doesn't ship. A published definition is not the same as an available metric: each entry states whether the pipeline actually computes it, and only metrics marked computed can appear as leaderboard columns or carry percentiles.
Rainbow Six Siege
17 metricsDuels won above what each situation predicted, per 100 duels. Positive means winning fights the situation said they should lose.
How much a player's kills and objective actions moved their team's chance of winning rounds, per round played.
Share of a player's deaths answered by a teammate kill within five seconds. In Siege a traded death still costs the round its numbers, but it keeps the space the death bought.
Opening-engagement value adjusted for difficulty, using the R6 coefficient set of the duel model.
Combines how often a player's deaths get traded and how often they trade teammates — presence in the kill network.
Round-win probability created through defuser plants and plant denials, using round-state swings.
Team kills that follow this player's drone spots within a short window — turning intel into eliminations.
Defender gadgets, cameras, and drones removed per round, weighted by importance.
How often a player is part of the round's first duel.
Share of deployed drones and cameras that survive — intel that keeps paying.
Breach charges and hard breaches that actually detonate rather than being denied.
Share of rounds with two or more kills by the player.
1-versus-many situations won, detected from the kill sequence.
Attack rounds that reach a defuser plant — ground actually taken.
Once the defuser is down, how often the round converts.
Gadget deployment volume per round — a role fingerprint for setup-heavy defenders and utility attackers.
Enemy positions revealed through drones and cameras, per round.