  Recently, the market size of online game has been increasing astonishingly
fast, and so does the importance of good game design. In online games, usually
a human user competes with others, so the fairness of the game system to all
users is of great importance not to lose interests of users on the game.
Furthermore, the emergence and success of electronic sports (e-sports) and
professional gaming which specially talented gamers compete with others draws
more attention on whether they are competing in the fair environment. No matter
how fierce the debates are in the game-design community, it is rarely the case
that one employs statistical analysis to answer this question seriously. But
considering the fact that we can easily gather large amount of user behavior
data on games, it seems potentially beneficial to make use of this data to aid
making decisions on design problems of games. Actually, modern games do not aim
to perfectly design the game at once: rather, they first release the game, and
then monitor users' behavior to better balance the game. In such a scenario,
statistical analysis can be particularly helpful. Specifically, we chose to
analyze the balance of StarCraft II, which is a very successful
recently-released real-time strategy (RTS) game. It is a central icon in
current e-Sports and professional gaming community: from April 1st to 15th,
there were 18 tournaments of StarCraft II. However, there is endless debate on
whether the winner of the tournament is actually superior to others, or it is
largely due to certain design flaws of the game. In this paper, we aim to
answer such a question using traditional statistical tool, logistic regression.
