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Valuing Player Actions in Counter-Strike: Global Offensive

机译:在反恐精英中重视球员行动:全球攻势

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Esports, despite its expanding interest, lacks fundamental sports analytics resources such as accessible data or proven and reproducible analytical frameworks. Even Counter-Strike: Global Offensive (CSGO), the second most popular esport, suffers from these problems. Thus, quantitative evaluation of CSGO players, a task important to teams, media, bettors and fans, is difficult. To address this, we introduce (1) a data model for CSGO with an open-source implementation; (2) a graph distance measure for defining distances in CSGO; and (3) a context-aware framework to value players’ actions based on changes in their team’s chances of winning. Using over 70 million in-game CSGO events, we demonstrate our framework’s consistency and independence compared to existing valuation frameworks. We also provide use cases demonstrating high-impact play identification and uncertainty estimation.
机译:尽管有扩大兴趣,但仍然缺乏基本的体育分析资源,如可访问数据或经过验证的和可重复的分析框架。即使是反恐精英:全球攻势(CSGO),第二次最受欢迎的Esport,遭受了这些问题。因此,CSGO玩家的定量评估,对团队,媒体,博特斯和粉丝的一项任务很难。要解决此问题,我们介绍(1)CSGO数据模型,具有开源实现; (2)图形距离测量,用于在CSGO中定义距离; (3)基于他们团队获胜机会的变化,将播放器的行动的背景感知框架。与现有估值框架相比,我们使用超过7000万的游戏中的CSGO事件展示了我们的框架的一致性和独立性。我们还提供了展示高冲击竞争识别和不确定性估计的用例。

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