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Win Prediction in Esports : Mixed-Rank Match Prediction in Multi-player Online Battle Arena Games

机译:在电子竞技中赢得预测:多人在线对战竞技场比赛中的混合排名预测

摘要

Esports has emerged as a popular genre for players as well as spectators, supporting a global entertainment industry. Esports analytics has evolved to address the requirement for data-driven feedback, and is focused on cyber-athlete evaluation, strategy and prediction. Towards the latter, previous work has used match data from a variety of player ranks from hobbyist to professional players. However, professional players have been shown to behave differently than lower ranked players. Given the comparatively limited supply of professional data, a key question is thus whether mixed-rank match datasets can be used to create data-driven models which predict winners in professional matches and provide a simple in-game statistic for viewers and broadcasters. Here we show that, although there is a slightly reduced accuracy, mixed-rank datasets can be used to predict the outcome of professional matches, with suitably optimized configurations.
机译:电子竞技已经成为球员和观众的热门流派,为全球娱乐业提供了支持。电子竞技分析已经发展为满足对数据驱动反馈的需求,并专注于网络运动员评估,策略和预测。对于后者,以前的工作使用了从业余爱好者到职业选手的各种选手级别的比赛数据。但是,事实证明,职业选手的表现与排名较低的选手不同。鉴于专业数据的供应相对有限,因此一个关键问题是混合等级比赛数据集是否可用于创建数据驱动的模型,以预测专业比赛的获胜者并为观看者和广播公司提供简单的游戏内统计信息。在这里,我们表明,尽管准确性略有降低,但混合排名数据集可以使用经过适当优化的配置来预测专业比赛的结果。

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