Win Prediction in Esports: Mixed-Rank Match Prediction in Multi-player Online Battle Arena Games
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Abstract (arXiv)
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.
Key facts. Cited by 2 papers in the map (data through 14 Oct 2026). First posted on arXiv 17 Nov 2017.
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2 papers.
- 2022SC2EGSet: StarCraft II Esport Replay and Game-state Datasetcited by 3
- 2021Optimal Team Economic Decisions in Counter-Strikecited by 0
- 2022SC2EGSet: StarCraft II Esport Replay and Game-state Dataset7 Jul 2022
- 2021Optimal Team Economic Decisions in Counter-Strike20 Sep 2021