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

arXiv: https://arxiv.org/abs/1711.06498 · HTML: https://mlsanity.com/paper/1711.06498/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 17 Nov 2017.

## Built on by (most cited first, 2 of 2)

- [SC2EGSet: StarCraft II Esport Replay and Game-state Dataset](https://mlsanity.com/paper/2207.03428/) (2022)
- [Optimal Team Economic Decisions in Counter-Strike](https://mlsanity.com/paper/2109.12990/) (2021)

## 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.
