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Bandit Modeling of Map Selection in Counter-Strike: Global Offensive

arXiv 2106.08888 ↗First posted 14 Jun 2021cs.LG cs.AIcited by 0

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Abstract (arXiv)

Many esports use a pick and ban process to define the parameters of a match before it starts. In Counter-Strike: Global Offensive (CSGO) matches, two teams first pick and ban maps, or virtual worlds, to play. Teams typically ban and pick maps based on a variety of factors, such as banning maps which they do not practice, or choosing maps based on the team's recent performance. We introduce a contextual bandit framework to tackle the problem of map selection in CSGO and to investigate teams' pick and ban decision-making. Using a data set of over 3,500 CSGO matches and over 25,000 map selection decisions, we consider different framings for the problem, different contexts, and different reward metrics. We find that teams have suboptimal map choice policies with respect to both picking and banning. We also define an approach for rewarding bans, which has not been explored in the bandit setting, and find that incorporating ban rewards improves model performance. Finally, we determine that usage of our model could improve teams' predicted map win probability by up to 11% and raise overall match win probabilities by 19.8% for evenly-matched teams.

Key facts. No citing papers in the map yet (data through 14 Oct 2026). Builds on 6 of its 25 references that are in the map. First posted on arXiv 14 Jun 2021.

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References · 6

  1. 2015Doubly Robust Policy Evaluation and Optimizationcited by 158
  2. 2018Actions Speak Louder Than Goals: Valuing Player Actions in Soccercited by 90
  3. 2018Deep Reinforcement Learning in Ice Hockey for Context-Aware Player Evaluationcited by 23
  4. 2020Cracking the Black Box: Distilling Deep Sports Analyticscited by 12
  5. 2016Real-time eSports Match Result Predictioncited by 7
  6. 2020Valuing Player Actions in Counter-Strike: Global Offensivecited by 7

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