An efficient machine learning approach for extracting eSports players distinguishing features and classifying their skill levels using symbolic transfer entropy and consensus nested cross validation
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Abstract (arXiv)
Discovering features that set elite players apart is of great significance for eSports coaches as it enables them to arrange a more effective training program focused on improving those features. Moreover, finding such features results in a better evaluation of eSports players skills, which, besides coaches, is of interest for game developers to design games automatically adaptable to the players expertise. Sensor data combined with machine learning have already proved effective in classifying eSports players. However, the existing methods do not provide sufficient information about features that distinguish high-skilled players. In this paper, we propose an efficient method to find these features and then use them to classify players' skill levels. We first apply a time window to extract the players' sensor data, including heart rate, hand activities, etc., before and after game events in the League of Legends game. We use the extracted segments and symbolic transfer entropy to calculate connectivity features between sensors. The most relevant features are then selected using the newly developed consensus nested cross validation method. These features, representing the harmony between body parts, are finally used to find the optimum window size and classify players' skills. The classification results demonstrate a significant improvement by achieving 90.1% accuracy. Also, connectivity features between players gaze positions and keyboard, mouse, and hand activities were the most distinguishing features in classifying players' skills. The proposed method in this paper can be similarly applied to sportspeople data and potentially revolutionize the training programs in both eSports and sports industries
Key facts. Cited by 1 paper in the map (data through 14 Oct 2026). Builds on 7 of its 40 references that are in the map. First posted on arXiv 8 May 2024.
Builds on
7 of 40 references.
References · 7
- 2020Collection and Validation of Psychophysiological Data from Professional and Amateur Players: a Multimodal eSports Datasetcited by 6
- 2018Esports Athletes and Players: a Comparative Studycited by 3
- 2019Towards Understanding of eSports Athletes' Potentialities: The Sensing System for Data Collection and Analysiscited by 3
- 2020Predicting Events in MOBA Games: Prediction, Attribution, and Evaluationcited by 3
- 2019Visual Fixations Duration as an Indicator of Skill Level in eSportscited by 2
- 2020Detecting Video Game Player Burnout with the Use of Sensor Data and Machine Learningcited by 2
- 2019Understanding Cyber Athletes Behaviour Through a Smart Chair: CS:GO and Monolith Team Scenariocited by 1
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