Enabling Real-Time Prediction of In-game Deaths through Telemetry in Counter-Strike: Global Offensive

Stefan Marshall, Paris Mavromoustakos-Blom, P. Spronck
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引用次数: 1

Abstract

Esports have evolved into a major form of entertainment, drawing hundreds of millions of viewers to its online competitive broadcasts. Using Esports telemetry data to predict the outcome of a match is a well-researched topic, but micropredictions of specific in-game events are explored only sparingly. How accurately can we predict specific in-game events within a limited time window, and how can these predictions be used in a live broadcast? This research aims at predicting in-game deaths using telemetry data in Counter-Strike: Global offensive (CS:GO). We establish a data processing pipeline to acquire and re-structure raw in-game data and propose a set 36 features which will ultimately be used to predict in-game deaths within a three second window. Three neural network models are compared, namely convolutional (CNN), recurrent (RNN) and long short-term memory (LSTM). Our results show that the LSTM network has the best predictive accuracy (F1 0.38) when prompted, for all 10 players of a competitive game of CS:GO. The predictions are most influenced by features related to a player’s average in-game death count, health points, enemies in range and equipment value. Our model enables real-time micropredictions of deaths in CS:GO, and may be leveraged by Esports commentators and game observers to direct their focus on critical in-game events during a live competitive broadcast.
在《反恐精英:全球攻势》中,通过遥测技术实时预测游戏内死亡人数
电子竞技已经发展成为一种主要的娱乐形式,吸引了数亿观众观看其在线竞技转播。使用电子竞技遥测数据来预测比赛结果是一个被广泛研究的话题,但对特定游戏内事件的微观预测却很少被探索。在有限的时间窗口内,我们如何准确地预测特定的游戏事件?这些预测如何用于直播?这项研究旨在利用《反恐精英:全球攻势》(CS:GO)中的遥测数据预测游戏中的死亡人数。我们建立了一个数据处理管道来获取和重组原始的游戏内数据,并提出了36个功能,这些功能最终将用于预测3秒内的游戏内死亡人数。比较了卷积神经网络(CNN)、循环神经网络(RNN)和长短期记忆神经网络(LSTM)三种神经网络模型。我们的研究结果表明,当提示时,LSTM网络对CS:GO竞技游戏的所有10名玩家具有最佳的预测准确率(F1 0.38)。这些预测最受玩家在游戏中的平均死亡数、生命值、敌人射程和装备价值等相关功能的影响。我们的模型可以对CS:GO中的死亡进行实时微预测,并且可以被电子竞技评论员和游戏观察者利用,在直播比赛期间将他们的注意力集中在关键的游戏事件上。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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