Smart kills and worthless deaths: eSports analytics for League of Legends

IF 1.1 Q3 SOCIAL SCIENCES, MATHEMATICAL METHODS
Philip Z. Maymin
{"title":"Smart kills and worthless deaths: eSports analytics for League of Legends","authors":"Philip Z. Maymin","doi":"10.1515/jqas-2019-0096","DOIUrl":null,"url":null,"abstract":"Abstract Vast data on eSports should be easily accessible but often is not. League of Legends (LoL) only has rudimentary statistics such as levels, items, gold, and deaths. We present a new way to capture more useful data. We track every champion’s location multiple times every second. We track every ability cast and attack made, all damages caused and avoided, vision, health, mana, and cooldowns. We track continuously, invisibly, remotely, and live. Using a combination of computer vision, dynamic client hooks, machine learning, visualization, logistic regression, large-scale cloud computing, and fast and frugal trees, we generate this new high-frequency data on millions of ranked LoL games, calibrate an in-game win probability model, develop enhanced definitions for standard metrics, introduce dozens more advanced metrics, automate player improvement analysis, and apply a new player-evaluation framework on the basic and advanced stats. How much does an individual contribute to a team’s performance? We find that individual actions conditioned on changes to estimated win probability correlate almost perfectly to team performance: regular kills and deaths do not nearly explain as much as smart kills and worthless deaths. Our approach offers applications for other eSports and traditional sports. All the code is open-sourced.","PeriodicalId":16925,"journal":{"name":"Journal of Quantitative Analysis in Sports","volume":null,"pages":null},"PeriodicalIF":1.1000,"publicationDate":"2020-09-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"19","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Quantitative Analysis in Sports","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1515/jqas-2019-0096","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"SOCIAL SCIENCES, MATHEMATICAL METHODS","Score":null,"Total":0}
引用次数: 19

Abstract

Abstract Vast data on eSports should be easily accessible but often is not. League of Legends (LoL) only has rudimentary statistics such as levels, items, gold, and deaths. We present a new way to capture more useful data. We track every champion’s location multiple times every second. We track every ability cast and attack made, all damages caused and avoided, vision, health, mana, and cooldowns. We track continuously, invisibly, remotely, and live. Using a combination of computer vision, dynamic client hooks, machine learning, visualization, logistic regression, large-scale cloud computing, and fast and frugal trees, we generate this new high-frequency data on millions of ranked LoL games, calibrate an in-game win probability model, develop enhanced definitions for standard metrics, introduce dozens more advanced metrics, automate player improvement analysis, and apply a new player-evaluation framework on the basic and advanced stats. How much does an individual contribute to a team’s performance? We find that individual actions conditioned on changes to estimated win probability correlate almost perfectly to team performance: regular kills and deaths do not nearly explain as much as smart kills and worthless deaths. Our approach offers applications for other eSports and traditional sports. All the code is open-sourced.
聪明的杀戮和毫无价值的死亡:《英雄联盟》电子竞技分析
关于电子竞技的大量数据应该很容易获取,但通常并非如此。《英雄联盟》(LoL)只有基本的统计数据,如关卡、道具、金币和死亡。我们提出了一种捕获更多有用数据的新方法。我们每秒钟追踪几次冠军的位置。我们追踪每一个技能的施放和攻击,所有造成和避免的伤害,视野,生命值,法力值和冷却时间。我们持续地、无形地、远程地、实时地跟踪。结合计算机视觉、动态客户端挂钩、机器学习、可视化、逻辑回归、大规模云计算以及快速和节约树,我们生成了数百万LoL排名游戏的新高频数据,校准了游戏内获胜概率模型,开发了标准指标的增强定义,引入了数十个更高级的指标,自动化了玩家改进分析,并在基本和高级数据上应用了新的玩家评估框架。个人对团队绩效的贡献有多大?我们发现,基于获胜概率的个人行动与团队表现几乎完全相关:常规的击杀和死亡并不能像聪明的击杀和毫无价值的击杀那样解释清楚。我们的方法为其他电子竞技和传统体育项目提供了应用。所有的代码都是开源的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
Journal of Quantitative Analysis in Sports
Journal of Quantitative Analysis in Sports SOCIAL SCIENCES, MATHEMATICAL METHODS-
CiteScore
2.00
自引率
12.50%
发文量
15
期刊介绍: The Journal of Quantitative Analysis in Sports (JQAS), an official journal of the American Statistical Association, publishes timely, high-quality peer-reviewed research on the quantitative aspects of professional and amateur sports, including collegiate and Olympic competition. The scope of application reflects the increasing demand for novel methods to analyze and understand data in the growing field of sports analytics. Articles come from a wide variety of sports and diverse perspectives, and address topics such as game outcome models, measurement and evaluation of player performance, tournament structure, analysis of rules and adjudication, within-game strategy, analysis of sporting technologies, and player and team ranking methods. JQAS seeks to publish manuscripts that demonstrate original ways of approaching problems, develop cutting edge methods, and apply innovative thinking to solve difficult challenges in sports contexts. JQAS brings together researchers from various disciplines, including statistics, operations research, machine learning, scientific computing, econometrics, and sports management.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信