基于机器学习的dota2物品和英雄数据输赢预测

Stanlly, Fauzan Ardhana Putra, N. N. Qomariyah
{"title":"基于机器学习的dota2物品和英雄数据输赢预测","authors":"Stanlly, Fauzan Ardhana Putra, N. N. Qomariyah","doi":"10.1109/IAICT55358.2022.9887525","DOIUrl":null,"url":null,"abstract":"Video gaming has become a titan in the overall market over the past decade, culminating in an estimated worth almost 180 billion US dollars by 2021. Aside from its growing influence in the overall market, video games have also created a new competitive format called eSports, a format where highly skilled players of certain video games play against each other in a tournament to see who the most skilled are and win a prize at the end. ESports are just one of many reasons why people have become interested in the idea of being able to predict the outcome of any given match between players. In this study, We conducted research on the importance of certain factors in determining the win or loss of any given Defense of the Ancients 2, better known as DOTA 2, match. We found that Item and Hero choices play a large role in winning any given match. From this, we concluded that we would be able to predict a match’s outcome solely based off of these two factors and created models to predict the outcome of any given match. In this study, we will be employing the use of Decision Tree, Random Tree and XGBoost classifiers in order to create our models. In the end, the XGBoost model ended up being our best model, with an accuracy of roughly 93% which can predict an outcome in roughly one minute.","PeriodicalId":154027,"journal":{"name":"2022 IEEE International Conference on Industry 4.0, Artificial Intelligence, and Communications Technology (IAICT)","volume":"53 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-07-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"DOTA 2 Win Loss Prediction from Item and Hero Data with Machine Learning\",\"authors\":\"Stanlly, Fauzan Ardhana Putra, N. N. Qomariyah\",\"doi\":\"10.1109/IAICT55358.2022.9887525\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Video gaming has become a titan in the overall market over the past decade, culminating in an estimated worth almost 180 billion US dollars by 2021. Aside from its growing influence in the overall market, video games have also created a new competitive format called eSports, a format where highly skilled players of certain video games play against each other in a tournament to see who the most skilled are and win a prize at the end. ESports are just one of many reasons why people have become interested in the idea of being able to predict the outcome of any given match between players. In this study, We conducted research on the importance of certain factors in determining the win or loss of any given Defense of the Ancients 2, better known as DOTA 2, match. We found that Item and Hero choices play a large role in winning any given match. From this, we concluded that we would be able to predict a match’s outcome solely based off of these two factors and created models to predict the outcome of any given match. In this study, we will be employing the use of Decision Tree, Random Tree and XGBoost classifiers in order to create our models. In the end, the XGBoost model ended up being our best model, with an accuracy of roughly 93% which can predict an outcome in roughly one minute.\",\"PeriodicalId\":154027,\"journal\":{\"name\":\"2022 IEEE International Conference on Industry 4.0, Artificial Intelligence, and Communications Technology (IAICT)\",\"volume\":\"53 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-07-28\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2022 IEEE International Conference on Industry 4.0, Artificial Intelligence, and Communications Technology (IAICT)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/IAICT55358.2022.9887525\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 IEEE International Conference on Industry 4.0, Artificial Intelligence, and Communications Technology (IAICT)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/IAICT55358.2022.9887525","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

在过去的十年里,电子游戏已经成为整个市场的巨人,到2021年,电子游戏的价值估计将达到1800亿美元。除了在整个市场中越来越大的影响力外,电子游戏还创造了一种新的竞争形式,即电子竞技,在这种形式中,某些电子游戏的高技能玩家在比赛中相互对抗,看看谁的技能最强,并在最后赢得奖品。电子竞技只是人们对能够预测玩家之间任何给定比赛结果的想法感兴趣的众多原因之一。在这项研究中,我们研究了决定《Defense of the Ancients 2》(即DOTA 2)比赛输赢的某些因素的重要性。我们发现道具和英雄的选择在赢得任何一场比赛中都扮演着重要角色。由此,我们得出结论,我们将能够仅基于这两个因素预测比赛结果,并创建模型来预测任何给定比赛的结果。在本研究中,我们将使用决策树、随机树和XGBoost分类器来创建我们的模型。最终,XGBoost模型成为了我们的最佳模型,其准确率约为93%,可以在大约一分钟内预测结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
DOTA 2 Win Loss Prediction from Item and Hero Data with Machine Learning
Video gaming has become a titan in the overall market over the past decade, culminating in an estimated worth almost 180 billion US dollars by 2021. Aside from its growing influence in the overall market, video games have also created a new competitive format called eSports, a format where highly skilled players of certain video games play against each other in a tournament to see who the most skilled are and win a prize at the end. ESports are just one of many reasons why people have become interested in the idea of being able to predict the outcome of any given match between players. In this study, We conducted research on the importance of certain factors in determining the win or loss of any given Defense of the Ancients 2, better known as DOTA 2, match. We found that Item and Hero choices play a large role in winning any given match. From this, we concluded that we would be able to predict a match’s outcome solely based off of these two factors and created models to predict the outcome of any given match. In this study, we will be employing the use of Decision Tree, Random Tree and XGBoost classifiers in order to create our models. In the end, the XGBoost model ended up being our best model, with an accuracy of roughly 93% which can predict an outcome in roughly one minute.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
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