通过流媒体中的机器学习分类实现可解释的电子竞技胜利预测

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Silvia García-Méndez, Francisco de Arriba-Pérez
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引用次数: 0

摘要

随着电子竞技中观众和玩家数量的不断增加,以及优化通信解决方案和云计算技术的发展,推动了网络游戏产业的不断发展。尽管基于人工智能的电子竞技分析解决方案传统上被定义为从相关数据中提取有意义的模式并将其可视化以增强决策,但专业获胜预测的大部分努力都集中在从批处理角度的分类方面,也忽略了可视化技术。因此,这项工作有助于在流媒体中提供一个可解释的获胜预测分类解决方案,其中输入数据通过几个滑动窗口来控制,以反映相关的游戏变化。实验结果达到了90%以上的准确率,超过了文献中竞争解决方案的性能。最终,我们的系统可以通过排名和推荐系统来进行明智的决策,这要归功于可解释性模块,它培养了对结果预测的信任。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Explainable e-sports win prediction through Machine Learning classification in streaming

Explainable e-sports win prediction through Machine Learning classification in streaming
The increasing number of spectators and players in e-sports, along with the development of optimized communication solutions and cloud computing technology, has motivated the constant growth of the online game industry. Even though Artificial Intelligence-based solutions for e-sports analytics are traditionally defined as extracting meaningful patterns from related data and visualizing them to enhance decision-making, most of the effort in professional winning prediction has been focused on the classification aspect from a batch perspective, also leaving aside the visualization techniques. Consequently, this work contributes to an explainable win prediction classification solution in streaming in which input data is controlled over several sliding windows to reflect relevant game changes. Experimental results attained an accuracy higher than 90%, surpassing the performance of competing solutions in the literature. Ultimately, our system can be leveraged by ranking and recommender systems for informed decision-making, thanks to the explainability module, which fosters trust in the outcome predictions.
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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