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Bibliographic Details
Main Authors: Chitayat, Alan Pedrassoli, Block, Florian, Walker, James, Drachen, Anders
Format: Preprint
Published: 2023
Subjects:
Online Access:https://arxiv.org/abs/2305.18477
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author Chitayat, Alan Pedrassoli
Block, Florian
Walker, James
Drachen, Anders
author_facet Chitayat, Alan Pedrassoli
Block, Florian
Walker, James
Drachen, Anders
contents Esport games comprise a sizeable fraction of the global games market, and is the fastest growing segment in games. This has given rise to the domain of esports analytics, which uses telemetry data from games to inform players, coaches, broadcasters and other stakeholders. Compared to traditional sports, esport titles change rapidly, in terms of mechanics as well as rules. Due to these frequent changes to the parameters of the game, esport analytics models can have a short life-spam, a problem which is largely ignored within the literature. This paper extracts information from game design (i.e. patch notes) and utilises clustering techniques to propose a new form of character representation. As a case study, a neural network model is trained to predict the number of kills in a Dota 2 match utilising this novel character representation technique. The performance of this model is then evaluated against two distinct baselines, including conventional techniques. Not only did the model significantly outperform the baselines in terms of accuracy (85% AUC), but the model also maintains the accuracy in two newer iterations of the game that introduced one new character and a brand new character type. These changes introduced to the design of the game would typically break conventional techniques that are commonly used within the literature. Therefore, the proposed methodology for representing characters can increase the life-spam of machine learning models as well as contribute to a higher performance when compared to traditional techniques typically employed within the literature.
format Preprint
id arxiv_https___arxiv_org_abs_2305_18477
institution arXiv
publishDate 2023
record_format arxiv
spellingShingle Beyond the Meta: Leveraging Game Design Parameters for Patch-Agnostic Esport Analytics
Chitayat, Alan Pedrassoli
Block, Florian
Walker, James
Drachen, Anders
Machine Learning
Artificial Intelligence
Esport games comprise a sizeable fraction of the global games market, and is the fastest growing segment in games. This has given rise to the domain of esports analytics, which uses telemetry data from games to inform players, coaches, broadcasters and other stakeholders. Compared to traditional sports, esport titles change rapidly, in terms of mechanics as well as rules. Due to these frequent changes to the parameters of the game, esport analytics models can have a short life-spam, a problem which is largely ignored within the literature. This paper extracts information from game design (i.e. patch notes) and utilises clustering techniques to propose a new form of character representation. As a case study, a neural network model is trained to predict the number of kills in a Dota 2 match utilising this novel character representation technique. The performance of this model is then evaluated against two distinct baselines, including conventional techniques. Not only did the model significantly outperform the baselines in terms of accuracy (85% AUC), but the model also maintains the accuracy in two newer iterations of the game that introduced one new character and a brand new character type. These changes introduced to the design of the game would typically break conventional techniques that are commonly used within the literature. Therefore, the proposed methodology for representing characters can increase the life-spam of machine learning models as well as contribute to a higher performance when compared to traditional techniques typically employed within the literature.
title Beyond the Meta: Leveraging Game Design Parameters for Patch-Agnostic Esport Analytics
topic Machine Learning
Artificial Intelligence
url https://arxiv.org/abs/2305.18477