The SIDO Performance Model for League of Legends

Fuente: arXiv
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Main Authors: Zhang, Amy X., Naidu, Parth
Format: Preprint
Published: 2024
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author Zhang, Amy X.
Naidu, Parth
author_facet Zhang, Amy X.
Naidu, Parth
contents League of Legends (LoL) has been a dominant esport for a decade, yet the inherent complexity of the game has stymied the creation of analytical measures of player skill and performance. Current industry standards are limited to easy-to-procure individual player statistics that are incomplete and lacking context as they do not take into account teamplay or game state. We present a unified performance model for League of Legends which blends together measures of a player's contribution within the context of their team, insights from traditional sports metrics such as the Plus-Minus model, and the intricacies of LoL as a complex team invasion sport. Using hierarchical Bayesian models, we outline the use of gold and damage dealt as a measure of skill, detailing players' impact on their own-, their allies'- and their enemies' statistics throughout the course of the game. Our results showcase the model's increased efficacy in separating professional players when compared to a Plus-Minus model and to current esports industry standards, while metric quality is rigorously assessed for discrimination, independence, and stability. Readers might also find additional qualitative analytics which explore champion proficiency and the impact of collaborative team-play. Future work is proposed to refine and expand the SIDO performance model, offering a comprehensive framework for esports analytics in team performance management, scouting and research realms.
format Preprint
id arxiv_https___arxiv_org_abs_2403_04873
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle The SIDO Performance Model for League of Legends
Zhang, Amy X.
Naidu, Parth
Applications
League of Legends (LoL) has been a dominant esport for a decade, yet the inherent complexity of the game has stymied the creation of analytical measures of player skill and performance. Current industry standards are limited to easy-to-procure individual player statistics that are incomplete and lacking context as they do not take into account teamplay or game state. We present a unified performance model for League of Legends which blends together measures of a player's contribution within the context of their team, insights from traditional sports metrics such as the Plus-Minus model, and the intricacies of LoL as a complex team invasion sport. Using hierarchical Bayesian models, we outline the use of gold and damage dealt as a measure of skill, detailing players' impact on their own-, their allies'- and their enemies' statistics throughout the course of the game. Our results showcase the model's increased efficacy in separating professional players when compared to a Plus-Minus model and to current esports industry standards, while metric quality is rigorously assessed for discrimination, independence, and stability. Readers might also find additional qualitative analytics which explore champion proficiency and the impact of collaborative team-play. Future work is proposed to refine and expand the SIDO performance model, offering a comprehensive framework for esports analytics in team performance management, scouting and research realms.
title The SIDO Performance Model for League of Legends
topic Applications
url https://arxiv.org/abs/2403.04873