esport
PandaSkill - Player Performance and Skill Rating in Esports: Application to League of Legends
De Bois, Maxime, Parmentier, Flora, Puget, Raphaël, Tanti, Matthew, Peltier, Jordan
To take the esports scene to the next level, we introduce PandaSkill, a framework for assessing player performance and skill rating. Traditional rating systems like Elo and TrueSkill often overlook individual contributions and face challenges in professional esports due to limited game data and fragmented competitive scenes. PandaSkill leverages machine learning to estimate in-game player performance from individual player statistics. Each in-game role is modeled independently, ensuring a fair comparison between them. Then, using these performance scores, PandaSkill updates the player skill ratings using the Bayesian framework OpenSkill in a free-for-all setting. In this setting, skill ratings are updated solely based on performance scores rather than game outcomes, hightlighting individual contributions. To address the challenge of isolated rating pools that hinder cross-regional comparisons, PandaSkill introduces a dual-rating system that combines players' regional ratings with a meta-rating representing each region's overall skill level. Applying PandaSkill to five years of professional League of Legends matches worldwide, we show that our method produces skill ratings that better predict game outcomes and align more closely with expert opinions compared to existing methods.
- Asia > China (0.07)
- Europe (0.05)
- South America > Brazil (0.04)
- (5 more...)
- Research Report (0.82)
- Overview (0.67)
- Leisure & Entertainment > Sports (1.00)
- Leisure & Entertainment > Games > Computer Games (1.00)
- Information Technology > Data Science > Data Mining (1.00)
- Information Technology > Artificial Intelligence > Representation & Reasoning > Uncertainty > Bayesian Inference (0.48)
- Information Technology > Artificial Intelligence > Machine Learning > Learning Graphical Models > Directed Networks > Bayesian Learning (0.34)
Voice Communication Analysis in Esports
Vinot, Aymeric, Perez, Nicolas
In most team-based esports, voice communications are prominent in the team efficiency and synergy. In fact it has been observed that not only the skill aspect of the team but also the team effective voice communication comes into play when trying to have good performance in official matches. With the recent emergence of LLM (Large Language Models) tools regarding NLP (Natural Language Processing) [18], we decided to try applying them in order to have a better understanding on how to improve the effectiveness of the voice communications. In this paper the study has been made through the prism of League of Legends esport. However the main concepts and ideas can be easily applicable in any other team related esports.
- Leisure & Entertainment > Sports (1.00)
- Leisure & Entertainment > Games > Computer Games (0.35)
At the League of Legends finals, I saw unmatched gaming talent – and joy on 20,000 faces
Given the deluge of bad news emanating from the games industry over the past 10 months, it was somewhat reassuring this weekend to sit in a crowd of 20,000 happy, passionate fans, watching the biggest event in the esports calendar: the League of Legends world championship finals. The event, at the O2 arena in London, was the culmination of a globetrotting five-week competition to discover the best team in the world. Never having attended before – mostly because the final is usually held in Asia, where the best players tend to come from – I wasn't really sure what to expect. Would I be able to follow what was happening? It turns out the answers to those questions were "sort of" and "hell, yes".
- North America > United States > Virginia (0.05)
- Asia > South Korea (0.05)
- Information Technology > Communications > Social Media (0.32)
- Information Technology > Artificial Intelligence > Games (0.30)
Esports Debut as a Medal Event at 2023 Asian Games: Exploring Public Perceptions with BERTopic and GPT-4 Topic Fine-Tuning
Qian, Tyreal Yizhou, Yu, Bo, Li, Weizhe, Xu, Chenglong
This study examined the public opinions of esports at the 2023 Asian Games and value co-creation during the event using an LLM-enhanced BERTopic modeling analysis. We identified five major themes representing public perceptions, as well as how major stakeholders co-created value within and beyond the esports ecosystem. Key findings highlighted the strategic use of social media marketing to influence public opinion and promote esports events and brands, emphasizing the importance of event logistics and infrastructure. Additionally, the study revealed the co-creation value contributed by stakeholders outside the traditional esports ecosystem, particularly in promoting national representation and performance. Our findings supported the ongoing efforts to legitimize esports as a sport, noting that mainstream recognition remains a challenge. The inclusion of esports as a medal event showcased broader acceptance and helped mitigate negative public perceptions. Moreover, contributions from non-traditional stakeholders underscored the value of cross-subcultural collaborations in esports.
- Asia > South Korea (0.14)
- Asia > China > Zhejiang Province > Hangzhou (0.08)
- Asia > India (0.05)
- (11 more...)
- Leisure & Entertainment > Sports (1.00)
- Leisure & Entertainment > Games > Computer Games (0.69)
Paris Olympics 2024: faster, higher, stronger – and more data-driven
For the first post-COVID Olympics, there are some major changes now in place at the Paris 2024 Games. First of all, there are no physical tickets for visitors. All tickets are digital, but spectators can separately purchase an additional paper souvenir ticket for their event. While this is significantly a COVID legacy, it's also a sign of the times, as more of the Olympic Games moves into the digital world. If we dig deeper, we see how the DNA of this transformation is a story about data and its expansion – and how the ability of the Olympics to grow economically relies on it being harnessed and exploited. As AI steadily changes the strategic positioning of all aspects of life, the sports world has rapidly begun a similar journey.
- North America > United States (0.05)
- Asia > Middle East > Saudi Arabia (0.05)
Influence of External Information on Large Language Models Mirrors Social Cognitive Patterns
Bian, Ning, Lin, Hongyu, Liu, Peilin, Lu, Yaojie, Zhang, Chunkang, He, Ben, Han, Xianpei, Sun, Le
Social cognitive theory explains how people learn and acquire knowledge through observing others. Recent years have witnessed the rapid development of large language models (LLMs), which suggests their potential significance as agents in the society. LLMs, as AI agents, can observe external information, which shapes their cognition and behaviors. However, the extent to which external information influences LLMs' cognition and behaviors remains unclear. This study investigates how external statements and opinions influence LLMs' thoughts and behaviors from a social cognitive perspective. Three experiments were conducted to explore the effects of external information on LLMs' memories, opinions, and social media behavioral decisions. Sociocognitive factors, including source authority, social identity, and social role, were analyzed to investigate their moderating effects. Results showed that external information can significantly shape LLMs' memories, opinions, and behaviors, with these changes mirroring human social cognitive patterns such as authority bias, in-group bias, emotional positivity, and emotion contagion. This underscores the challenges in developing safe and unbiased LLMs, and emphasizes the importance of understanding the susceptibility of LLMs to external influences.
- North America > Dominican Republic (0.04)
- Asia > China > Beijing > Beijing (0.04)
- North America > United States > Maryland > Baltimore (0.04)
- (8 more...)
- Research Report > New Finding (1.00)
- Research Report > Experimental Study (1.00)
- Media (1.00)
- Information Technology > Services (1.00)
- Health & Medicine > Therapeutic Area (1.00)
- (5 more...)
Fukushima town turns to esports as a health tool for the elderly
The town of Ono, Fukushima Prefecture, and Fukushima Medical University have set on promoting elderly people's health using esports, a competition using computer games. They have been holding trial sessions since September by inviting people who are interested and analyzing the effects of gaming experience on cognitive functions. Based on the results of the assessments, they plan to set up gaming machines in meeting places and other locations so that elderly people can feel free to use them.
- Leisure & Entertainment > Games > Computer Games (0.78)
- Leisure & Entertainment > Sports (0.73)
GENTLE: A Genre-Diverse Multilayer Challenge Set for English NLP and Linguistic Evaluation
Aoyama, Tatsuya, Behzad, Shabnam, Gessler, Luke, Levine, Lauren, Lin, Jessica, Liu, Yang Janet, Peng, Siyao, Zhu, Yilun, Zeldes, Amir
We present GENTLE, a new mixed-genre English challenge corpus totaling 17K tokens and consisting of 8 unusual text types for out-of domain evaluation: dictionary entries, esports commentaries, legal documents, medical notes, poetry, mathematical proofs, syllabuses, and threat letters. GENTLE is manually annotated for a variety of popular NLP tasks, including syntactic dependency parsing, entity recognition, coreference resolution, and discourse parsing. We evaluate state-of-the-art NLP systems on GENTLE and find severe degradation for at least some genres in their performance on all tasks, which indicates GENTLE's utility as an evaluation dataset for NLP systems.
- Europe > France > Provence-Alpes-Côte d'Azur > Bouches-du-Rhône > Marseille (0.04)
- Europe > Czechia > Prague (0.04)
- Oceania > Australia > Victoria > Melbourne (0.04)
- (10 more...)
- Instructional Material (0.67)
- Research Report (0.64)
- Law (1.00)
- Leisure & Entertainment > Sports (0.36)
Rethinking Evaluation Metric for Probability Estimation Models Using Esports Data
Choi, Euihyeon, Kim, Jooyoung, Lee, Wonkyung
Probability estimation models play an important role in various fields, such as weather forecasting, recommendation systems, and sports analysis. Among several models estimating probabilities, it is difficult to evaluate which model gives reliable probabilities since the ground-truth probabilities are not available. The win probability estimation model for esports, which calculates the win probability under a certain game state, is also one of the fields being actively studied in probability estimation. However, most of the previous works evaluated their models using accuracy, a metric that only can measure the performance of discrimination. In this work, we firstly investigate the Brier score and the Expected Calibration Error (ECE) as a replacement of accuracy used as a performance evaluation metric for win probability estimation models in esports field. Based on the analysis, we propose a novel metric called Balance score which is a simple yet effective metric in terms of six good properties that probability estimation metric should have. Under the general condition, we also found that the Balance score can be an effective approximation of the true expected calibration error which has been imperfectly approximated by ECE using the binning technique. Extensive evaluations using simulation studies and real game snapshot data demonstrate the promising potential to adopt the proposed metric not only for the win probability estimation model for esports but also for evaluating general probability estimation models.
- Leisure & Entertainment > Sports (1.00)
- Leisure & Entertainment > Games (0.89)
Pushing Button: Is the Olympics getting video games all wrong?
The Olympics announced its second-ever esports series last week, which means that in 2023, video games will be part of the world's most revered sporting event. Players can sign up for qualifying rounds, some of which are already underway. The series will culminate in a live event in Singapore in June, part of the first Olympics esports week, where qualifiers will compete across nine virtual sports. This should be a huge moment that the gaming and esports worlds would both be celebrating. Instead, esports professionals have been despairing over the games that have been included.
- Leisure & Entertainment > Sports > Olympic Games (1.00)
- Leisure & Entertainment > Games > Computer Games (1.00)