11 research outputs found
Beyond the Meta: Leveraging Game Design Parameters for Patch-Agnostic Esport Analytics
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
WARDS : Modelling the Worth of Vision in MOBA’s
Multiplayer strategy games are examples of imperfect information games, where information about the game state can be retrieved through in-game mechanics. One such mechanic is vision. Within esports titles of this genre, such as League of Legends (LoL) and Dota 2, players often gather map information through the use of friendly units called wards. In LoL, one of the most popular esports title worldwide, warding has hitherto been evaluated only using a heuristic called vision score, provided by Riot, the game’s developer. In this paper, we examine the accuracy at LoL’s vision score at predicting the overall game-winner within the context supported by the game. We have ported LoL’s vision score to Dota 2, a similarly popular esports title, and compared its performance against a novel warding model. We have compared both models not only at predicting the overall winner, but also the current state of the game and their ability to predict and reflect short term game advantage and events. We found our model significantly outperformed LoL’s vision score. Additionally, we trained and evaluated a model for predicting the value of wards in real-time through the use of a Neural Network
DAX: Data-Driven Audience Experiences in Esports
Esports(competitivevideogames)havegrownintoaglobalphenomenon with over 450m viewers and a 1.5bn USD market. Esports broadcasts follow a similar structure to traditional sports. However, due to their virtual nature, a large and detailed amount data is available about in-game actions not currently accessible in traditional sport. This provides an opportunity to incorporate novel insights about complex aspects of gameplay into the audience experience – enabling more in-depth coverage for experienced viewers, and increased accessibility for newcomers. Previous research has only explored a limited range of ways data could be incorporated into esports viewing (e.g. data visualizations post-match) and only a few studies have investigated how the presentation of statistics impacts spectators’ experiences and viewing behaviors. We present Weavr, a companion app that allows audiences to consume datadriven insights during and around esports broadcasts. We report on deployments at two major tournaments, that provide ecologically valid findings about how the app’s features were experienced by audiences and their impact on viewing behavior. We discuss implications for the design of second-screen apps for live esports events, and for traditional sports as similar data becomes available for them via improved tracking technologies
Metagaming and metagames in Esports
The metagame is a convoluted term with no unified definition despite its importance and its common occurrence across different fields such as game design and behavioural economics. In our paper we provide a unified and compact definition of the term metagame and metagaming by firstly highlighting their historical evolution. Although, the metagame meant multiple things such as the environment surrounding the game, it has come to mean a perceived optimal or dominant playing strategy that is usually popular with an esport at that specific point in time. "Metagaming" as a verb is distinct and refers to a number of ways a player can affect the outcome of a game that are external to the game’s environment. We focus on how these terms crystallised in the world of digital entertainment (esports) by providing multiple examples of metagames and metagaming in competitive settings. Finally, we provide a theoretical framework on the life cycles of metagames as well general guidelines of understanding the current metagame of LoL and Dota 2. We conclude that by understanding and cataloguing the highly fluctuating metagame(s) of an esport at specific points in time, researchers will gain a historical context of that game’s space which in turn will give them insight into the decision making of professional esports players along with a possible future understanding of how the game will progress
Beyond the Meta: Leveraging Game Design Parameters for Patch-Agnostic Esport Analitics
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
From Passive Viewer to Active Fan : Towards the Design and Large-Scale Evaluation of Interactive Audience Experiences in Esports and Beyond
Time to Die 2: Improved in-game death prediction in Dota 2
Competitive video game playing, an activity called esports, is increasingly popular to the point that there are now many professional competitions held for a variety of games. These competitions are broadcast in a professional manner similar to traditional sports broadcasting. Esports games are generally fast paced, and due to the virtual nature of these games, camera positioning can be limited. Therefore, knowing ahead of time where to position cameras, and what to focus a broadcast and associated commentary on, is a key challenge in esports reporting. This gives rise to moment-to-moment prediction within esports matches which can empower broadcasters to better observe and process esports matches. In this work we focus on this moment-to-moment prediction and in particular present techniques for predicting if a player will die within a set number of seconds for the esports title Dota 2. A player death is one of the most consequential events in Dota 2. We train our model on ‘telemetry’ data gathered directly from the game itself, and position this work as a novel extension of our previous work on the challenge. We use an enhanced dataset covering 9,822 Dota 2 matches. Since the publication of our previous work, new dataset parsing techniques developed by the WEAVR project enable the model to track more features, namely player status effects, and more importantly, to operate in real time. Additionally, we explore two new enhancements to the original model: one data-based extension and one architectural. Firstly we employ learnt embeddings for categorical features, e.g. which in game character a player has selected, and secondly we explicitly model the temporal element of our telemetry data using recurrent neural networks. We find that these extensions and additional features all aid the predictive power of the model achieving an F1 score of 0.54 compared to 0.17 for our previous model (on the new data). We improve this further by experimenting with the length of the time-series in the input data and find using 15 time steps further improves the F1 score to 0.62. This compares to F1 of 0.1 for a standard RNN on the same task. Additionally a deeper analysis of the Time to Die model is carried out to assess its suitability as a broadcast aid