959 research outputs found

    Win Prediction in Esports: Mixed-Rank Match Prediction in Multi-player Online Battle Arena Games

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    Esports has emerged as a popular genre for players as well as spectators, supporting a global entertainment industry. Esports analytics has evolved to address the requirement for data-driven feedback, and is focused on cyber-athlete evaluation, strategy and prediction. Towards the latter, previous work has used match data from a variety of player ranks from hobbyist to professional players. However, professional players have been shown to behave differently than lower ranked players. Given the comparatively limited supply of professional data, a key question is thus whether mixed-rank match datasets can be used to create data-driven models which predict winners in professional matches and provide a simple in-game statistic for viewers and broadcasters. Here we show that, although there is a slightly reduced accuracy, mixed-rank datasets can be used to predict the outcome of professional matches, with suitably optimized configurations

    Diffusion model approach to simulating electron-proton scattering events

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    Generative AI is a fast-growing area of research offering various avenues for exploration in high-energy nuclear physics. In this work, we explore the use of generative models for simulating electron-proton collisions relevant to experiments like CEBAF and the future Electron-Ion Collider (EIC). These experiments play a critical role in advancing our understanding of nucleons and nuclei in terms of quark and gluon degrees of freedom. The use of generative models for simulating collider events faces several challenges such as the sparsity of the data, the presence of global or event-wide constraints, and steeply falling particle distributions. In this work, we focus on the implementation of diffusion models for the simulation of electron-proton scattering events at EIC energies. Our results demonstrate that diffusion models can accurately reproduce relevant observables such as momentum distributions and correlations of particles, momentum sum rules, and the leading electron kinematics, all of which are of particular interest in electron-proton collisions. Although the sampling process is relatively slow compared to other machine learning architectures, we find diffusion models can generate high-quality samples. We foresee various applications of our work including inference for nuclear structure, interpretable generative machine learning, and searches of physics beyond the Standard Model.Comment: 14 pages, 10 figure

    Ground-penetrating radar observations of enhanced biological activity in a sandbox reactor

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    In this study, we evaluate the use of ground-penetrating radar (GPR) to investigate the effects of bacterial activity in water saturated sand. A 90-day laboratory-scale controlled experiment was conducted in a flow-through polycarbonate sandbox using groundwater from the Kansas River alluvial aquifer as inoculum. After 40 days of collecting baseline data, bacterial growth was stimulated in the sandbox by the addition of a carbon and nutrient solution on a weekly basis. Radar signal travel time and attenuation were shown to increase downgradient of the nutrient release wells relative to upgradient locations. After 60 days, the frequency of nutrient injections was increased to twice per week, after which gaseous bubbles were visually observed downgradient of the nutrient release wells. Visual observation of active gas production correlated spatially and temporally with a rapid decrease in radar signal travel time, confirming that GPR can monitor the generation of biogenic gases in this system. Analysis of the sediments indicated microbial lipid biomass increased by approximately one order of magnitude and there were no changes in the inorganic carbon content of bulk sediment mineralogy. These findings suggest that the increase in biomass and gas production may be responsible for the observed changes in radar signal travel time reported in this study. Therefore, this study provides evidence that GPR can be used to monitor biological activity in water saturated sand.Funding for this project was through the National Science Foundation CAREER grant 0134545 awarded to J.F. Devlin and NSF EAR/IF-0345445 for acquisition of GPR instrumentation awarded to G. Tsoflias. The opinions, findings, and recommendations of this study are the views the author(s) and do not necessarily reflect the views and opinions of the National Science Foundation. We would like to thank Mike McGlashan, Kwan Yee Cheng, Kelly Peterson, Lindsay Mayer, and Breanna Huff for assistance with this project. We also thank two anonymous reviewers for their helpful comments that led to the improvement of this manuscript

    An Exploration of HTML5, Flash, and Javascript - Building a Presentation Engine

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    Abstract HTML5 is an emerging standard that provides new features and capabilities that overlap with those traditionally provided by tools like Flash. Because the standard is still emerging there are no clear guidelines or trade-offs to help choose between using the different technologies. We demonstrate how HTML5 can be used to create a presentation engine, previously only possible in technologies like Flash. The presentations contain various rich and interactive media, including deep zoom viewing, videos, navigation control and sequencing of the presentation slides. These features demonstrate the capabilities of HTML5, combined with Javascript, and the techniques needed to use them

    Using Association Rule Mining to Predict Opponent Deck Content in Android: Netrunner

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    As part of their design, card games often include information that is hidden from opponents and represents a strategic advantage if discovered. A player that can discover this information will be able to alter their strategy based on the nature of that information, and therefore become a more competent opponent. In this paper, we employ association rule-mining techniques for predicting item multisets, and show them to be effective in predicting the content of Netrunner decks. We then apply different modifications based on heuristic knowledge of the Netrunner game, and show the effectiveness of techniques which consider this knowledge during rule generation and prediction
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