Esport

Narrative Bytes: Data-Driven Content Production in Esports

Esports – video games played competitively that are broadcast to large audiences – are a rapidly growing new form of mainstream entertainment. Esports borrow from traditional TV, but are a qualitatively different genre, due to the high flexibility of content capture and availability of detailed gameplay data. Indeed, in esports, there is access to both real-time and historical data about any action taken in the virtual world. This aspect motivates the research presented here, the question asked being: can the information buried deep in such data, unavailable to the human eye, be unlocked and used to improve the live broadcast compilations of the events? In this paper, we present a largescale case study of a production tool called Echo, which we developed in close collaboration with leading industry stakeholders. Echo uses live and historic match data to detect extraordinary player performances in the popular esport Dota 2, and dynamically translates interesting data points into audience-facing graphics. Echo was deployed at one of the largest yearly Dota 2 tournaments, which was watched by 25 million people. An analysis of 40 hours of video, over 46,000 live chat messages, and feedback of 98 audience members showed that Echo measurably affected the range and quality of storytelling, increased audience engagement, and invoked rich emotional response among viewers.

Time to Die: Death Prediction in Dota 2 using Deep Learning

Esports have become major international sports with hundreds of millions of spectators. Esports games generate massive amounts of telemetry data. Using these to predict the outcome of esports matches has received considerable attention, but micro-predictions, which seek to predict events inside a match, is as yet unknown territory. Micro-predictions are however of perennial interest across esports commentators and audience, because they provide the ability to observe events that might otherwise be missed: esports games are highly complex with fast-moving action where the balance of a game can change in the span of seconds, and where events can happen in multiple areas of the playing field at the same time. Such events can happen rapidly, and it is easy for commentators and viewers alike to miss an event and only observe the following impact of events. In Dota 2, a player hero being killed by the opposing team is a key event of interest to commentators and audience. We present a deep learning network with shared weights which provides accurate death predictions within a five-second window. The network is trained on a vast selection of Dota 2 gameplay features and professional/semi-professional level match dataset. Even though death events are rare within a game (1\% of the data), the model achieves 0.377 precision with 0.725 recall on test data when prompted to predict which of \textit{any} of the 10 players of either team will die within 5 seconds. An example of the system applied to a Dota 2 match is presented here. This model enables real-time micro-predictions of kills in Dota 2, one of the most played esports titles in the world, giving commentators and viewers time to move their attention to these key events.

Esports Analytics Through Encounter Detection

Esports is computer games played in a competitive environment, and analytics in this domain is focused on player and team behavior. Multiplayer Online Battle Arena (MOBA) games are among the most played digital games in the world. In these games, teams of players fight against each other in enclosed arena environments, with a complex gameplay focused on tactical combat. Here we present a technique for segmenting matches into spatiotemporally defined components referred to as encounters, enabling performance analysis. In this paper, we apply encounter-based analysis to match data from the popular esport game DOTA, and present win probability predictions based on encounters. Finally, metrics for evaluating team performance during match runtime are proposed.

Win Prediction in Multi-Player Esports: Live Professional Match Prediction

Esports are competitive videogames watched by audiences. Most esports generate detailed data for each match that are publicly available. Esports analytics research is focused on predicting match outcomes. Previous research has emphasised pre-match prediction and used data from amateur games, whichare more easily available than professional level. However, the commercial value of win prediction exists at the professional level. Furthermore, predicting real-time data is unexplored, as isits potential for informing audiences. Here we present the first comprehensive case study on live win prediction in a professional esport. We provide a literature review for win prediction in a multi-player online battle arena (MOBA) esport. The paper evaluates the first professional-level prediction models for liveDotA 2 matches, one of the most popular MOBA games and trials it at a major international esports tournament. Using standardmachine learning models, feature engineering and optimization,our model is 85% accurate after 5 minutes of gameplay. Our analyses highlight the need for algorithm evaluation and optimization and how professional data differs from amateur data.Finally, we present implications for the esports/game analytics domains, describe commercial opportunities, practical challenges,and propose a set of evaluation criteria for research on esports win prediction.

A Team Based Player Versus Player Recommender Systems Framework For Player Improvement

Modern Massively Multi-player Online Games (MMOGs) have grown to become extremely complex in terms of the usable resources in the games, resulting in an increase in the amount of data collected by tracking the in-game activities of players. This has opened the door for researchers to come up with novel methods to utilize this data to improve and personalize the user experience. In this paper, a novel but flexible framework towards building a team based recommender system for player-versus-player (PvP) content in such MMOGs is presented, and applied to a case study in the context of the major commercial title Destiny 2. The framework combines behavioral profiling via cluster analysis with recommendation systems to look at teams of players as a unit, as well as the individual players, to make recommendations to the players, with the purpose of providing information to them towards improving their performance.

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