Related papers: Esports Athletes and Players: a Comparative Study
Tracking the ball is critical for video-based analysis of team sports. However, it is difficult, especially in low-resolution images, due to the small size of the ball, its speed that creates motion blur, and its often being occluded by…
This study investigates the concept of flexibility within League of Legends, a popular online multiplayer game, focusing on the relationship between user adaptability and team success. Utilizing a dataset encompassing players of varying…
The recent growth of sophisticated digital gaming technologies has spawned an \$8.1B industry around using these games for pedagogical purposes. Though Digital Game-Based Learning Systems have been adopted by industries ranging from…
A protocol for considering decoherence in quantum games is presented. Results for two-player, two-strategy quantum games subject to decoherence are derived and some specific examples are given. Decoherence in other types of quantum games is…
Cricket is unarguably one of the most popular sports in the world. Predicting the outcome of a cricket match has become a fundamental problem as we are advancing in the field of machine learning. Multiple researchers have tried to predict…
We introduce General Lotto games with Scouts: a General Lotto game with asymmetric information. There are two players, Red and Blue, who both allocate resources to a field. However, scouting capabilities afford Blue to gain information,…
We introduce a compact probabilistic model for two-player and two-team (four-player) squash matches, along with a practical skill-comparison rule derived from point-scoring probabilities. Using recorded shot types and court locations, we…
Esports athletes often reduce visual quality to improve latency and frame rate, and increase their in-game performance. Little research has examined the effects of this visuo-spatial tradeoff on performance, but we could find no work…
Cloud Gaming (CG) research faces challenges due to the unpredictability of game engines and restricted access to commercial platforms and their logs. This creates major obstacles to conducting fair experimentation and evaluation. CGReplay…
In social and online media, influencers have traditionally been understood as highly visible individuals. Recent outcomes suggest that people are likely to mimic influencers' behavior, which can be exploited, for instance, in marketing…
The complexity of game play in online multiplayer games has generated strong interest in modeling the different play styles or strategies used by players for success. We develop a hierarchical Bayesian regression approach for the online…
Competitor rating systems for head-to-head games are typically used to measure playing strength from game outcomes. Ratings computed from these systems are often used to select top competitors for elite events, for pairing players of…
Current schemes to detect cheating in online games often build on the assumption that the applied cheat takes actions that are drastically different from normal behavior. For instance, an Aimbot for a first-person shooter is used by an…
The quest for understanding the complex phenomena of the world has led to the development of various fields of science, each with its own methods, models, and assumptions. However, sometimes these fields can intersect and inspire each…
In the sport of cricket, variations in a player's batting ability can usually be measured on one of two scales. Short-term changes in ability that are observed during a single innings, and long-term changes that are witnessed between…
Deep learning technology is making great progress in solving the challenging problems of artificial intelligence, hence machine learning based on artificial neural networks is in the spotlight again. In some areas, artificial intelligence…
In this paper, we describe an approach to rank sport players based on their efficiency. Although is extremely useful to analyze the performance of team games there is no unanimity on the use of a single index to perform such a ranking. We…
Probabilistic concurrent/distributed strategies have so far not been investigated thoroughly in the context of imperfect information, where the Player has only partial knowledge of the moves made by the Opponent. In a situation where the…
The availability of massive data about sports activities offers nowadays the opportunity to quantify the relation between performance and success. In this study, we analyze more than 6,000 games and 10 million events in six European leagues…
Scientifically evaluating soccer players represents a challenging Machine Learning problem. Unfortunately, most existing answers have very opaque algorithm training procedures; relevant data are scarcely accessible and almost impossible to…