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The world of competitive Esports and video gaming has seen and continues to experience steady growth in popularity and complexity. Correspondingly, more research on the topic is being published, ranging from social network analyses to the…
Profiling gamers provides critical insights for adaptive game design, behavioral understanding, and digital well-being. This study proposes an integrated, data-driven framework that combines psychological measures, behavioral analytics, and…
Recently, research on predicting match outcomes in esports has been actively conducted, but much of it is based on match log data and statistical information. This research targets the FPS game VALORANT, which requires complex strategies,…
Balancing is, especially among players, a highly debated topic of video games. Whether a game is sufficiently balanced greatly influences its reception, player satisfaction, churn rates and success. Yet, conceptions about the definition of…
The role of AI in esports is shifting from leveraging games as a testbed for improving AI algorithms to addressing the needs of the esports players such as enhancing their gaming experience, esports skills, and providing coaching. For AI to…
Sports, due to their global reach and impact-rich prediction tasks, are an exciting domain to deploy machine learning models. However, data from conventional sports is often unsuitable for research use due to its size, veracity, and…
The emerging progress of eSports lacks the tools for ensuring high-quality analytics and training in Pro and amateur eSports teams. We report on an Artificial Intelligence (AI) enabled solution for predicting the eSports player in-game…
Competition is a primary driver of player satisfaction and engagement in multiplayer online games. Traditional matchmaking systems aim at creating matches involving teams of similar aggregated individual skill levels, such as Elo score or…
Is it possible to predict the affect of a user just by observing her behavioral interaction through a video? How can we, for instance, predict a user's arousal in games by merely looking at the screen during play? In this paper we address…
In the empirical approach to game-theoretic analysis (EGTA), the model of the game comes not from declarative representation, but is derived by interrogation of a procedural description of the game environment. The motivation for developing…
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…
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…
ELO rating system is proposed by Arpad Elo, a Hungarian-American physics professor. Originally, it was proposed for the ranking system of chess players, but it was soon adapted to many other zero-sum sports fields like football, baseball,…
A human-like chess engine should mimic the style, errors, and consistency of a strong human player rather than maximize playing strength. We show that training from move sequences alone forces a model to learn two capabilities: state…
The analysis of user behavior in digital games has been aided by the introduction of user telemetry in game development, which provides unprecedented access to quantitative data on user behavior from the installed game clients of the entire…
Semantic segmentation networks require large amounts of pixel-level annotated data, which are costly to obtain for real-world images. Computer graphics engines can generate synthetic images alongside their ground-truth annotations. However,…
Professional team sports provide an excellent domain for studying the dynamics of social competitions. These games are constructed with simple, well-defined rules and payoffs that admit a high-dimensional set of possible actions and…
Team communication plays a vital role in supporting collaboration in multiplayer online games. Therefore, numerous studies were conducted to examine communication patterns in esports teams. While non-verbal communication has been…
Current research in eSports lacks the tools for proper game practising and performance analytics. The majority of prior work relied only on in-game data for advising the players on how to perform better. However, in-game mechanics and…
League of Legends (LoL) has been a dominant esport for a decade, yet the inherent complexity of the game has stymied the creation of analytical measures of player skill and performance. Current industry standards are limited to…