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Recent breakthroughs in the development of agents to solve challenging sequential decision making problems such as Go, StarCraft, or DOTA, have relied on both simulated environments and large-scale datasets. However, progress on this…

This paper presents a study on the prediction of outcomes in matches of the electronic game League of Legends (LoL) using machine learning techniques. With the aim of exploring the ability to predict real-time results, considering different…

机器学习 · 计算机科学 2026-05-01 Jailson B. S. Junior , Claudio E. C. Campelo

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…

机器学习 · 计算机科学 2025-01-23 Maxime De Bois , Flora Parmentier , Raphaël Puget , Matthew Tanti , Jordan Peltier

The evaluation function for imperfect information games is always hard to define but owns a significant impact on the playing strength of a program. Deep learning has made great achievements these years, and already exceeded the top human…

人工智能 · 计算机科学 2019-06-10 Shiqi Gao , Fuminori Okuya , Yoshihiro Kawahara , Yoshimasa Tsuruoka

Sports analytics -- broadly defined as the pursuit of improvement in athletic performance through the analysis of data -- has expanded its footprint both in the professional sports industry and in academia over the past 30 years. In this…

应用统计 · 统计学 2023-01-11 Benjamin S. Baumer , Gregory J. Matthews , Quang Nguyen

From sports to science, the recent availability of large-scale data has allowed to gain insights on the drivers of human innovation and success in a variety of domains. Here we quantify human performance in the popular game of chess by…

物理与社会 · 物理学 2022-07-19 Sandeep Chowdhary , Iacopo Iacopini , Federico Battiston

We present a comparative study of the players' and professional players' (athletes') performance in Counter Strike: Global Offensive (CS:GO) discipline. Our study is based on ubiquitous sensing helping identify the biometric features…

人机交互 · 计算机科学 2019-08-20 Nikita Khromov , Alexander Korotin , Andrey Lange , Anton Stepanov , Evgeny Burnaev , Andrey Somov

The AlphaGo, AlphaGo Zero, and AlphaZero series of algorithms are remarkable demonstrations of deep reinforcement learning's capabilities, achieving superhuman performance in the complex game of Go with progressively increasing autonomy.…

General Video Game Playing (GVGP) aims at designing an agent that is capable of playing multiple video games with no human intervention. In 2014, The General Video Game AI (GVGAI) competition framework was created and released with the…

人工智能 · 计算机科学 2019-02-25 Diego Perez-Liebana , Jialin Liu , Ahmed Khalifa , Raluca D. Gaina , Julian Togelius , Simon M. Lucas

This paper presents a structured and comprehensive dataset corresponding to the 2025 Asia Cup T20 cricket tournament, designed to facilitate data-driven research in sports analytics. The dataset comprises records from all 19 matches of the…

机器学习 · 计算机科学 2025-12-24 Kousar Raza , Faizan Ali

eSports is the rapidly developing multidisciplinary domain. However, research and experimentation in eSports are in the infancy. In this work, we propose a smart chair platform - an unobtrusive approach to the collection of data on the…

人机交互 · 计算机科学 2019-08-20 Anton Smerdov , Anastasia Kiskun , Rostislav Shaniiazov , Andrey Somov , Evgeny Burnaev

Fantasy Premier League (FPL) performance predictors tend to base their algorithms purely on historical statistical data. The main problems with this approach is that external factors such as injuries, managerial decisions and other…

机器学习 · 计算机科学 2019-12-17 Nicholas Bonello , Joeran Beel , Seamus Lawless , Jeremy Debattista

We process a large corpus of game records of the board game of Go and propose a way of extracting summary information on played moves. We then apply several basic data-mining methods on the summary information to identify the most…

人工智能 · 计算机科学 2012-09-25 Petr Baudiš , Josef Moudřík

General game playing artificial intelligence has recently seen important advances due to the various techniques known as 'deep learning'. However the advances conceal equally important limitations in their reliance on: massive data sets;…

人机交互 · 计算机科学 2016-06-22 Benjamin Ultan Cowley

Go gaming is a struggle for territory control between rival, black and white, stones on a board. We model the Go dynamics in a game by means of the Ising model whose interaction coefficients reflect essential rules and tactics employed in…

人工智能 · 计算机科学 2017-10-23 Matías Alvarado , Arturo Yee , Carlos Villarreal

Predicting the results of sport matches and competitions is an arising research field, benefiting from the growing amount of available data and the novel data analytics techniques. Excellent forecasts can be achieved by advanced machine…

应用统计 · 统计学 2015-11-20 Giuseppe Jurman

With breakthrough of the AlphaGo, human-computer gaming AI has ushered in a big explosion, attracting more and more researchers all around the world. As a recognized standard for testing artificial intelligence, various human-computer…

人工智能 · 计算机科学 2024-04-01 Qiyue Yin , Jun Yang , Kaiqi Huang , Meijing Zhao , Wancheng Ni , Bin Liang , Yan Huang , Shu Wu , Liang Wang

In this paper, we try to predict the winning team of a match in the multiplayer eSports game Dota 2. To address the weaknesses of previous work, we consider more aspects of prior (pre-match) features from individual players' match history,…

应用统计 · 统计学 2017-01-17 Yifan Yang , Tian Qin , Yu-Heng Lei

In recent years, much progress has been made in computer Go and most of the results have been obtained thanks to search algorithms (Monte Carlo Tree Search) and Deep Reinforcement Learning (DRL). In this paper, we propose to use and analyze…

人工智能 · 计算机科学 2024-05-24 Brahim Driss , Jérôme Arjonilla , Hui Wang , Abdallah Saffidine , Tristan Cazenave

Today's competition between the professional eSports teams is so strong that in-depth analysis of players' performance literally crucial for creating a powerful team. There are two main approaches to such an estimation: obtaining features…

人机交互 · 计算机科学 2019-08-20 Anton Smerdov , Evgeny Burnaev , Andrey Somov