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 performance using exclusively the data from sensors. For this reason, we collected the physiological, environmental, and the game chair data from Pro and amateur players. The player performance is assessed from the game logs in a multiplayer game for each moment of time using a recurrent neural network. We have investigated that attention mechanism improves the generalization of the network and provides the straightforward feature importance as well. The best model achieves ROC AUC score 0.73. The prediction of the performance of particular player is realized although his data are not utilized in the training set. The proposed solution has a number of promising applications for Pro eSports teams and amateur players, such as a learning tool or a performance monitoring system.
Skolkovo Institute of Science and Technology(斯科尔科沃科学技术学院);German Research Centre for Artificial Intelligence(德国人工智能研究中心)
Proper training and analytics in eSports require accurately collected and annotated data. Most eSports research focuses exclusively on in-game data analysis, and there is a lack of prior work involving eSports athletes' psychophysiological data. In this paper, we present a dataset collected from professional and amateur teams in 22 matches in League of Legends video game with more than 40 hours of recordings. Recorded data include the players' physiological activity, e.g. movements, pulse, saccades, obtained from various sensors, self-reported aftermatch survey, and in-game data. An important …
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 be able to effectively address such needs in esports, AI agents require a theory of mind, that is, the ability to infer players' tactics and intents. To that end, in this position paper, we argue for human-in-the-loop approaches for the discovery and computational embedding of the theory of mind within behavioral models of esports players. We discuss that s…
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 benchmarking of advanced artificial intelligence systems in playing against humans. In this paper, we present ongoing work on an intelligent agent recommendation engine that suggests actions to players in order to maximise success and enjoyment, both in the space of in-game choices, as well as decisions made around play session timing in the broader context. …
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 significantly contributing to the classification of particular skills of the players. The research provides better understanding why the athletes demonstrate superior performance as compared to other players.
Skolkovo Institute of Science and Technology(斯科尔科沃科学技术研究院);Moscow Institute of Physics and Technology(莫斯科物理技术学院)
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 and metrics directly from the in-game data or collecting detailed information about the player including data on his/her physical training. While the correlation between the player's skill and in-game data has already been covered in many papers, there are very few works related to analysis of eSports athlete's skill through his/her physical behavior. We prop…
An efficient machine learning approach for extracting eSports players distinguishing features and classifying their skill levels using symbolic transfer entropy and consensus nested cross validation
Staffordshire University(斯塔福德郡大学);New York Institute of Technology(纽约理工学院);Azad University(阿扎德大学)
eSports is a developing multidisciplinary research area. At present, there is a lack of relevant data collected from real eSports athletes and lack of platforms which could be used for the data collection and further analysis. In this paper, we present a sensing system for enabling the data collection from professional athletes. Also, we report on the case study about collecting and analyzing the gaze data from Monolith professional eSports team specializing in Counter-Strike: Global Offensive (CS:GO) discipline. We perform a comparative study on assessing the gaze of amateur players and profe…
Real-time graphics is commonly thought of as anything exceeding about 30 fps, where the interactivity of the application becomes fluid enough for high rates of interaction. Inspired by esports and competitive gaming, where players regularly exceed the threshold for real-time by 10x (esports displays commonly reach 360 Hz or beyond), this talk begins the exploration of how rendering has the opportunity to evolve beyond the current state of focus on either image quality or frame rate. Esports gamers regularly decline nearly all options for increased image quality in exchange for maximum frame ra…
While esports organizations are increasingly adopting practices of conventional sports teams, such as dedicated analysts and data-driven decision-making, video-based game review is still the primary mode of game analysis. In conventional sports, advances in data collection have introduced systems that allow for sketch-based querying of game situations. However, due to data limitations, as well as differences in the sport itself, esports has seen a dearth of such systems. In this paper, we leverage player tracking data for Counter-Strike: Global Offensive (CSGO) to develop ggViz, a visual analy…
Skolkovo Institute of Science and Technology(斯科尔科沃科学技术研究院);Moscow Institute of Physics and Technology(莫斯科物理技术学院);Saint Petersburg State University of Aerospace Instrumentation(圣彼得堡国立航空航天仪器大学)
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 eSports athletes and data further processing with machine learning methods. The use case scenario involves three groups of players: `cyber athletes' (Monolith team), semi-professional players and newbies all playing CS:GO discipline. In particular, we collect data from the accelerometer and gyroscope integrated in the chair and apply machine learning algorithms …
Using highly interactive systems like computer games requires a lot of visual activity and eye movements. Eye movements are best characterized by visual fixation - periods of time when the eyes stay relatively still over an object. We analyzed the distributions of fixation duration of professional athletes, amateur and newbie players. We show that the analysis of fixation durations can be used to deduce the skill level in computer game players. Highly skilled gaming performance is characterized by more variability in fixation durations and by bimodal fixation duration distributions suggesting …
How does the team formation relates to team performance in professional video game playing? This study examined one aspect of group dynamics - team switching - and aims to answer how changing a team affects individual and collective performance in eSports tournaments. In this study we test the hypothesis that switching teams can be detrimental to individual and team performance both in short term and in a long run. We collected data from professional tournaments of a popular first-person shooter game {\itshape Counter-Strike: Global Offensive (CS:GO)} and perform two natural experiments. We fo…
Skolkovo Institute of Science and Technology(斯科尔科沃科学技术学院);German Research Centre for Artificial Intelligence(德国人工智能研究中心)
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 trends are frequently changed by new patches limiting the lifespan of the models trained exclusively on the in-game logs. In this article, we propose the methods based on the sensor data analysis for predicting whether a player will win the future encounter. The sensor data were collected from 10 participants in 22 matches in League of Legends video game. We have…