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Profiling Successful Team Behaviors in League of Legends

Published: 17 October 2017 Publication History

Abstract

Despite the increasing popularity of electronic sports (eSports), there is still a scarcity of academic works exploring the playing behavior of teams. Understanding the features that help to discriminate between successful and unsuccessful teams would help teams improving their strategies, such as determine performance metrics to reach. In this paper, we identify and characterize team behavior patterns based on historical matches from the very popular eSpor League of Legends web API. By applying machine learning and statistical analysis, we clustered teams' performance and investigate for each cluster how and to what extent these features have an influence on teams' success and failure. Some clusters are more likely to have winning teams than others, the results of our study helped to discover the characteristics that are associated with this predisposition and allowed us to model performance metrics of successful and unsuccessful team profiles. At all, we found 7 profiles in which were categorized into four levels in terms of winning team proportion: very low, moderate, high and very high.

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Cited By

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  • (2024)Artificial Intelligence in MOBA Games: A Multivocal Literature MappingIEEE Transactions on Games10.1109/TG.2023.328215716:2(250-269)Online publication date: Jun-2024
  • (2024)Individual and team profiling to support theory of mind in artificial social intelligenceScientific Reports10.1038/s41598-024-63122-814:1Online publication date: 2-Jun-2024
  • (2023)Encoding feature set information in heterogeneous graph neural networks for game provenanceApplied Intelligence10.1007/s10489-023-04835-753:23(29024-29042)Online publication date: 1-Dec-2023
  • Show More Cited By

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Published In

cover image ACM Other conferences
WebMedia '17: Proceedings of the 23rd Brazillian Symposium on Multimedia and the Web
October 2017
522 pages
ISBN:9781450350969
DOI:10.1145/3126858
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

  • SBC: Brazilian Computer Society
  • CNPq: Conselho Nacional de Desenvolvimento Cientifico e Tecn
  • CGIBR: Comite Gestor da Internet no Brazil
  • CAPES: Brazilian Higher Education Funding Council

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 17 October 2017

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Author Tags

  1. clustering
  2. game analytics
  3. moba games
  4. team performance

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  • Research-article

Conference

Webmedia '17
Sponsor:
  • SBC
  • CNPq
  • CGIBR
  • CAPES
Webmedia '17: Brazilian Symposium on Multimedia and the Web
October 17 - 20, 2017
RS, Gramado, Brazil

Acceptance Rates

WebMedia '17 Paper Acceptance Rate 38 of 138 submissions, 28%;
Overall Acceptance Rate 270 of 873 submissions, 31%

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Cited By

View all
  • (2024)Artificial Intelligence in MOBA Games: A Multivocal Literature MappingIEEE Transactions on Games10.1109/TG.2023.328215716:2(250-269)Online publication date: Jun-2024
  • (2024)Individual and team profiling to support theory of mind in artificial social intelligenceScientific Reports10.1038/s41598-024-63122-814:1Online publication date: 2-Jun-2024
  • (2023)Encoding feature set information in heterogeneous graph neural networks for game provenanceApplied Intelligence10.1007/s10489-023-04835-753:23(29024-29042)Online publication date: 1-Dec-2023
  • (2023)Learning Movement Patterns for Improving the Skills of Beginner Level Players in Competitive MOBAsInventive Systems and Control10.1007/978-981-99-1624-5_45(613-624)Online publication date: 15-Jun-2023
  • (2023)Applicability of Psychophysiological and Perception Data for Mapping Strategies in League of Legends – An Exploratory StudyHCI in Games10.1007/978-3-031-35979-8_10(125-140)Online publication date: 23-Jul-2023
  • (2022)Who will Win the Data Science Competition? Insights from KDD Cup 2019 and BeyondACM Transactions on Knowledge Discovery from Data10.1145/351189616:5(1-24)Online publication date: 5-Apr-2022
  • (2022)Does A Support Role Player really Create Difference towards Triumph? Analyzing Individual Performances of Specific Role Players to Predict Victory in League of Legends2022 25th International Conference on Computer and Information Technology (ICCIT)10.1109/ICCIT57492.2022.10055689(768-773)Online publication date: 17-Dec-2022
  • (2022)Win Prediction from the Snowball Effect Perspectives2022 IEEE Games, Entertainment, Media Conference (GEM)10.1109/GEM56474.2022.10017891(1-6)Online publication date: 27-Nov-2022
  • (2022)MOBA Coach: Exploring and Analyzing Multiplayer Online Battle Arena DataAdvances in Visual Computing10.1007/978-3-030-90439-5_16(197-209)Online publication date: 1-Jan-2022
  • (2021)Invisible ECG for High Throughput Screening in eSportsSensors10.3390/s2122760121:22(7601)Online publication date: 16-Nov-2021
  • Show More Cited By

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