Draftrec: personalized draft recommendation for winning in multi-player online battle arena games

H Lee, D Hwang, H Kim, B Lee, J Choo - Proceedings of the ACM Web …, 2022 - dl.acm.org
This paper presents a personalized character recommendation system for Multiplayer
Online Battle Arena (MOBA) games which are considered as one of the most popular online …

How Could They Win? An Exploration of Win Condition for Esports Narratives in Dota 2

A Pedrassoli Chitayat, F Block, JA Walker… - Proceedings of the ACM …, 2024 - dl.acm.org
Data analytics is commonly used to enable storytelling and enhance esport coverage. One
prominent use of it is win prediction, where machine learning models predict the winner of …

Learning to automatically spectate games for Esports using object detection mechanism

HT Joo, SH Lee, C Bae, KJ Kim - Expert Systems with Applications, 2023 - Elsevier
Human game observers, who control in-game cameras and provide viewers with an
engaging experience, are a vital part of electronic sports (Esports) which has emerged as a …

Game provenance graph-based representation learning vs metrics-based machine learning: An empirical comparison on predictive game analytics tasks

S Melo, L Thurler, A Paes, E Clua - Entertainment Computing, 2025 - Elsevier
Predicting events and behavior in games is a crucial task of game analytics, both during
gameplay, such as predicting wins, and after, like forecasting player churn. Game metrics …

Beyond the Meta: Leveraging Game Design Parameters for Patch-Agnostic Esport Analitics

AP Chitayat, F Block, J Walker, A Drachen - Proceedings of the AAAI …, 2023 - ojs.aaai.org
Esport games comprise a sizeable fraction of the global games market, and is the fastest
growing segment in games. This has given rise to the domain of esports analytics, which …

From Passive Viewer to Active Fan: Towards the Design and Large-Scale Evaluation of Interactive Audience Experiences in Esports and Beyond

A Pedrassoli Chitayat, A Coates, F Block… - Proceedings of the …, 2024 - dl.acm.org
Esports-competitive video games watched by online audiences-are the fastest growing form
of mainstream entertainment. Esports coverage is predominantly delivered via online video …

[HTML][HTML] Time to Die 2: Improved in-game death prediction in Dota 2

C Ringer, S Missaoui, VJ Hodge, AP Chitayat… - Machine Learning with …, 2023 - Elsevier
Competitive video game playing, an activity called esports, is increasingly popular to the
point that there are now many professional competitions held for a variety of games. These …

Applying and Visualising Complex Models in Esport Broadcast Coverage

A Pedrassoli Chitayat, F Block, JA Walker… - Proceedings of the 2024 …, 2024 - dl.acm.org
Esports has become a popular field of research, enabling advances in areas such as
machine learning and environment modeling. However, complex modeling systems require …

Visual Summarisations for Computer-Assisted Live Color Casting and Direction in League of Legends

G Margetis, KC Apostolakis, S Ntoa, I Chatzakis… - … Conference on Human …, 2023 - Springer
Esports has become a juggernaut in mainstream entertainment. For broadcasting and
production stakeholders to establish a foothold in this exploding market, live-streaming …

Detecting In-Game Play Event in Live Esports Stream

SJ Hong, SK Lee - 2022 13th International Conference on …, 2022 - ieeexplore.ieee.org
Recently, the multiplayer online battle arena (MOBA) genre has been growing in popularity
worldwide. Especially League of Legends (LoL) successfully hosts national leagues and …