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
May 08, 2024 Β· Declared Dead Β· π International Journal of Data Science and Analysis
"No code URL or promise found in abstract"
Evidence collected by the PWNC Scanner
Authors
Amin Noroozi, Mohammad S. Hasan, Maryam Ravan, Elham Norouzi, Ying-Ying Law
arXiv ID
2407.11972
Category
cs.HC: Human-Computer Interaction
Cross-listed
cs.AI,
cs.CY
Citations
7
Venue
International Journal of Data Science and Analysis
Last Checked
4 months ago
Abstract
Discovering features that set elite players apart is of great significance for eSports coaches as it enables them to arrange a more effective training program focused on improving those features. Moreover, finding such features results in a better evaluation of eSports players skills, which, besides coaches, is of interest for game developers to design games automatically adaptable to the players expertise. Sensor data combined with machine learning have already proved effective in classifying eSports players. However, the existing methods do not provide sufficient information about features that distinguish high-skilled players. In this paper, we propose an efficient method to find these features and then use them to classify players' skill levels. We first apply a time window to extract the players' sensor data, including heart rate, hand activities, etc., before and after game events in the League of Legends game. We use the extracted segments and symbolic transfer entropy to calculate connectivity features between sensors. The most relevant features are then selected using the newly developed consensus nested cross validation method. These features, representing the harmony between body parts, are finally used to find the optimum window size and classify players' skills. The classification results demonstrate a significant improvement by achieving 90.1% accuracy. Also, connectivity features between players gaze positions and keyboard, mouse, and hand activities were the most distinguishing features in classifying players' skills. The proposed method in this paper can be similarly applied to sportspeople data and potentially revolutionize the training programs in both eSports and sports industries
Community Contributions
Found the code? Know the venue? Think something is wrong? Let us know!
π Similar Papers
In the same crypt β Human-Computer Interaction
R.I.P.
π»
Ghosted
R.I.P.
π»
Ghosted
Improving fairness in machine learning systems: What do industry practitioners need?
R.I.P.
π»
Ghosted
Identifying Stable Patterns over Time for Emotion Recognition from EEG
R.I.P.
π»
Ghosted
Questioning the AI: Informing Design Practices for Explainable AI User Experiences
R.I.P.
π»
Ghosted
Deep Learning for Sensor-based Human Activity Recognition: Overview, Challenges and Opportunities
R.I.P.
π»
Ghosted
Educational data mining and learning analytics: An updated survey
Died the same way β π» Ghosted
R.I.P.
π»
Ghosted
Federated Learning: Strategies for Improving Communication Efficiency
R.I.P.
π»
Ghosted
In-Datacenter Performance Analysis of a Tensor Processing Unit
R.I.P.
π»
Ghosted
Deep Convolutional Neural Networks for Computer-Aided Detection: CNN Architectures, Dataset Characteristics and Transfer Learning
R.I.P.
π»
Ghosted