Predicting Player of the Game in Multiplayer Online Battle Arena Games

The multiplayer online battle arena (MOBA) is currently one of the most popular game genres. Among these, League of Legends (LoL) stands out as a particularly noteworthy MOBA game, with its professional league matches attracting high viewership and immense popularity. In this paper, we propose a method to predict the player of the game (PoG), the player contributing the most to victory in MOBA games. To implement the prediction model, we construct a dataset by merging professional league match data with PoG selection results. We select and analyze key factors with consideration for potential applicability to other MOBA games. The experimental results demonstrate that the incorporation of relative metrics enhances the model's performance, allowing for a more accurate consideration of the game's impact. The improved performance of the model is deemed sufficient for practical application in real-world services.

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Publication Details

Published
2024-10-16
DOI
https://doi.org/10.1109/ictc62082.2024.10827579
Primary Topic
Artificial Intelligence in Games
Type
article
Field-Weighted Citation Impact
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article

Predicting Player of the Game in Multiplayer Online Battle Arena Games

Sang-Kwang Lee, Sung‐Yun Park, Hye Min Jang
Artificial Intelligence in Games
article

Predicting Player of the Game in Multiplayer Online Battle Arena Games

Sang-Kwang Lee, Sung‐Yun Park, Hye Min Jang
article en

Abstract

The multiplayer online battle arena (MOBA) is currently one of the most popular game genres. Among these, League of Legends (LoL) stands out as a particularly noteworthy MOBA game, with its professional league matches attracting high viewership and immense popularity. In this paper, we propose a method to predict the player of the game (PoG), the player contributing the most to victory in MOBA games. To implement the prediction model, we construct a dataset by merging professional league match data with PoG selection results. We select and analyze key factors with consideration for potential applicability to other MOBA games. The experimental results demonstrate that the incorporation of relative metrics enhances the model's performance, allowing for a more accurate consideration of the game's impact. The improved performance of the model is deemed sufficient for practical application in real-world services.

Electronics and Telecommunications Research Institute (KR), Korea University of Science and Technology (KR)
Openalex Percentile: Top 77%
Artificial Intelligence in Games
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Predicting Player of the Game in Multiplayer Online Battle Arena Games — Sang-Kwang Lee, Sung‐Yun Park, et al. · (2024) | TGRS Research Map | TGRS