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Smart kills and worthless deaths: eSports analytics for League of Legends

Maymin Philip Z. ()
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Maymin Philip Z.: Fairfield University, Fairfield, USA

Journal of Quantitative Analysis in Sports, 2021, vol. 17, issue 1, 11-27

Abstract: Vast data on eSports should be easily accessible but often is not. League of Legends (LoL) only has rudimentary statistics such as levels, items, gold, and deaths. We present a new way to capture more useful data. We track every champion’s location multiple times every second. We track every ability cast and attack made, all damages caused and avoided, vision, health, mana, and cooldowns. We track continuously, invisibly, remotely, and live. Using a combination of computer vision, dynamic client hooks, machine learning, visualization, logistic regression, large-scale cloud computing, and fast and frugal trees, we generate this new high-frequency data on millions of ranked LoL games, calibrate an in-game win probability model, develop enhanced definitions for standard metrics, introduce dozens more advanced metrics, automate player improvement analysis, and apply a new player-evaluation framework on the basic and advanced stats. How much does an individual contribute to a team’s performance? We find that individual actions conditioned on changes to estimated win probability correlate almost perfectly to team performance: regular kills and deaths do not nearly explain as much as smart kills and worthless deaths. Our approach offers applications for other eSports and traditional sports. All the code is open-sourced.

Keywords: analytics; eSports; League of Legends; machine learning (search for similar items in EconPapers)
Date: 2021
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DOI: 10.1515/jqas-2019-0096

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