No, Si-Jae
(Dept. of Comp. Engr. & African Languages, Hankuk University of Foreign Studies)
,
Moon, Yoo-Jin
(Dept. of Mgmt. Information System, Hankuk University of Foreign Studies)
,
Hwang, Young-Ho
(Division of Public Admin. & Economics, Kunsan National University)
이 논문은 League of Legends (LOL) 게임의 승패를 예측하기 위하여 Deep Neural NetworkModel 시스템을 제안한다. 이 모델은 다양한 LOL 빅데이터를 활용하여 TensorFlow 의 Keras에 의하여 설계하였다. 연구 방법으로 한국 서버의 챌린저 리그에서 행해진 약 26000 경기 데이터 셋을 분석하여, 경기 도중 데이터를 수집하여 그 중에서 드래곤 처치 수, 챔피언 레벨, 정령, 타워 처치 수가 게임 결과에 유의미한 영향을 끼치는 것을 확인하였다. 이 모델은 Sigmoid, ReLu 와 Logcosh 함수를 사용했을 때 더 높은 정확도를 얻을 수 있었다. 실제 LOL의 프로 게임 16경기를 예측한 결과 93.75%의 정확도를 도출했다. 게임 평균시간이 34분인 것을 고려하였을 때, 게임 중반 15분 정도에 게임의 승패를 예측할 수 있음이 증명되었다. 본 논문에서 설계한 이 프로그램은 전 세계 E-sports 프로리그의 활성화, 승패예측과 프로팀의 유용한 훈련지표로 활용 가능하다고 사료된다.
이 논문은 League of Legends (LOL) 게임의 승패를 예측하기 위하여 Deep Neural Network Model 시스템을 제안한다. 이 모델은 다양한 LOL 빅데이터를 활용하여 TensorFlow 의 Keras에 의하여 설계하였다. 연구 방법으로 한국 서버의 챌린저 리그에서 행해진 약 26000 경기 데이터 셋을 분석하여, 경기 도중 데이터를 수집하여 그 중에서 드래곤 처치 수, 챔피언 레벨, 정령, 타워 처치 수가 게임 결과에 유의미한 영향을 끼치는 것을 확인하였다. 이 모델은 Sigmoid, ReLu 와 Logcosh 함수를 사용했을 때 더 높은 정확도를 얻을 수 있었다. 실제 LOL의 프로 게임 16경기를 예측한 결과 93.75%의 정확도를 도출했다. 게임 평균시간이 34분인 것을 고려하였을 때, 게임 중반 15분 정도에 게임의 승패를 예측할 수 있음이 증명되었다. 본 논문에서 설계한 이 프로그램은 전 세계 E-sports 프로리그의 활성화, 승패예측과 프로팀의 유용한 훈련지표로 활용 가능하다고 사료된다.
In this paper, we suggest the Deep Neural Network Model System for predicting results of the match of 'League of Legends (LOL).' The model utilized approximately 26,000 matches of the LOL game and Keras of Tensorflow. It performed an accuracy of 93.75% without overfitting disadvantage in predicting ...
In this paper, we suggest the Deep Neural Network Model System for predicting results of the match of 'League of Legends (LOL).' The model utilized approximately 26,000 matches of the LOL game and Keras of Tensorflow. It performed an accuracy of 93.75% without overfitting disadvantage in predicting the '2020 League of Legends Worlds Championship' utilizing the real data in the middle of the game. It employed functions of Sigmoid, Relu and Logcosh, for better performance. The experiments found that the four variables largely affected the accuracy of predicting the match --- 'Dragon Gap', 'Level Gap', 'Blue Rift Heralds', and 'Tower Kills Gap,' and ordinary users can also use the model to help develop game strategies by focusing on four elements. Furthermore, the model can be applied to predicting the match of E-sports professional leagues around the world and to the useful training indicators for professional teams, contributing to vitalization of E-sports.
In this paper, we suggest the Deep Neural Network Model System for predicting results of the match of 'League of Legends (LOL).' The model utilized approximately 26,000 matches of the LOL game and Keras of Tensorflow. It performed an accuracy of 93.75% without overfitting disadvantage in predicting the '2020 League of Legends Worlds Championship' utilizing the real data in the middle of the game. It employed functions of Sigmoid, Relu and Logcosh, for better performance. The experiments found that the four variables largely affected the accuracy of predicting the match --- 'Dragon Gap', 'Level Gap', 'Blue Rift Heralds', and 'Tower Kills Gap,' and ordinary users can also use the model to help develop game strategies by focusing on four elements. Furthermore, the model can be applied to predicting the match of E-sports professional leagues around the world and to the useful training indicators for professional teams, contributing to vitalization of E-sports.
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가설 설정
Therefore, our research aims to predict the outcome of the match with data such as ‘Minion Kills’, ‘Champion Kills’, ‘Wards Installation’, ‘Dragon Kills’, and ‘Rift Herald Kills’. In this regard, we hypothesized that the ‘Gold gap’ and ‘Level gap’ with the opponent team in the middle of the game would have the greatest impact on the match’s Win/Loss.
제안 방법
And then it constructed a Deep Neural Network model that predicted the Win/Loss results of LOL by entering the selected feature values processed by normalization of the input data. Finally, we performed evaluation of the model.
To measure the weight of each variable for the suggested model, it built a Single-Layered Neural Network with data such as ‘Gold Gap’, ‘Level Gap’, ‘Minion Kills Gap’, ‘Kill Gap’, ‘Ward Gap’, ‘Blue First Tower’, ‘Tower Kills Gap’, ‘Dragon Gap’, and ‘Blue Rift Heralds’ in 15 minutes. For the comparison of the feature selection model, the research also built a Multi-Layered Neural Network and evaluated the result and found the same result as the Single-Layered Neural Network. For the feature selection processing, the learning rate used was 0.
The dependent variable used on the dataset was ‘Blue team’s Win or Loss’. The independent variables used on the dataset were ‘Gold Acquisitions’, ‘Level Sum’, ‘Minions Kills’, ‘Ward Installations’, ‘Enemy champion Kills’, ‘Destruction of the first tower’, and ‘Dragon kills’ through processing of the feature selection.
To confirm the practicality of our program, the suggested model predicted 16 games of the '2020 Worlds Championship'. The model divided the test set into two, creating a validation set that further tests the final model after the first test. The suggested model used all the data of the Challenger rank games for learning in this model.
The purpose of this paper is to ensure that the match prediction of the LOL can be implemented through Deep Neural Networks using open data provided by Riot Games, not by the team history record but by the personal game processing record.
The research constructed the deep neural network model for prediction of the LOL match, utilizing Keras of TensorFlow [20, 21, 22, 23, 4]. It compared two sets of the game data up to 10 minutes and 15 minutes after the game had started.
The research found by experiments that ordinary users can also use the model to help develop game strategies by focusing on four elements (Dragon, Level, Rift Heralds, Tower). It is also expected to utilize the model for predicting match results of similar genre games.
It was difficult to secure objectivity because the characteristics of the champion vary from season to season, and the control and the teamwork differ greatly in the player’s personal ability. Therefore, our research aims to predict the outcome of the match with data such as ‘Minion Kills’, ‘Champion Kills’, ‘Wards Installation’, ‘Dragon Kills’, and ‘Rift Herald Kills’. In this regard, we hypothesized that the ‘Gold gap’ and ‘Level gap’ with the opponent team in the middle of the game would have the greatest impact on the match’s Win/Loss.
This research utilized approximately 26, 000 matches of LOL game to perform feature selection of the neural network structure in order to select input variables. And then it constructed a Deep Neural Network model that predicted the Win/Loss results of LOL by entering the selected feature values processed by normalization of the input data.
Experiments showed that among the three activation functions, ReLU has the highest accuracy. Thus, the research used ReLU as the activation function of the model.
To decide the Hidden-Layer’s activation function, the research experimentally compared ReLU and Softmax and Tanh Function. Table 4 showed the result of this comparison.
To measure the weight of each variable for the suggested model, it built a Single-Layered Neural Network with data such as ‘Gold Gap’, ‘Level Gap’, ‘Minion Kills Gap’, ‘Kill Gap’, ‘Ward Gap’, ‘Blue First Tower’, ‘Tower Kills Gap’, ‘Dragon Gap’, and ‘Blue Rift Heralds’ in 15 minutes. For the comparison of the feature selection model, the research also built a Multi-Layered Neural Network and evaluated the result and found the same result as the Single-Layered Neural Network.
이론/모형
Keras and Python etc. The model focuses on an end-to-end approach to develop supervised learning algorithms in regression and classification with practical business-centric use-cases, which is often implemented in Keras provided by TensorFlow [9].
The research selected the K-fold method for the process of progressing the learning. The final accuracy value was 0.
The suggested model used ‘Gaussian Normalization’ as the normalization method [19]. ‘Gaussian Normalization’ is a method of normalizing x’ = (x – means) / standard deviation instead of the input x.
This research used a DNN model in Figure 1, consisting of four variables used for learning as input layers, two hidden layers with 64 nodes. It tried to identify how many hidden layers and nodes would make the highest prediction performance by adding 2 hidden layers and 16 nodes to the previous every time, and found that no big difference existed in performance between DNN with 2 hidden layers and 64 nodes and that with the more hidden layers and nodes.
8005) is clear. Thus, the research model is constructed using the Sigmoid function.
성능/효과
Furthermore, the prior work developed a system to predict LOL Win/Loss in real-time. However, our work focuses on making more accurate predictions by making LOL Win/Loss predictions after 15 minutes of the game, which is around half of the average playing game time in progress.
It tried to identify how many hidden layers and nodes would make the highest prediction performance by adding 2 hidden layers and 16 nodes to the previous every time, and found that no big difference existed in performance between DNN with 2 hidden layers and 64 nodes and that with the more hidden layers and nodes. Besides, it used the ReLU function as activation functions as hidden layers.
Overall, the key factor in winning and losing the game is the choice of champions for each position, the control of each player, the cooperation of team members, the growth through opponent minions, the destroy enemy turrets, the installation of wards, and the Dragon and Rift Herald. It was difficult to secure objectivity because the characteristics of the champion vary from season to season, and the control and the teamwork differ greatly in the player’s personal ability. Therefore, our research aims to predict the outcome of the match with data such as ‘Minion Kills’, ‘Champion Kills’, ‘Wards Installation’, ‘Dragon Kills’, and ‘Rift Herald Kills’.
후속연구
The future work to do is as follows. First, the research should continue to divide the dataset into beginner users, ordinary users, and top users at the experiments for the general purpose of the game result prediction. With the proper dataset, we can expect to gain results that are more accurate than prior experiments.
In this case, all the users of the game can use our model to predict their game personally. Second, the method provided in the research should be applied to the match prediction method for other E-sports professional leagues.
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