Research Article

A Machine Learning Based Predictive Analysis Use Case for eSports Games

Volume: 3 Number: 1 May 1, 2023
EN

A Machine Learning Based Predictive Analysis Use Case for eSports Games

Abstract

League of Legends (LoL) is a popular multiplayer online battle arena (MOBA) game that is highly recognized in the professional esports scene due to its competitive environment, strategic gameplay, and large prize pools. This study aims to predict the outcome of LoL matches and observe the impact of feature selection on model performance using machine learning classification algorithms on historical game data obtained through the official API provided by Riot Games. Detailed examinations were conducted at both team and player levels, and missing data in the dataset were addressed. A total of 1045 data were used for training team-based models, and 5232 data were used for training player-based models. Seven different machine learning models were trained and their performances were compared. Models trained on team data achieved the highest accuracy of over 98% with the AdaBoost algorithm. The top 10 features that had the most impact on the prediction outcome were identified among the 47 features in the dataset, and a new dataset was created from team data to retrain the models. After feature selection, the results showed that the accuracy of Logistic Regression increased from 89% to 98% and the accuracy of Gradient Boosting algorithm increased from 96% to 98%.

Keywords

References

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Details

Primary Language

English

Subjects

Engineering

Journal Section

Research Article

Publication Date

May 1, 2023

Submission Date

March 6, 2023

Acceptance Date

April 25, 2023

Published in Issue

Year 2023 Volume: 3 Number: 1

APA
Tuzcu, A., Ay, E. G., Uçar, A. U., & Kılınç, D. (2023). A Machine Learning Based Predictive Analysis Use Case for eSports Games. Artificial Intelligence Theory and Applications, 3(1), 25-35. https://izlik.org/JA86TP63TD
AMA
1.Tuzcu A, Ay EG, Uçar AU, Kılınç D. A Machine Learning Based Predictive Analysis Use Case for eSports Games. AITA. 2023;3(1):25-35. https://izlik.org/JA86TP63TD
Chicago
Tuzcu, Atakan, Emel Gizem Ay, Ayşegül Umay Uçar, and Deniz Kılınç. 2023. “A Machine Learning Based Predictive Analysis Use Case for ESports Games”. Artificial Intelligence Theory and Applications 3 (1): 25-35. https://izlik.org/JA86TP63TD.
EndNote
Tuzcu A, Ay EG, Uçar AU, Kılınç D (May 1, 2023) A Machine Learning Based Predictive Analysis Use Case for eSports Games. Artificial Intelligence Theory and Applications 3 1 25–35.
IEEE
[1]A. Tuzcu, E. G. Ay, A. U. Uçar, and D. Kılınç, “A Machine Learning Based Predictive Analysis Use Case for eSports Games”, AITA, vol. 3, no. 1, pp. 25–35, May 2023, [Online]. Available: https://izlik.org/JA86TP63TD
ISNAD
Tuzcu, Atakan - Ay, Emel Gizem - Uçar, Ayşegül Umay - Kılınç, Deniz. “A Machine Learning Based Predictive Analysis Use Case for ESports Games”. Artificial Intelligence Theory and Applications 3/1 (May 1, 2023): 25-35. https://izlik.org/JA86TP63TD.
JAMA
1.Tuzcu A, Ay EG, Uçar AU, Kılınç D. A Machine Learning Based Predictive Analysis Use Case for eSports Games. AITA. 2023;3:25–35.
MLA
Tuzcu, Atakan, et al. “A Machine Learning Based Predictive Analysis Use Case for ESports Games”. Artificial Intelligence Theory and Applications, vol. 3, no. 1, May 2023, pp. 25-35, https://izlik.org/JA86TP63TD.
Vancouver
1.Atakan Tuzcu, Emel Gizem Ay, Ayşegül Umay Uçar, Deniz Kılınç. A Machine Learning Based Predictive Analysis Use Case for eSports Games. AITA [Internet]. 2023 May 1;3(1):25-3. Available from: https://izlik.org/JA86TP63TD