of a match; using player data analysis in game development is a common practice
seen in the Procedural Content Generation area of research [13], but also adapted for
commercial games (such as “Battle Islands”, who use player data analysis to balance
the game and increase player retention).
References
[1] M. S. El-Nasr, A. Drachen, and A. Canossa, Eds., Game Analytics, Maximizing
the Value of Player Data. Springer, 2013.
[2] U. of York DC Labs and ESL, “Capturing the extraordinary: Echo brings es-
ports statistics to life,” in available online: https://tinyurl.com/ybo7xbe4, October
2017.
[3] A. Belicza, “Scelight,” in available online: ttps://sites.google.com/site/scelight.
[4] P. Yang, B. E. Harrison, and D. L. Roberts, “Identifying patterns in combat that
are predictive of success in MOBA games,” in FDG, 2014.
[5] V. Hodge, S. Devlin, N. Sephton, F. Block, A. Drachen, and P. Cowling, “Win
Prediction in Esports: Mixed-Rank Match Prediction in Multi-player Online Bat-
tle Arena Games,” arXiv preprint arXiv:1711.06498, 2017.
[6] Y. J. Kim, D. Engel, A. W. Woolley, J. Y.-T. Lin, N. McArthur, and T. W. Malone,
“What Makes a Strong Team?: Using Collective Intelligence to Predict Team
Performance in League of Legends,” in CSCW, 2017, pp. 2316–2329.
[7] Y. Yang, T. Qin, and Y.-H. Lei, “Real-time eSports Match Result Prediction,”
arXiv preprint arXiv:1701.03162, 2016.
[8] Riot Games, “League of legends,” Computer Game, 2009.
[9] Seaborn.pydata.org, “Plotting with categorical data — seaborn 0.8.1 documenta-
tion.” [Online]. Available: https://seaborn.pydata.org/tutorial/categorical.html
[10] L. Buitinck, G. Louppe, M. Blondel, F. Pedregosa, A. Mueller, O. Grisel, V. Nic-
ulae, P. Prettenhofer, A. Gramfort, J. Grobler, R. Layton, J. VanderPlas, A. Joly,
B. Holt, and G. Varoquaux, “API design for machine learning software: experi-
ences from the scikit-learn project,” in ECML PKDD Workshop: Languages for
Data Mining and Machine Learning, 2013, pp. 108–122.
[11] J. Zhu, S. Rosset, H. Zou, and T. Hastie, “Multi-class AdaBoost,” Ann Arbor, vol.
1001, no. 48109, p. 1612, 2006.
[12] S. Ferrari, “From Generative to Conventional Play: MOBA and League of Leg-
ends,” in DiGRA Conference, 2013.
[13] N. Shaker, G. N. Yannakakis, and J. Togelius, “Towards Automatic Personalized
Content Generation for Platform Games,” in AIIDE, 2010.
16