• Title/Summary/Keyword: 승패

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KBO Win/Lose Predict Using Innings Data in AI Environments (인공지능 환경에서 이닝별 데이터를 이용한 KBO 승패 예측)

  • Kim, Tae-Hun;Lim, Seong-Won;Koh, Jin-Gwang
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.11a
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    • pp.1028-1030
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    • 2020
  • 과거 몇 년간의 데이터를 기반으로 현재 KBO 승패를 예측하고자 하는 것으로, 경기 초반 페이스가 얼마나 승패에 영향을 미치는지 파악하고자 한다. 경기의 이닝별 데이터로 딥러닝·머신러닝을 이용해 승리 팀을 예측하여 리그 순위를 예측하고, Flask 웹 프레임워크를 통해 입력값을 받아 예측해 주는 웹사이트를 구축하였다.

정보화가 건설기업의 승패를 좌우한다

  • Kim, In-Su
    • 주택과사람들
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    • s.188
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    • pp.30-33
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    • 2006
  • 정보화가 기업의 승패를 좌우하는 화두로 등장하고 있다. 특히 건설정보화 전략은 공기 단축 · 공비절감 등 건설프로젝트 수행의 최적수단으로 작용하면서 기업경영의 기본 인프라로 자리매김하고 있다. 과거 정보화가 비용으로 인식됐다면, 현재에는 투자로 인식될 만큼 정보화 마인드가 바뀐 것도 사실이다. 건설정보화의 현주소를 추적했다.

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Win/Lose Prediction System : Predicting Baseball Game Results using a Hybrid Machine Learning Model (혼합형 기계 학습 모델을 이용한 프로야구 승패 예측 시스템)

  • 홍석미;정경숙;정태충
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.6
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    • pp.693-698
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    • 2003
  • Every baseball game generates various records and on the basis of those records, win/lose prediction about the next game is carried out. Researches on win/lose predictions of professional baseball games have been carried out, but there are not so good results yet. Win/lose prediction is very difficult because the choice of features on win/lose predictions among many records is difficult and because the complexity of a learning model is increased due to overlapping factors among the data used in prediction. In this paper, learning features were chosen by opinions of baseball experts and a heuristic function was formed using the chosen features. We propose a hybrid model by creating a new value which can affect predictions by combining multiple features, and thus reducing a dimension of input value which will be used for backpropagation learning algorithm. As the experimental results show, the complexity of backpropagation was reduced and the accuracy of win/lose predictions on professional baseball games was improved.

Development of game indicators and winning forecasting models with game data (게임 데이터를 이용한 지표 개발과 승패예측모형 설계)

  • Ku, Jimin;Kim, Jaehee
    • Journal of the Korean Data and Information Science Society
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    • v.28 no.2
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    • pp.237-250
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    • 2017
  • A new field of e-sports gains the great popularity in Korea as well as abroad. AOS (aeon of strife) genre games are quickly gaining popularity with gamers from all over the world and the game companies hold game competitions. The e-sports broadcasting teams and webzines use a variety of statistical indicators. In this paper, as an AOS genre game, League of Legends game data is used for statistical analysis using the indicators to predict the outcome. We develop new indicators with the factor analysis to improve existing indicators. Also we consider discriminant function, neural network model, and SVM (support vector machine) for make winning forecasting models. As a result, the new position indicators reflect the nature of the role in the game and winning forecasting models show more than 95 percent accuracy.

Predicting Game Results using Machine Learning and Deriving Strategic Direction from Variable Importance (기계학습을 활용한 게임승패 예측 및 변수중요도 산출을 통한 전략방향 도출)

  • Kim, Yongwoo;Kim, Young‐Min
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.3-12
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    • 2021
  • In this study, models for predicting the final result of League of Legends game were constructed for each rank using data from the first 10 minutes of the game. Variable importance was extracted from the prediction models to derive strategic direction in early phase of the game. As a result, it was possible to predict final results with over 70% accuracy in all ranks. It was found that early game advantage tends to lead to the final win and this tendency appeared stronger as it goes to challenger ranks. Kill(death) was found to be the most influential factor for win, however, there were also variables whose importance rank changed according to rank. This indicates there is a difference in the strategic direction in the early stage of the game depending on the rank.

Estimating the determinants of victory and defeat through analyzing records of Korean pro-basketball (한국남자프로농구 경기기록 분석을 통한 승패결정요인 추정: 2010-2011시즌, 2011-2012시즌 정규리그 기록 적용)

  • Kim, Sae-Hyung;Lee, Jun-Woo;Lee, Mi-Sook
    • Journal of the Korean Data and Information Science Society
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    • v.23 no.5
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    • pp.993-1003
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    • 2012
  • The purpose of this study was to estimate the determinants of victory and defeat through analyzing records of Korean men pro-basketball. Statistical models of victory and defeat were established by collecting present basketball records (2010-2011, 2011-2012 season). Korea Basketball League (KBL) informs records of every pro-basketball game data. The six offence variables (2P%, 3P%, FT%, OR, AS, TO), and the four defense variables (DR, ST, GD, BS) were used in this study. PASW program was used for logistic regression and Answer Tree program was used for the decision tree. All significance levels were set at .05. Major results were as follows. In the logistic regression, 2P%, 3P%, and TO were three offense variables significantly affecting victory and defeat, and DR, ST, and BS were three significant defense variables. Offensive variables 2P%, 3P%, TO, and AS are used in constructing the decision tree. The highest percentage of victory was 80.85% when 2P% was in 51%-58%, 3P% was more than 31 percent, and TO was less than 11 times. In the decision tree of the defence variables, the highest percentage of victory was 94.12% when DR was more than 24, ST was more than six, and BS was more than two times.

Predicting Win-Loss of League of Legends Using Bidirectional LSTM Embedding (양방향 순환신경망 임베딩을 이용한 리그오브레전드 승패 예측)

  • Kim, Cheolgi;Lee, Soowon
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.2
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    • pp.61-68
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    • 2020
  • E-sports has grown steadily in recent years and has become a popular sport in the world. In this paper, we propose a win-loss prediction model of League of Legends at the start of the game. In League of Legends, the combination of a champion statistics of the team that is made through each player's selection affects the win-loss of the game. The proposed model is a deep learning model based on Bidirectional LSTM embedding which considers a combination of champion statistics for each team without any domain knowledge. Compared with other prediction models, the highest prediction accuracy of 58.07% was evaluated in the proposed model considering a combination of champion statistics for each team.

Cooperative effect in space-dependent Parrondo games (공간의존 파론도 게임의 협력 효과)

  • Lee, Jiyeon
    • Journal of the Korean Data and Information Science Society
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    • v.25 no.4
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    • pp.745-753
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    • 2014
  • Parrondo paradox is the counter-intuitive situation where individually losing games can combine to win or individually winning games can combine to lose. In this paper, we compare the history-dependent Parrondo games and the space-dependent Parrondo games played cooperatively by the multiple players. We show that there is a probability region where the history-dependent Parrondo game is a losing game whereas the space-dependent Parrondo game is a winning game.

Predication of win/lose of Professional baseball using Heuristic model (Heuristic model를 이용한 프로야구 승패 예측)

  • Kim, Dong-Sik;Hong, Seok-Mi;Jung, Tae-Chung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2000.10a
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    • pp.325-328
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    • 2000
  • 프로야구경기의 승패 예측의 문제는 그리 쉬운 일이 아니다. 왜냐하면 경기에 영향을 미치는 요소가 무한하기 때문이다. 예를 들어, 경기당일의 선수들의 컨디션이나 사기, 경기당일의 날씨, 구장요건, 상대팀에 대한 심리적 요인등 사전에 경기영향을 미치는 요소가 무한하다. 본 연구실에서는 과거 경기기록 자료를 기반으로 유용한 규칙을 찾아내어 분류트리를 만들어 학습하는 ID3 알고리즘을 프로야구 승패예측 시스템 구성에 사용하여 보았으나, 이산적인 자료의 처리로 인해 연속적인 경기자료를 고려하지 못하는 문제로 예측율이 더이상 향상되지 않았다. 따라서, 본 논문에서는 휴리스틱 방법을 이용한 경기전 예측과 경기중 예측을 이닝별 득점으로 세분화하여, 실제 경기상황을 고려한 일반적인 예측모형을 만들어 예측율을 향상시키고자 한다. 향후에는 더욱 세분화시켜 Case-based에 의한 예측을 하고자 한다.

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A Statistical Study on Relationship between Running Distance of Players and Strike Rate in A Soccer Game (축구 경기에서 선수의 이동 거리와 경기 승율과의 관련성에 관한 통계적 연구)

  • Oh, Kyung-Seok;Choi, Yoo-Joo;Yang, Janghoon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.10a
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    • pp.1577-1578
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    • 2015
  • 다양한 객체 추적 기술들이 스포츠 분야에 활용이 되면서, 방송이나 경기력 분석에 많이 사용되고 있다. 이 연구에서는 2014년도 K리그 경기중 승패가 결정된 17경기를 동영상 경기 분석 프로그램으로 처리된 데이터를 활용하여 뛴 거리와 경기 승패와의 관련성에 대해서 통계적으로 분석한다. 뛴거리는 총 뛴거리, 점유시 뛴거리, 비점유시 뛴거리로 나누어 분석하고, 그 결과 비점유시 뛴거리의 차이가 경기의 승패에 영향을 준다는 것을 카이검정을 통해 확인하였다.