• Title/Summary/Keyword: 승패 예측

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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.

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.

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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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.

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.

Prediction of League of Legends Using the Deep Neural Network (DNN을 활용한 'League of Legends' 승부 예측)

  • No, Si-Jae;Lee, Hye-Min;Cho, So-Eun;Lee, Doh-Youn;Moon, Yoo-Jin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.01a
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    • pp.217-218
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    • 2021
  • 본 논문에서는 다층 퍼셉트론을 활용하여 League of Legends 게임의 승패를 예측하는 Deep Neural Network 프로그램을 설계하는 방법을 제안한다. 연구 방법으로 한국 서버의 챌린저 리그에서 행해진 약 26000 경기 데이터 셋을 분석하여, 경기 도중 15분 데이터 중 드래곤 처치 수, 챔피언 레벨, 정령, 타워 처치 수가 게임 결과에 유의미한 영향을 끼치는 것을 확인하였다. 모델 설계는 softmax 함수보다 sigmoid 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 정도에 게임의 승패를 예측할 수 있음이 증명되었다. 본 논문에서 설계한 이 프로그램은 전 세계 E-sports 프로리그의 승패예측과 프로팀의 유용한 훈련지표로 활용 가능하다고 사료된다.

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Design and Application of a Winning Forecast Model of the AOS Genre Game (AOS 장르 게임의 승패 예측 모형의 설계와 활용)

  • Ku, Ji-Min;Yu, Kyeonah
    • KIISE Transactions on Computing Practices
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    • v.23 no.1
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    • pp.37-44
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    • 2017
  • Games of the AOS genre are classified as an e-sport rather than a recreational computer game. The involved statistical analyses such as game playing patterns and the season's characters gain importance due to the expertise-requiring nature of sports. In this study, the strategic analysis of computer games was conducted by using data mining techniques on League of Legend, a representative AOS game. We designed and tested a winning forecast model using winning percentage prediction techniques such as logistic regression analysis, discriminant analysis, and artificial neural networks. The game data analysis results were represented by a probabilistic graph and used in the visualization tool for game play. Experimental results of the winning forecast model showed a high classification rate of 95% on average with potential for use in establishing various strategies for game play with the visualization tool.

Quantitative Analysis for Win/Loss Prediction of 'League of Legends' Utilizing the Deep Neural Network System through Big Data

  • No, Si-Jae;Moon, Yoo-Jin;Hwang, Young-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.4
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    • pp.213-221
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    • 2021
  • 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.

A Study on the Win-Loss Prediction Analysis of Korean Professional Baseball by Artificial Intelligence Model (인공지능 모델에 따른 한국 프로야구의 승패 예측 분석에 관한 연구)

  • Kim, Tae-Hun;Lim, Seong-Won;Koh, Jin-Gwang;Lee, Jae-Hak
    • The Journal of Bigdata
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    • v.5 no.2
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    • pp.77-84
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    • 2020
  • In this study, we conducted a study on the win-loss predicton analysis of korean professional baseball by artificial intelligence models. Based on the model, we predicted the winner as well as each team's final rank in the league. Additionally, we developed a website for viewers' understanding. In each game's first, third, and fifth inning, we analyze to select the best model that performs the highest accuracy and minimizes errors. Based on the result, we generate the rankings. We used the predicted data started from May 5, the season's opening day, to August 30, 2020 to generate the rankings. In the games which Kia Tigers did not play, however, we used actual games' results in the data. KNN and AdaBoost selected the most optimized machine learning model. As a result, we observe a decreasing trend of the predicted results' ranking error as the season progresses. The deep learning model recorded 89% of the model accuracy. It provides the same result of decreasing ranking error trends of the predicted results that we observe in the machine learning model. We estimate that this study's result applies to future KBO predictions as well as other fields. We expect broadcasting enhancements by posting the predicted winning percentage per inning which is generated by AI algorism. We expect this will bring new interest to the KBO fans. Furthermore, the prediction generated at each inning would provide insights to teams so that they can analyze data and come up with successful strategies.