Data Preprocessing of eSport Game Records Counter-Strike: Global Offensive

被引:8
作者
Bednarek, David [1 ]
Krulis, Martin [1 ]
Yaghob, Jakub [1 ]
Zavoral, Filip [1 ]
机构
[1] Charles Univ Prague, Prague, Czech Republic
来源
PROCEEDINGS OF THE 6TH INTERNATIONAL CONFERENCE ON DATA SCIENCE, TECHNOLOGY AND APPLICATIONS (DATA) | 2017年
关键词
e-sport; Data Analysis; Data Integration; Data Quality; Player Rating;
D O I
10.5220/0006475002690276
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
Electronic sports or pro gaming have become very popular in this millenium and the increased value of this new industry is attracting investors with various interests. One of these interest is game betting, which requires player and team rating, game result predictions, and fraud detection techniques. In our work, we focus on preprocessing data of Counter-Strike: Global Offensive game in order to employ subsequent data analysis methods for quantifying player performance. The data preprocessing is difficult since the data format is complex and undocumented, the data quality of available sources is low, and there is no direct way how to match players from the recorded files with players listed on public boards such as HLTV website. We have summarized our experience from the data preprocessing and provide a way how to establish a player matching based on their metadata.
引用
收藏
页码:269 / 276
页数:8
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