Machine Learning and Data mining on the innovation of E-sports industry

被引:0
|
作者
Chen, Yiqing [1 ]
Mei, Jie [1 ]
Huang, Steward [1 ]
机构
[1] SKEMA Business Sch Paris, AIBT Program, Paris, France
来源
INTERNATIONAL JOURNAL OF EDUCATION AND INFORMATION TECHNOLOGIES | 2020年 / 14卷
关键词
Machine Learning; E-sports; Data mining; data analyst; DOTA2; CNN; RNN; LSTM; MOBA games; Depth Learning;
D O I
10.46300/9109.2020.14.15
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
AI technology brings many revolutionary innovation opportunities to the e-sports industry. With the help of data mining, we can analyze the advantages and disadvantages of competitors, and predict the trend of the situation in the future. With the help of the agent created by intensive in-depth learning, it can assist players of different levels to carry out routine training, so as to improve the overall activity of the game. With the help of AI's big data advantage, AI can assist E-sports teaching to regard E-sports specialty as an experimental platform for using cutting-edge technology to reform and innovate traditional education and provide forward-looking guidance for future education. This paper uses CNN, LSTM, and LSTM + CNN three model to predict the outcome of the game according to the heroes selected by both teams, and has achieved good prediction results.
引用
收藏
页码:121 / 132
页数:12
相关论文
共 50 条
  • [21] TAXATION OF E-SPORTS IN DEVELOPING WORLD
    Avci, Orcun
    JOURNAL OF MEHMET AKIF ERSOY UNIVERSITY ECONOMICS AND ADMINISTRATIVE SCIENCES FACULTY, 2021, 8 (03): : 1858 - 1876
  • [22] Dynamic scheduling of e-sports tournaments
    Dong, Zhi-Long
    Ribeiro, Celso C.
    Xu, Fengmin
    Zamora, Ailec
    Ma, Yujie
    Jing, Kui
    TRANSPORTATION RESEARCH PART E-LOGISTICS AND TRANSPORTATION REVIEW, 2023, 169
  • [23] Not So Simple to Play E-sports
    棉花糖
    学苑创造(7-9年级阅读), 2019, (7-9年级阅读) : 74 - 75
  • [24] Bibliometric Analysis on E-sports in China
    Zhang Guorui
    2011 3RD WORLD CONGRESS IN APPLIED COMPUTING, COMPUTER SCIENCE, AND COMPUTER ENGINEERING (ACC 2011), VOL 1, 2011, 1 : 473 - 478
  • [25] E-sports: the evolution of online games
    de Lima, Vinicius Zanchet
    de Avila Dias, Deise Taiana
    Tartarotti, Lucas
    dos Santos, Alexander Michelon
    REVISTA TECNOLOGIA E SOCIEDADE, 2022, 18 (54): : 227 - 243
  • [26] Economic simulation of sports industry based on deep learning algorithm and data mining
    Yuhao, Zou
    Tian, Zhou
    SOFT COMPUTING, 2023,
  • [27] Topical Review: Optometric Considerations in Sports Versus E-Sports
    Argiles, Marc
    Quevedo-Junyent, Lluisa
    Erickson, Graham
    PERCEPTUAL AND MOTOR SKILLS, 2022, 129 (03) : 731 - 746
  • [28] E-Sports online learning module amidst COVID-19 Pandemic
    Mariano, Janet S.
    Cordova, Socorro Gigi, V
    INTERACTIVE LEARNING ENVIRONMENTS, 2024, 32 (05) : 2077 - 2086
  • [29] On Problem of Training of Professional Commentators of Computer Sports (e-Sports)
    Sukhodimtsev, Petr Aleksandrovich
    NAUCHNYI DIALOG, 2018, (07): : 346 - 357
  • [30] Physical e-Sports in VAIR Field system
    Yasumoto, Masasuke
    Teraoka, Takehiro
    SA'19: SIGGRAPH ASIA 2019 XR, 2019, : 31 - 33