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5 months ago

Collection and Validation of Psychophysiological Data from Professional and Amateur Players: a Multimodal eSports Dataset

Anton Smerdov; Bo Zhou; Paul Lukowicz; Andrey Somov

Collection and Validation of Psychophysiological Data from Professional and Amateur Players: a Multimodal eSports Dataset

Abstract

Proper training and analytics in eSports require accurately collected and annotated data. Most eSports research focuses exclusively on in-game data analysis, and there is a lack of prior work involving eSports athletes' psychophysiological data. In this paper, we present a dataset collected from professional and amateur teams in 22 matches in League of Legends video game with more than 40 hours of recordings. Recorded data include the players' physiological activity, e.g. movements, pulse, saccades, obtained from various sensors, self-reported aftermatch survey, and in-game data. An important feature of the dataset is simultaneous data collection from five players, which facilitates the analysis of sensor data on a team level. Upon the collection of dataset we carried out its validation. In particular, we demonstrate that stress and concentration levels for professional players are less correlated, meaning more independent playstyle. Also, we show that the absence of team communication does not affect the professional players as much as amateur ones. To investigate other possible use cases of the dataset, we have trained classical machine learning algorithms for skill prediction and player re-identification using 3-minute sessions of sensor data. Best models achieved 0.856 and 0.521 (0.10 for a chance level) accuracy scores on a validation set for skill prediction and player re-id problems, respectively. The dataset is available at https://github.com/smerdov/eSports Sensors Dataset.

Code Repositories

smerdov/DataCollectionSystem
pytorch
Mentioned in GitHub
smerdov/eSports_Sensors_Dataset
Official
Mentioned in GitHub
asmerdov/DataCollectionSystem
pytorch
Mentioned in GitHub

Benchmarks

BenchmarkMethodologyMetrics
person-re-identification-on-esports-sensorsLogistic Regression
Accuracy: 48.8
LogLoss: 0.01615
ROC AUC: 0.884
person-re-identification-on-esports-sensorsKNN
Accuracy: 41.5
LogLoss: 0.05735
ROC AUC: 0.84
person-re-identification-on-esports-sensorsSVM
Accuracy: 45
LogLoss: 0.01588
ROC AUC: 0.89
person-re-identification-on-esports-sensorsRandom Forest
Accuracy: 52.1
LogLoss: 0.01617
ROC AUC: 0.919
person-re-identification-on-esports-sensorsRandom Guess
Accuracy: 10
LogLoss: 0.02303
ROC AUC: 0.5
skills-evaluation-on-esports-sensors-datasetRandom Guess
Accuracy: 50
LogLoss: 0.693
ROC AUC: 0.5
skills-evaluation-on-esports-sensors-datasetSVM
Accuracy: 85.6
LogLoss: 0.311
ROC AUC: 0.945
skills-evaluation-on-esports-sensors-datasetRandom Forest
Accuracy: 80
LogLoss: 0.456
ROC AUC: 0.885
skills-evaluation-on-esports-sensors-datasetLogistic Regression
Accuracy: 83.8
LogLoss: 0.596
ROC AUC: 0.886
skills-evaluation-on-esports-sensors-datasetKNN
Accuracy: 74.1
LogLoss: 0.442
ROC AUC: 0.899

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Collection and Validation of Psychophysiological Data from Professional and Amateur Players: a Multimodal eSports Dataset | Papers | HyperAI