Identification of Players Ranking in E-Sport

Human activity is moving steadily to virtual reality. More and more, people from all over the world are keen on growing fascination with e-sport. In practice, e-sport is a type of sport in which players compete using computer games. The competitions in games, like FIFA, Dota2, the League of Legends,...

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Main Authors: Karol Urbaniak, Jarosław Wątróbski, Wojciech Sałabun
Format: Article
Language:English
Published: MDPI AG 2020-09-01
Series:Applied Sciences
Subjects:
Online Access:https://www.mdpi.com/2076-3417/10/19/6768
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author Karol Urbaniak
Jarosław Wątróbski
Wojciech Sałabun
author_facet Karol Urbaniak
Jarosław Wątróbski
Wojciech Sałabun
author_sort Karol Urbaniak
collection DOAJ
description Human activity is moving steadily to virtual reality. More and more, people from all over the world are keen on growing fascination with e-sport. In practice, e-sport is a type of sport in which players compete using computer games. The competitions in games, like FIFA, Dota2, the League of Legends, and Counter-Strike, are prestigious tournaments with a global reach and a budget of millions of dollars. On the other hand, reliable player ranking is a critical issue in both classic and e-sport. For example, the “Golden Ball” is the most valuable prize for an individual football player in the whole football history. Moreover, the entire players’ world wants to know who the best player is. The position of each player in the ranking depends on the assessment of his skills and predispositions. In this paper, we studied identification of players evaluation and ranking obtained using the multiple-criteria decision-making based method called Characteristic Objects METhod (COMET) on the example of the popular game Counter-Strike: Global Offensive (CS: GO). We present a range of advantages of the player evaluation model created using the COMET method and, therefore, prove the practicality of using multi-criteria decision analysis (MCDA) methods to build multi-criteria assessment models in emerging areas of eSports. Thus, we provide a methodical and practical background for building a decision support system engine for the evaluation of players in several eSports.
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spelling doaj.art-743681739a5745b0b13f4a9e2bd1b6562023-11-20T15:17:36ZengMDPI AGApplied Sciences2076-34172020-09-011019676810.3390/app10196768Identification of Players Ranking in E-SportKarol Urbaniak0Jarosław Wątróbski1Wojciech Sałabun2Research Team on Intelligent Decision Support Systems, Department of Artificial Intelligence Methods and Applied Mathematics, Faculty of Computer Science and Information Technology, West Pomeranian University of Technology in Szczecin, Szczecin ul. Żołnierska 49, 71-210 Szczecin, PolandDepartment of Information Systems Engineering in the Faculty of Economics, Finance and Management of the University of Szczecin, Mickiewicza 64, 71-101 Szczecin, PolandResearch Team on Intelligent Decision Support Systems, Department of Artificial Intelligence Methods and Applied Mathematics, Faculty of Computer Science and Information Technology, West Pomeranian University of Technology in Szczecin, Szczecin ul. Żołnierska 49, 71-210 Szczecin, PolandHuman activity is moving steadily to virtual reality. More and more, people from all over the world are keen on growing fascination with e-sport. In practice, e-sport is a type of sport in which players compete using computer games. The competitions in games, like FIFA, Dota2, the League of Legends, and Counter-Strike, are prestigious tournaments with a global reach and a budget of millions of dollars. On the other hand, reliable player ranking is a critical issue in both classic and e-sport. For example, the “Golden Ball” is the most valuable prize for an individual football player in the whole football history. Moreover, the entire players’ world wants to know who the best player is. The position of each player in the ranking depends on the assessment of his skills and predispositions. In this paper, we studied identification of players evaluation and ranking obtained using the multiple-criteria decision-making based method called Characteristic Objects METhod (COMET) on the example of the popular game Counter-Strike: Global Offensive (CS: GO). We present a range of advantages of the player evaluation model created using the COMET method and, therefore, prove the practicality of using multi-criteria decision analysis (MCDA) methods to build multi-criteria assessment models in emerging areas of eSports. Thus, we provide a methodical and practical background for building a decision support system engine for the evaluation of players in several eSports.https://www.mdpi.com/2076-3417/10/19/6768e-sportrankingCOMET method
spellingShingle Karol Urbaniak
Jarosław Wątróbski
Wojciech Sałabun
Identification of Players Ranking in E-Sport
Applied Sciences
e-sport
ranking
COMET method
title Identification of Players Ranking in E-Sport
title_full Identification of Players Ranking in E-Sport
title_fullStr Identification of Players Ranking in E-Sport
title_full_unstemmed Identification of Players Ranking in E-Sport
title_short Identification of Players Ranking in E-Sport
title_sort identification of players ranking in e sport
topic e-sport
ranking
COMET method
url https://www.mdpi.com/2076-3417/10/19/6768
work_keys_str_mv AT karolurbaniak identificationofplayersrankinginesport
AT jarosławwatrobski identificationofplayersrankinginesport
AT wojciechsałabun identificationofplayersrankinginesport