Identification of players ranking in e-sport

Artykuł - publikacja recenzowana


Tytuł
Identification of players ranking in e-sport
Odpowiedzialność
Karol Urbaniak, Jarosław Wątróbski, Wojciech Sałabun
Twórcy
Sumy twórców
3 autorów
Punktacja publikacji
Osoba Dysc. Pc k m P U Pu Opis
0000-0002-4415-9414 5.6 100 1 3 100,00 1,0000 100,0000 Art.
Gł. język publikacji
Angielski (English)
Data publikacji
2020
Objętość
35 (stron).
Szacowana objętość
2,19 (arkuszy wydawniczych)
Identyfikator DOI
10.3390/app10196768
Adres URL
https://www.mdpi.com/2076-3417/10/19/6768/pdf
Adres URL
https://www.mdpi.com/2076-3417/10/19
Uwaga ogólna
Publikacja dostępna w wersji elektronicznej w open access na licencji CC BY 4.0.
Uwaga ogólna
Received: 20 August 2020, revised: 19 September 2020, accepted: 22 September 2020, published: 27 September 2020.
Uwaga ogólna
Publikacja należy do sekcji: "Computing and Artificial Intelligence".
Finansowanie
The work was supported by the National Science Centre (W.S.). UMO-2018/29/B/HS4/02725
Finansowanie
The work was supported by the project financed within the framework of the program of the Minister of Science and Higher Education under the name "Regional Excellence Initiative" in the years 2019-20220 (J.W.). 001/RID/2018/19
Cechy publikacji
  • Oryginalny artykuł naukowy
  • OpenAccess
Dane OpenAccess
CC_BY - Licencja,
FINAL_PUBLISHED - Wersja tekstu,
OPEN_JOURNAL - Sposób publikacji,
AT_PUBLICATION - Moment udostępnienia,
2020-09-27 - Data udostępnienia
Słowa kluczowe
Czasopismo
Applied Sciences
( ISSN 2076-3417 )
Kraj wydania: Szwajcaria (Schweiz)
Zeszyt: tom 10 zeszyt 19
Nr: 6768
Pobierz opis jako:
BibTeX, RIS
Data zgłoszenia do bazy Publi
2021-01-26
PBN
Wyświetl
WorkId
26196

Abstrakt

en

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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