{"title":"Prediction of esports competition outcomes using EEG data from expert players","authors":"Sorato Minami , Haruki Koyama , Ken Watanabe , Naoki Saijo , Makio Kashino","doi":"10.1016/j.chb.2024.108351","DOIUrl":null,"url":null,"abstract":"<div><p>Considerable efforts have focused on predicting sports event outcomes to enhance spectating, coaching, and betting. However, accurately predicting match results across various competitive scenes is challenging. Many researchers have achieved reasonable prediction accuracy using machine learning (ML) models and static data, such as player statistics up to the last match, to perform binary win/loss classification. However, the inherent uncertainty of sports often leads to unexpected outcomes. For example, narrowing the skill-level gap between players may negatively impact prediction accuracy. Moreover, accurately predicting “upsets,” where lower-skilled players defeat higher-skilled opponents, remains challenging. Conventional win/loss prediction techniques rely on static attributes derived from past match statistics, which fail to capture the player's condition immediately before the match. To address this limitation, this study focused on dynamic information reflecting the pre-match player's condition, particularly electroencephalography (EEG) data, recognized as a potent mental conditioning biomarker. We collected pre-match EEG data from esports experts and trained ML models on these data, aiming to assess the ability of ML techniques trained on EEG data to predict match outcomes, particularly in cases subject to high unpredictability. The findings revealed that the light gradient boosting machine (LightGBM) algorithm trained on EEG data achieved the highest prediction accuracy (80%), with parietal beta activity being the most relevant feature. Furthermore, predictive performance remained consistent even in match scenarios involving similar-level players and upset situations. Hence, this approach extends the applicability of win/loss prediction to traditionally unpredictable sports scenes, enhancing the quality of spectator experiences.</p></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"160 ","pages":"Article 108351"},"PeriodicalIF":9.0000,"publicationDate":"2024-07-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S074756322400219X/pdfft?md5=023124a33342c087e1b845c06dfe2adc&pid=1-s2.0-S074756322400219X-main.pdf","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computers in Human Behavior","FirstCategoryId":"102","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S074756322400219X","RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"PSYCHOLOGY, EXPERIMENTAL","Score":null,"Total":0}
引用次数: 0
Abstract
Considerable efforts have focused on predicting sports event outcomes to enhance spectating, coaching, and betting. However, accurately predicting match results across various competitive scenes is challenging. Many researchers have achieved reasonable prediction accuracy using machine learning (ML) models and static data, such as player statistics up to the last match, to perform binary win/loss classification. However, the inherent uncertainty of sports often leads to unexpected outcomes. For example, narrowing the skill-level gap between players may negatively impact prediction accuracy. Moreover, accurately predicting “upsets,” where lower-skilled players defeat higher-skilled opponents, remains challenging. Conventional win/loss prediction techniques rely on static attributes derived from past match statistics, which fail to capture the player's condition immediately before the match. To address this limitation, this study focused on dynamic information reflecting the pre-match player's condition, particularly electroencephalography (EEG) data, recognized as a potent mental conditioning biomarker. We collected pre-match EEG data from esports experts and trained ML models on these data, aiming to assess the ability of ML techniques trained on EEG data to predict match outcomes, particularly in cases subject to high unpredictability. The findings revealed that the light gradient boosting machine (LightGBM) algorithm trained on EEG data achieved the highest prediction accuracy (80%), with parietal beta activity being the most relevant feature. Furthermore, predictive performance remained consistent even in match scenarios involving similar-level players and upset situations. Hence, this approach extends the applicability of win/loss prediction to traditionally unpredictable sports scenes, enhancing the quality of spectator experiences.
人们一直致力于预测体育赛事的结果,以提高观赏性、教练水平和博彩水平。然而,准确预测各种竞技场景中的比赛结果具有挑战性。许多研究人员利用机器学习(ML)模型和静态数据(如截至上一场比赛的球员统计数据)进行二元输赢分类,取得了合理的预测精度。然而,体育运动固有的不确定性往往会导致意想不到的结果。例如,缩小球员之间的技术水平差距可能会对预测准确性产生负面影响。此外,准确预测 "大逆转"(即技术水平较低的选手击败技术水平较高的对手)仍然具有挑战性。传统的胜负预测技术依赖于从过去的比赛统计数据中得出的静态属性,无法捕捉到球员在比赛前的状态。为了解决这一局限性,本研究侧重于反映赛前球员状态的动态信息,特别是脑电图(EEG)数据,它被公认为是一种有效的心理调节生物标志物。我们收集了电竞专家的赛前脑电图数据,并在这些数据上训练了 ML 模型,旨在评估在脑电图数据上训练的 ML 技术预测比赛结果的能力,尤其是在不可预知性较高的情况下。研究结果表明,在脑电图数据上训练的光梯度提升机(LightGBM)算法达到了最高的预测准确率(80%),顶叶β活动是最相关的特征。此外,即使在涉及水平相近的球员和不稳定情况的比赛场景中,预测性能也保持一致。因此,这种方法将胜负预测的适用范围扩展到了传统上不可预测的体育场景,提高了观众的观赛体验质量。
期刊介绍:
Computers in Human Behavior is a scholarly journal that explores the psychological aspects of computer use. It covers original theoretical works, research reports, literature reviews, and software and book reviews. The journal examines both the use of computers in psychology, psychiatry, and related fields, and the psychological impact of computer use on individuals, groups, and society. Articles discuss topics such as professional practice, training, research, human development, learning, cognition, personality, and social interactions. It focuses on human interactions with computers, considering the computer as a medium through which human behaviors are shaped and expressed. Professionals interested in the psychological aspects of computer use will find this journal valuable, even with limited knowledge of computers.