Action Recognition using Transfer Learning and Majority Voting for CSGO

Tasnim Sakib Apon, A. Islam, Md. Golam Rabiul Alam
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Abstract

Presently online video games have become a progressively favorite source of recreation and Counter Strike: Global Offensive (CS: GO) is one of the top-listed online first-person shooting games. Numerous competitive games are arranged every year by Esports. Nonetheless, (i) No study has been conducted on video analysis and action recognition of CS: GO game-play which can play a substantial role in the gaming industry for prediction model (ii) No work has been done on the real-time application on the actions and results of a CS: GO match (iii) Game data of a match is usually available in the HLTV as a CSV formatted file however it does not have open access and HLTV tends to prevent users from taking data. This manuscript aims to develop a model for accurate prediction of 4 different actions and compare the performance among the five different transfer learning models with our self-developed deep neural network and identify the best-fitted model and also including major voting later on, which is qualified to provide real time prediction and the result of this model aids to the construction of the automated system of gathering and processing more data alongside solving the issue of collecting data from HLTV.
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基于迁移学习和多数投票的CSGO行为识别
目前,在线视频游戏已经逐渐成为最受欢迎的娱乐来源,反恐精英:全球攻势(CS: GO)是排名第一的在线第一人称射击游戏之一。电子竞技每年都会安排大量的竞技比赛。尽管如此,(我)没有研究了视频分析和行动承认CS:去游戏可以发挥实质性作用在游戏行业预测模型(2)没有工作已经完成实时应用程序的行为和结果CS:去匹配(iii)的游戏数据匹配通常是HLTV为CSV格式的文件中可用但是它没有开放和HLTV倾向于防止用户数据。本文旨在建立一个模型来准确预测4种不同的行为,并将5种不同的迁移学习模型与我们自己开发的深度神经网络的性能进行比较,并确定最适合的模型,还包括随后的主要投票。该模型能够提供实时预测,该模型的结果有助于构建更多数据采集和处理的自动化系统,同时也解决了从HLTV采集数据的问题。
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