PERFORMANCE OF JUNGLER'S CHAMPIONS IN THE GAME LEGUE OF LEGENDS

V. F. Silva, Édipo Menezes da Silva, Kelly Pereira Lima, J. D. Scalon
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引用次数: 1

Abstract

Since the 1980s, there has been a widespread of high-speed internet connections, which is causing an expansion of the multiplayer electronic games industry. These games have gained the status of sport (called e-sports). Among these games, Lol (League of Legends ©) deserves special mention. In this game, players form a team of five and assume the role of a ”champion” (characters with unique abilities) generally varying around a type of class, and battle against a team of player (or computer-controlled champions). A recurring problem is to balance these champions, that is, to leave the game as honest as possible, so that only the player’s ability will be a decisive factor for the victory. The aim of this work is to perform statistical analysis of the win rates of four champions of the tenth season of the Lol game mode ”Wild Rift”, doing control of the pachs. Using ANOVA and Tukey’s HSD test, we showed that even when we take only the champions with the highest winning rates, one of them stands out from the others.
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英雄联盟中打野选手冠军的表现
自20世纪80年代以来,高速互联网的普及导致了多人电子游戏产业的扩张。这些游戏已经获得了体育运动的地位(称为电子竞技)。在这些游戏中,Lol(英雄联盟©)值得特别提及。在这款游戏中,玩家组成一个五人团队,扮演一个“冠军”(拥有独特能力的角色),并与一组玩家(或电脑控制的冠军)作战。一个反复出现的问题是如何平衡这些冠军,也就是说,让游戏尽可能诚实,这样只有玩家的能力才会成为胜利的决定性因素。这项工作的目的是对Lol游戏模式“Wild Rift”第十赛季的四名冠军的胜率进行统计分析,并对包进行控制。使用方差分析和Tukey的HSD测试,我们表明,即使我们只选择胜率最高的冠军,其中一个也会脱颖而出。
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来源期刊
Revista Brasileira de Biometria
Revista Brasileira de Biometria Agricultural and Biological Sciences-Agricultural and Biological Sciences (all)
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审稿时长
53 weeks
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