Action Recognition using Transfer Learning and Majority Voting for CSGO
- URL: http://arxiv.org/abs/2111.03882v1
- Date: Sat, 6 Nov 2021 13:33:20 GMT
- Title: Action Recognition using Transfer Learning and Majority Voting for CSGO
- Authors: Tasnim Sakib Apon, Abrar Islam, MD. Golam Rabiul Alam
- Abstract summary: 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.
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.
- Score: 0.6875312133832078
- License: http://arxiv.org/licenses/nonexclusive-distrib/1.0/
- 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.
Related papers
- Instruction-Driven Game Engine: A Poker Case Study [53.689520884467065]
The IDGE project aims to democratize game development by enabling a large language model to follow free-form game descriptions and generate game-play processes.
We train the IDGE in a curriculum manner that progressively increases its exposure to complex scenarios.
Our initial progress lies in developing an IDGE for Poker, which not only supports a wide range of poker variants but also allows for highly individualized new poker games through natural language inputs.
arXiv Detail & Related papers (2024-10-17T11:16:27Z) - Learning to Move Like Professional Counter-Strike Players [22.974835711827293]
We show that it is possible to take a data-driven approach to creating human-like movement controllers for CS:GO.
We train a transformer-based movement model that generates human-like team movement for all players in a "Retakes" round of the game.
We show that our model performs simple forms of teamwork, makes fewer common movement mistakes, and yields movement distributions, player lifetimes, and kill locations similar to those observed in professional CS:GO match play.
arXiv Detail & Related papers (2024-08-25T20:43:34Z) - MatchTime: Towards Automatic Soccer Game Commentary Generation [52.431010585268865]
We consider constructing an automatic soccer game commentary model to improve the audiences' viewing experience.
First, observing the prevalent video-text misalignment in existing datasets, we manually annotate timestamps for 49 matches.
Second, we propose a multi-modal temporal alignment pipeline to automatically correct and filter the existing dataset at scale.
Third, based on our curated dataset, we train an automatic commentary generation model, named MatchVoice.
arXiv Detail & Related papers (2024-06-26T17:57:25Z) - Instruction-Driven Game Engines on Large Language Models [59.280666591243154]
The IDGE project aims to democratize game development by enabling a large language model to follow free-form game rules.
We train the IDGE in a curriculum manner that progressively increases the model's exposure to complex scenarios.
Our initial progress lies in developing an IDGE for Poker, a universally cherished card game.
arXiv Detail & Related papers (2024-03-30T08:02:16Z) - Predicting Outcomes in Video Games with Long Short Term Memory Networks [0.39723189359605243]
Our work attempts to enhance audience engagement within video game tournaments by introducing a real-time method of predicting wins.
As a proof of concept, we evaluate our model's performance within a classic, two-player arcade game, Super Street Fighter II Turbo.
arXiv Detail & Related papers (2024-02-24T22:36:23Z) - GCN-WP -- Semi-Supervised Graph Convolutional Networks for Win
Prediction in Esports [84.55775845090542]
We propose a semi-supervised win prediction model for esports based on graph convolutional networks.
GCN-WP integrates over 30 features about the match and players and employs graph convolution to classify games based on their neighborhood.
Our model achieves state-of-the-art prediction accuracy when compared to machine learning or skill rating models for LoL.
arXiv Detail & Related papers (2022-07-26T21:38:07Z) - Collusion Detection in Team-Based Multiplayer Games [57.153233321515984]
We propose a system that detects colluding behaviors in team-based multiplayer games.
The proposed method analyzes the players' social relationships paired with their in-game behavioral patterns.
We then automate the detection using Isolation Forest, an unsupervised learning technique specialized in highlighting outliers.
arXiv Detail & Related papers (2022-03-10T02:37:39Z) - AI-enabled Prediction of eSports Player Performance Using the Data from
Heterogeneous Sensors [12.071865017583502]
We report on an Artificial Intelligence (AI) enabled solution for predicting the eSports player in-game performance using exclusively the data from sensors.
The player performance is assessed from the game logs in a multiplayer game for each moment of time using a recurrent neural network.
The proposed solution has a number of promising applications for Pro eSports teams as well as a learning tool for amateur players.
arXiv Detail & Related papers (2020-12-07T07:31:53Z) - Valuing Player Actions in Counter-Strike: Global Offensive [4.621805808537653]
Using over 70 million in-game CSGO events, we demonstrate our framework's consistency and independence.
We also provide use cases demonstrating high-impact play identification and uncertainty estimation.
arXiv Detail & Related papers (2020-11-02T21:11:14Z) - Interpretable Real-Time Win Prediction for Honor of Kings, a Popular
Mobile MOBA Esport [51.20042288437171]
We propose a Two-Stage Spatial-Temporal Network (TSSTN) that can provide accurate real-time win predictions.
Experiment results and applications in real-world live streaming scenarios showed that the proposed TSSTN model is effective both in prediction accuracy and interpretability.
arXiv Detail & Related papers (2020-08-14T12:00:58Z)
This list is automatically generated from the titles and abstracts of the papers in this site.
This site does not guarantee the quality of this site (including all information) and is not responsible for any consequences.