Applications of Linear and Ensemble-Based Machine Learning for Predicting Winning Teams in League of Legends
Abstract
:1. Introduction
- The findings from this research have the potential to enhance matchmaking algorithms, which could positively affect players’ perceptions of match fairness [26], thereby increasing both player retention and revenue.
- Furthermore, the broader infrastructure that contributes to the game’s success, including esports, benefits from the incorporation of machine learning (ML) techniques. These techniques could facilitate player development, enable talent scouts to identify emerging players more effectively, and aid coaches in formulating strategic plans, similar to their applications in traditional sports [5]. In particular, the influence of winning/losing streaks on match prediction is statistically significant (p < 0.05), but its impact on prediction is relatively small.
- This study provides a data engineering framework to allow easy representative sampling from the Riot API, which can be extended to incorporate further features easily.
- It explores the relative importance of pre-game vs. in-game in the context of predicting match outcomes while also ensuring that the results are generalizable across all different skill levels in the player base, as opposed to professional matches, which are the focus of much of the literature. The models built on representative training data still have high accuracy (76.8%) when combining pre-game and in-game features.
- Finally, it bridges the findings of offline, player-centric studies looking at the effects of factors such as mindset, tilt, and ‘streakiness’ with online game-centric studies built around model training high-volume API data. It does this by engineering a novel ‘streak’ feature from the API and providing a set of functions to enable replication of this feature engineering in the future. It explored the impact of this streak feature on the prediction accuracy. By doing so, it will assess whether the findings of smaller, focused qualitative studies are equally applicable at macro scales.
2. Review of the Existing Literature
2.1. Overview of League of Legends
2.2. Current Research on Machine Learning for Match Prediction
2.3. Research Gap
- Data from nonprofessional matches (important for the generalization of predictions)
- A representative split of player skill in their dataset was ensured via the player’s in-game ranking.
- Pre-game and in-game features are combined in one model.
- Researchers have attempted to engineer features that could be linked to factors explored in experimental studies, such as the effects of tilt and streakiness.
3. Proposed Research Methodology
3.1. Sampling
3.2. Feature Engineering
3.3. Models
3.3.1. Logistic Regression
3.3.2. Random Forest
3.3.3. Gradient Boost and XGBoost
- Initializing a model with a weak learner (a decision tree with limited depth)
- Quantifying the model error is quantified via a chosen loss function (usually Cross Entropy for classification).
- Gradient Descent is used to compute the direction and magnitude of the steepest decrease in error.
- Subsequent weak learners attempt to minimize loss based on the derivative of the loss function with respect to the previous tree’s prediction.
- The outputs of subsequent learners are scaled down by a learning rate hyperparameter before being added to the ensemble. This limits the rate of improvement per iteration step, reduces overfitting, and aids convergence.
- A regularization parameter is added to determine the optimal split, further reducing overfitting.
- An approximate greedy algorithm that utilizes a Weighted Quantile Sketch algorithm for selecting the optimal split is introduced. This vastly improves performance on large, highly dimensional datasets, as it also allows parallelization.
- A novel sparsity-aware splitting algorithm that optimizes for missing data by creating default directions to follow when building the tree ensures that only nonmissing branches are visited. This also reduces the need for preprocessing to remove missing observations.
- Cache-aware access is implemented by allocating a buffer in the cache for computed gradients, which rapidly increases the speed at which subsequent trees can compute their loss.
- This method optimizes for hard-disk access in large datasets by compressing data, reducing the need for repeated reads on the hard drive. In instances where data are split across multiple drives, XGBoost can also make use of sharding to parallelize access to data, further improving training speed.
3.4. Training and Evaluation
- Tree depth;
- Minimum number of data points at a node for further splitting;
- Minimum loss reduction for a split;
- Fraction of training data used for each tree;
- Number of predictors sampled at each split;
- Learning rate.
- Minimum number of data points at a node for further splitting;
- Fraction of training data used for each tree.
- Number of predictors sampled at each split;
- Minimum data points at node for further splitting.
4. Results and Discussion
4.1. Combined Pre-Game/In-Game Model Performance
- -
- The external train/test split mechanism that was used (75%/25%) meant only 75% of data were available for training at all (n = 2290).
- -
- Cross-validation during the training phase meant only 90% of data were available during any given iteration (2290 × 0.9 = 2061).
- -
- The internal bootstrapping mechanisms of tree models further reduce the information space. The ranger engine, for instance, internally reserves 36.8% of samples for out-of-bag error estimation during its training phase, meaning each tree would be trained on 2061 × 0.632 = 1302 samples. C5.0 and XGBoost also use the sample size hyperparameter to train on a subset of data only.
- -
- This could have meant increased variance in performance across both folds and trees within the models; however, it does mean comprehensive validation of models against unseen data at multiple layers.
4.2. Variable Importance Groups
4.3. Effect of Streak
4.4. Critical Analysis and Discussion
4.4.1. Combined Model Performance Against Existing Literature
4.4.2. The Effect of Streak
4.4.3. Strengths of This Work
4.4.4. Limitations and Future Research
5. Conclusions
- Models trained on a representative dataset (by rank split of players) of matches show reasonable accuracy (76.8% for the best-performing model) compared with models trained on datasets from professional matches only.
- Streak is a relatively important pre-game predictor but has low predictive power in a combined pre-game/in-game model. In-game predictors contribute more to feature importance than pre-game predictors do.
- Compared with the models trained on only pre-game (62% for the best performing) or in-game (74.6% for the best performing) features, the models trained on the combined pre-game and early in-game feature sets have improved accuracy.
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Rank | Records | % |
---|---|---|
Iron | 2118 | 7% |
Bronze | 5505 | 18% |
Silver | 5797 | 19% |
Gold | 5569 | 18% |
Platinum | 5643 | 18% |
Diamond | 4905 | 16% |
Master | 980 | 3% |
Grandmaster | 17 | 0% |
Team 1 Won | Records | % |
---|---|---|
False | 15,300 | 50.1% |
True | 15,240 | 49.9% |
Pre-Game Predictors | In-Game Predictors |
---|---|
Average difference between teams in: | Whether Team 1 eliminated an opponent first |
Total games played | Whether Team 1 secured the first objective of the game |
Rank | Average difference between teams in: |
Experience on selected character | Difference in average gold acquired at 10 min |
Total experience across all characters | Difference in average gold acquired at 15 min |
Number of characters played across all games | Difference in average damage taken by 10 min |
Mean experience across all characters | Difference in average damage taken by 15 min |
Current win/loss streak | Difference in average damage dealt by 10 min |
Difference in average damage dealt by 15 min |
Predictor | Odds Ratio | p Value |
---|---|---|
rankDiff | 0.513 | 2.76 × 10−25 |
streakDiff | 0.880 | 1.95 × 10−2 |
goldAtFifteenDiff | 0.176 | 2.79 × 10−28 |
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Chowdhury, S.; Ahsan, M.; Barraclough, P. Applications of Linear and Ensemble-Based Machine Learning for Predicting Winning Teams in League of Legends. Appl. Sci. 2025, 15, 5241. https://doi.org/10.3390/app15105241
Chowdhury S, Ahsan M, Barraclough P. Applications of Linear and Ensemble-Based Machine Learning for Predicting Winning Teams in League of Legends. Applied Sciences. 2025; 15(10):5241. https://doi.org/10.3390/app15105241
Chicago/Turabian StyleChowdhury, Supratik, Mominul Ahsan, and Phoebe Barraclough. 2025. "Applications of Linear and Ensemble-Based Machine Learning for Predicting Winning Teams in League of Legends" Applied Sciences 15, no. 10: 5241. https://doi.org/10.3390/app15105241
APA StyleChowdhury, S., Ahsan, M., & Barraclough, P. (2025). Applications of Linear and Ensemble-Based Machine Learning for Predicting Winning Teams in League of Legends. Applied Sciences, 15(10), 5241. https://doi.org/10.3390/app15105241