Development of Machine Learning-Based Indicators for Predicting Comeback Victories Using the Bounty Mechanism in MOBA Games
Abstract
:1. Introduction
2. Background
2.1. League of Legends
2.1.1. Game Features
Resource
Combat
Objective Monster
Vision
2.1.2. Match Categories
2.2. Related Works
- Psychological Research and Player Behavior Analysis [36]: Studies in this field contribute to increased immersion and long-term engagement by understanding player motivations and behaviors.
3. Methodology
3.1. Data Collection
3.2. Data Preprocessing
3.3. Proposed Indicators and Definitions
3.3.1. Weighted Champion Mastery (WCM)
Calculation of Weighted Champion Mastery
Team-Level Relative Differences
3.3.2. Similarity Based on Key Champion Mastery
Calculation of Team Member Similarity
Team-Level Relative Differences
3.3.3. Top Mastery Selection Rate (CM Top10)
Calculation of Top Mastery Selection Rate
Team-Level Relative Differences
3.3.4. Jungle Pressure
3.4. Feature Selection
3.5. Prediction Model
3.5.1. Logistic Regression
3.5.2. Support Vector Machine (SVM)
3.5.3. Tree-Based Models
3.5.4. Multi-Layer Perceptron (MLP)
3.6. Evaluation Metrics
4. Results
4.1. Model Performance Evaluation
4.2. Feature Importance Analysis
4.3. Individual Case Analysis
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A. Experimental Environment
Component | Details |
---|---|
OS | Ubuntu Server 20.04.6 LTS |
CPU | Intel i9-13900K |
GPU | NVIDIA GeForce RTX 4090 |
RAM | 128 GB (32 GB × 4) |
Docker Image | Docker Hub: 3won/comeback-prediction:1.1 |
Programming Language | Python 3.9 |
Package | scikit-learn 1.5.1 XGBoost 2.1.1 CatBoost 1.2.5 LightGBM 4.5.0 optuna 3.6.1 shap 0.46.0 |
Appendix B. Hyperparameter Optimization
Hyperparameter | Value |
---|---|
Regularization (C) | 8.7 |
Kernel Function | rbf |
Kernel Coefficient (gamma) | 3.0403 |
Hyperparameter | Value |
---|---|
N Estimators | 571 |
Max Depth | 19 |
Min Child Weight | 2 |
Subsample Ratio | 0.9993 |
Colsample by Tree | 0.5886 |
Grow Policy | Loss Guide |
Max Leaves | 83 |
Tree Method | Hist |
Learning Rate (eta) | 0.0863 |
Min Split Loss (gamma) | 0.0011 |
L2 Regularization (lambda) | 1.8137 |
L1 Regularization (alpha) | 0.0079 |
Scale Positive Weight | 7.6183 |
Hyperparameter | Value |
---|---|
Hidden Layer Sizes | (128, 64) |
Activation | ReLU |
Optimizer (Solver) | Adam |
Initial Learning Rate | 0.0011 |
Max Iterations | 419 |
Batch Size | 200 |
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Research Type | Data Scope | Main Focus | Model | Game Title |
---|---|---|---|---|
Professional Match Analysis | Pre-game | Player–champion combinations and team synergy | LR, SVM, NB, KNN, XGBoost, MLP, Stacking | LoL [23] |
Player–champion statistics | LR, SVM, NB, KNN, DT, RF | LoL [24] | ||
Past champion statistics and champion bans/picks | LR, SVM, RF | Dota 2 [25] | ||
Entire game (5 min intervals) | Real-time prediction based on in-game indicators | LR, RF, LGBM, CfsSubsetEval | Dota 2 [26] | |
Combination of pre-game and in-game data | Champion bans/picks and in-game indicators | RF, GBoost, XGBoost | LoL [27] | |
Solo Ranked Match Analysis | Pre-game (Iron through Diamond tiers) | Player–champion mastery | SVM, KNN, RF GBOOST, MLP | LoL [28] |
Early game (Diamond tier) | In-game indicators | LR, SVM, NB, KNN, RF | LoL [29] | |
LR, SVM, LB, KNN, DT, ET, RF, GBoost, Adaboost, Voting | LoL [30] | |||
Post-game (Top tier) | RF | LoL [31] |
Abbreviation | Meaning |
---|---|
LR | Logistic Regression |
SVM | Support Vector Machine |
NB | Naive Bayes |
KNN | K-Nearest Neighbors |
DT | Decision Tree |
ET | Extra Trees |
RF | Random Forest |
GBoost | Gradient Boosting |
Adaboost | Adaptive Boosting |
XGBoost | Extreme Gradient Boosting |
LGBM | Light Gradient Boosting Machine |
MLP | Multi-Layer Perceptron |
CfsSubsetEval | Correlation-based Feature Subset Evaluation |
Dataset | Total | No Comeback | Comeback Victory |
---|---|---|---|
# Train | 16,548 | 15,491 | 1057 |
# Test | 4138 | 3874 | 264 |
Task | Binary Classification | ||
Evaluation | Accuracy, Precision, Recall, F1 Score |
Variable | VIF |
---|---|
Total Gold | 15.9175 |
XP | 13.6273 |
Champion Kill | 7.0370 |
Turret | 6.1828 |
Champion Assist | 4.2609 |
Inhibitor | 3.2327 |
Minion | 2.6836 |
Baron Nashor | 2.6138 |
Jungle Pressure | 2.1851 |
Jungle Minion | 2.0661 |
Variable | VIF |
---|---|
Champion Kill | 5.2940 |
Champion Assist | 3.9325 |
Jungle Pressure | 2.0319 |
Inhibitor | 1.8965 |
Jungle Minion | 1.8272 |
CM Top10 | 1.7576 |
WCM Mean | 1.7567 |
Baron Nashor | 1.4128 |
Minion | 1.3323 |
Ward Kill | 1.2353 |
Variable | Description |
---|---|
Comeback Victory | Whether a comeback victory occurred (1, 0) |
Inhibitor | Number of inhibitors destroyed |
Jungle Minion | Number of jungle monsters killed |
Minion | Number of minions killed |
Mountain Drake | Number of Mountain Drakes killed |
Chemtech Drake | Number of Chemtech Drakes killed |
Cloud Drake | Number of Cloud Drakes killed |
Infernal Drake | Number of Infernal Drakes killed |
Ocean Drake | Number of Ocean Drakes killed |
Hextech Drake | Number of Hextech Drakes killed |
Elder Dragon | Number of Elder Dragons killed |
Rift Herald | Number of Rift Heralds killed |
Baron Nashor | Number of Baron Nashors killed |
Champion Kill | Number of champion kills |
Champion Assist | Number of champion assists |
Ward Place | Number of wards placed |
Control Ward Place | Number of control wards placed |
Ward Kill | Number of wards killed |
Damage Type Ratio | Ratio of physical damage (AD) to magic damage (AP) within the team |
Tank Role Count | Number of tanks within the team |
Jungle Pressure | Frequency of jungle invades by the jungle player (per minute) |
WCM Mean | Weighted average champion mastery of the team’s five players, based on recent match records and performance |
WCM CV | Weighted coefficient of variation of champion mastery for the team’s five players, based on recent match records and performance |
CM Top10 | A rate quantifying the contribution of skilled players within the team, calculated based on the frequency of selecting the top 10 highest-mastery champions played by team members |
Similarity | A metric representing the similarity among team members based on the top 10 highest-mastery champions for each player |
Model | Accuracy | Precision | Recall | F1 Score |
---|---|---|---|---|
LR | 0.9843 | 0.8284 | 0.9508 | 0.8854 |
SVM | 0.9872 | 0.8552 | 0.9621 | 0.9055 |
Random Forest | 0.9899 | 0.9563 | 0.8813 | 0.9173 |
XGBoost | 0.9903 | 0.9118 | 0.9394 | 0.9254 |
CatBoost | 0.9884 | 0.8740 | 0.9567 | 0.9134 |
LightGBM | 0.9891 | 0.8897 | 0.9470 | 0.9174 |
MLP (32) | 0.9917 | 0.9663 | 0.9008 | 0.9323 |
MLP (64, 32) | 0.9921 | 0.9578 | 0.9173 | 0.9367 |
MLP (128, 64, 32) | 0.9911 | 0.9399 | 0.9218 | 0.9300 |
Model | Accuracy | Precision | Recall | F1 Score |
---|---|---|---|---|
SVM | 0.9884 | 0.8885 | 0.9356 | 0.9114 |
XGBoost | 0.9915 | 0.9225 | 0.9470 | 0.9346 |
MLP (128, 64) | 0.9937 | 0.9612 | 0.9394 | 0.9502 |
Soft Voting | 0.9928 | 0.9466 | 0.9394 | 0.9430 |
Hard Voting | 0.9932 | 0.9470 | 0.9470 | 0.9470 |
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Lee, J.; Kim, N. Development of Machine Learning-Based Indicators for Predicting Comeback Victories Using the Bounty Mechanism in MOBA Games. Electronics 2025, 14, 1445. https://doi.org/10.3390/electronics14071445
Lee J, Kim N. Development of Machine Learning-Based Indicators for Predicting Comeback Victories Using the Bounty Mechanism in MOBA Games. Electronics. 2025; 14(7):1445. https://doi.org/10.3390/electronics14071445
Chicago/Turabian StyleLee, Junhyuk, and Namhyoung Kim. 2025. "Development of Machine Learning-Based Indicators for Predicting Comeback Victories Using the Bounty Mechanism in MOBA Games" Electronics 14, no. 7: 1445. https://doi.org/10.3390/electronics14071445
APA StyleLee, J., & Kim, N. (2025). Development of Machine Learning-Based Indicators for Predicting Comeback Victories Using the Bounty Mechanism in MOBA Games. Electronics, 14(7), 1445. https://doi.org/10.3390/electronics14071445