Demo Data from EDBT 2026 / reviewers in the wild / expert
William Robert Freeman
dblp:318/9500
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2022
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Databases, data management, data science and information retrieval · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Computational social science and digital humanities · 100% | |
| Databases, data mining, and information retrieval
1 paper |
Data mining · 100% |
Topics — the 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computational social science and digital humanities
sports analytics |
0.6 | 1 | 2022 | Analyzing the Differences between Professional and Amateur Esports through Win Probability · WWW 2022 |
Data mining › interpretable machine learning
interpretable models |
0.2 | 1 | 2022 | Analyzing the Differences between Professional and Amateur Esports through Win Probability · WWW 2022 |
Methods — techniques the papers use, named apart from their topics
interpretable win probability models · 1.1elo rating · 1.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Analyzing the Differences between Professional and Amateur Esports through Win ProbabilityabstractEstimating a team’s win probability at any given point of a game is a common task for any sport, including esports, and is important for valuing player actions, assessing profitable bets, and engaging fans with interesting metrics. Past studies of win probability in esports have relied on data extracted from matches held in well-structured and organized professional tournaments. In these tournaments, players play on set teams, oftentimes where players are well acquainted with all participants. However, there has been little study of win probability modeling in casual gaming environments – those where players are randomly matched – even though these environments form the bulk of gaming hours played. Using interpretable win probability models trained on large CSGO data sets, we improve upon the current state of the art in Counter-Strike: Global Offensive (CSGO) win probability prediction. We identify important features, such as team HP and equipment value, across different skill levels. We also find a small benefit to using Elo-based player skill estimates in predicting win probability. Furthermore, we discuss how our win probability models can be used to investigate the problem of player-leaving in competitive matchmaking. Peter Xenopoulos, William Robert Freeman, Cláudio T. Silva |
WWW | 2 |