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William Robert Freeman

dblp:318/9500 · DBLP profile ↗
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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

TopicWeightPapersLastEvidence papers
Computational social science and digital humanities
sports analytics
0.612022
Analyzing the Differences between Professional and Amateur Esports through Win Probability · WWW 2022
Data mining › interpretable machine learning
interpretable models
0.212022
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
YearPublicationVenuePosition
2022 Analyzing the Differences between Professional and Amateur Esports through Win Probability
abstract
Estimating 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
WWW2