Obviously the games are different, but perhaps there are some common themes or generalized structures that can help frame what questions to ask?
Obviously the games are different, but perhaps there are some common themes or generalized structures that can help frame what questions to ask?
So, from what little I know of LoL, you’re simultaneously trying to attack the enemy base and protect your own. Presumably there are interesting second order things to study here - how can you get close to the base, how can you destroy it quicker than the opponent destroys yours etc. I assume if there are any epiphanies along the lines of “shoot threes” in basketball or “shoot closer to goal” in football, they’re probably well trodden.
Much of the game is presumably controlling the space between, trying to create overloads against opposition players, and not be overloaded yourself. The best teams in football are experts at using space, and at manipulating their opponent’s shape to create gaps or opportunities for ambushes. So an interesting thing to study would be teams tendencies to overextend - what sort of structures appear to offer them opportunities, but actually keep your players close enough together to pounce on them. The ghosting work mentioned in the article would be interesting here, as would work on pitch control:
https://www.researchgate.net/profile/William-Spearman/public...
I'd also imagine any data you can crunch from solo queue games is of limited use in competitive play.
The easily digestible stats like KDA or gold/min are relatively useless in this regard which is what I meant by them being low hanging fruit.
So I’m currently in a situation where I’m curious on how to best quantify or develop a series of metrics that can prepare teams for their opponents. The current system of watching vods, taking notes, and making slides is rather dull if I’m being honest...and really not paradigm shifting. If you’re interested I can show you videos/presentations/figures.
> Obviously the games are different, but perhaps there are some common themes or generalized structures that can help frame what questions to ask?
One of the most important things to understand is what the front office, coaches, and players want to know. Like I said, much of analytics these days (and not just in sports) is a solution searching for a problem. We build models based on what we can with the data, but the output of the models isn't actionable or something anyone is asking for. A better approach is to start from the questions that loom big in the eyes of those you are doing the analytics for. That sounds simple, but often doesn't happen, either because communication is poor, or neither party really understands what the other is trying to do. Also, often times a team doesn't even really know what questions they'd like answered, or at least not enough to verbalize it well.
One thing I've found consistently useful is focusing on measuring uncertainty. These days people are extremely excited about machine learning and "AI", and I work extensively with deep learning in my current position. But most times in analytics, especially sports analytics, simply getting the best prediction possible isn't actually useful. What is far more useful is measures of uncertainty through more traditional statistical methods, especially Bayesian statistics and Monte Carlo simulation. It's one thing to predict a player in the draft will be better than another. But a team usually knows the answer to that already anyways. Its far more useful to quantify the range of possible outcomes for a player. Is it practically a sure thing? Is it not a sure thing but a reasonable bet? Or is it really a toss-up? These are insights that teams often don't have but can find much more useful in their decision-making.
I generally don't focus on in-game strategy, since it is harder to give the team something they don't already know that they can reasonably act on. But meta-game insights could have a lot of potential. For traditional sports, this can be things like assessing player value, injury risk, draft capital, and contract valuation. Some of these may not translate well to LoL. I haven't played the game, but I've watched it a few times, and perhaps something could be done looking for insights regarding the hero pool. There are so many different heroes in the game that can act/oppose each other that quantifying those relationships somehow could be interesting.