Proper training and analytics in eSports require accurately collected and annotated data. Most eSports research focuses exclusively on in-game data analysis, and there is a lack of prior work involving eSports athletes' psychophysiological data. In this paper, we present a dataset collected from professional and amateur teams in 22 matches in League of Legends video game with more than 40 hours of recordings. Recorded data include the players' physiological activity, e.g. movements, pulse, saccades, obtained from various sensors, self-reported aftermatch survey, and in-game data. An important feature of the dataset is simultaneous data collection from five players, which facilitates the analysis of sensor data on a team level. Upon the collection of dataset we carried out its validation. In particular, we demonstrate that stress and concentration levels for professional players are less correlated, meaning more independent playstyle. Also, we show that the absence of team communication does not affect the professional players as much as amateur ones. To investigate other possible use cases of the dataset, we have trained classical machine learning algorithms for skill prediction and player re-identification using 3-minute sessions of sensor data. Best models achieved 0.856 and 0.521 (0.10 for a chance level) accuracy scores on a validation set for skill prediction and player re-id problems, respectively. The dataset is available at https://github.com/smerdov/eSports Sensors Dataset.
翻译:电子体育的适当培训和分析需要准确收集并附加说明的数据。大多数电子体育研究都专门侧重于游戏中的数据分析,而且缺乏涉及电子体育运动员心理生理学数据的先前工作。在本文中,我们展示了专业和业余团队在22场比赛中收集的数据集,这些数据集来自传说联盟视频游戏,有超过40小时的录音记录。记录的数据包括球员的生理活动,如运动、脉搏、塞卡德、从各种传感器获得的生理活动、自我报告的接合后调查和游戏数据。数据集的一个重要特点是五个球员同时收集数据,这有利于在团队一级分析传感器数据。在收集数据集时,我们进行了验证。特别是,我们表明专业球员的压力和集中程度不那么相关,意思是更独立的游戏风格。此外,我们显示团队沟通的缺失不会像业余球员一样影响专业球员。为了调查其他可能的数据集使用案例,我们用经典机器学习算法来进行技能预测,以及用0.8分钟的模型重新定位,以及用0.15秒的机员的精确度,我们用0.85秒的模型来进行实时数据验证。