Benchmarks
Ce que chaque modèle de prédiction de victoire déclare sur lui-même
Chaque article et site web recensé publiant un résultat pour son propre prédicteur de victoire League of Legends (ou MOBA). Les chiffres sont les leurs, convertis sur une échelle commune ; un tiret indique que la source ne fournit pas cette métrique, et nous n'en calculons jamais à sa place. Chaque résultat précise quand la prévision est effectuée, comment les parties de test ont été isolées de l'entraînement, sur quelles données le test a porté, et dans quelle mesure nous lui ferions confiance.
Chaque source a été vérifiée le 22 sept. 2026. Nos propres chiffres, ainsi que l'ensemble des courbes associées, figurent sur la page de précision.
0sur 73 rapports publiés fournissent les cinq métriques pour leur propre modèle (sans compter le nôtre).
Le maximum fourni par un rapport pour un seul modèle : 4 des cinq métriques : 4 · 3 des cinq métriques : 1 · 2 des cinq métriques : 13 · 1 des cinq métriques : 49 · aucune des cinq, uniquement d'autres mesures : 6.
Comment lire le tableau
Chiffres
Les cinq sont des décimales. L'AUC et la précision vont de 0,5 (pile ou face) à 1 ; la log loss, le score de Brier et l'ECE mesurent l'erreur, donc plus la valeur est basse, meilleure elle est. Un soulignement en pointillés signifie que nous avons réécrit la façon dont la source affichait un nombre, par exemple 92,2 % en 0,922 : survolez-le pour voir l'original. Nous ne modifions jamais la valeur elle-même.
Moment de la prévision
Quand la prévision est effectuée : avant la draft, pendant celle-ci, après le dernier choix mais avant le début de la partie, ou pendant la partie. En dessous, s'il s'agit d'une seule partie/manche ou de toute une série. La solo queue et la scène pro sont regroupées selon ce critère, afin de comparer ce qui est comparable.
Fiabilité
- Élevée: testé sur des parties jouées après celles ayant servi à l'entraînement, au moins 1 000 parties de test, et aucun problème connu.
- Moyenne: testé sur des parties ultérieures, mais sur un échantillon plus restreint ou un effectif non précisé.
- Inconnue: la source ne précise pas comment elle a testé.
- Faible: une répartition aléatoire, un échantillon minuscule ou un problème avéré.
Avertissements
- Rouge une fuite de données (admise par la source ou constatée par nos soins dans son code), un score qu'aucune vraie partie n'a tranché, ou des données en cours de partie.
- Orange une répartition aléatoire, une répartition non précisée, un échantillon réduit ou un résultat anormalement supérieur à tout ce qui a été testé sur des parties ultérieures. Survolez un avertissement pour en connaître la raison.
Nos données. Environ 385 000 parties de classée solo/duo par jour sur NA, EUW et KR (les 7 jours jusqu'au 10 oct. 2026) et 2 029 manches de tournois pro. Chaque chiffre de solo queue ci-dessous a été mesuré sur 2 692 689 parties de test exclues.
Comment lire nos lignes : lors d'une sélection des champions en solo queue, vous ne connaissez que votre propre identité, la ligne de référence pour évaluer l'outil en direct est donc « votre identité et les champions révélés ». La ligne avec les dix joueurs correspond à une draft achevée où chaque identité est connue, ce que la solo queue ne montre jamais.
Après la draft 17
Les dix champions sont connus et la partie n'a pas commencé. L'ensemble comparable pour nos deux modèles à draft complète.
| Modèle ou configuration | |||||||||
|---|---|---|---|---|---|---|---|---|---|
KayLoLSite webKayLoL /metrics, layer 1: the held-out patchKayLoL · kaylol.gg · 2026-10-06 pooled patch build (live payload generated 2026-10-12T00:22:01Z) · vérifié le 12 oct. 2026NotesOne pooled model per setting over three regions (NA, EUW, KR). These rows are the patch build measured on the patch it never saw; the model answering requests is a daily refit of that build, scored day by day on the page's daily layer. | all_info_puuid — full draft, all ten players identified | Après la draftUne partie | 0,6997 | 0,6280 | 0,2194 | 0,6430 | 0,0070 | Élevéetesté sur des parties ultérieures · 2 692 689 parties de test | temporalwhole-patch holdout: trained on patch 16.18, tested on 16.19, which the model never sawTesté sur NA, EUW and KR ranked solo queue (na1, euw1, kr), all tiers; patch 16.19, 2026-09-22 to 10-06; 2,692,689 held-out games in the test half, of 5,385,379 in the patch |
| KayLoL /metrics, layer 1: the held-out patch | all_info_anonymous — full draft, no player identities (champions only) | Après la draftUne partie | 0,5866 | 0,6815 | 0,2443 | 0,5612 | 0,0114 | Élevéetesté sur des parties ultérieures · 2 692 689 parties de test | temporalwhole-patch holdout: trained on patch 16.18, tested on 16.19, which the model never sawTesté sur NA, EUW and KR ranked solo queue (na1, euw1, kr), all tiers; patch 16.19, 2026-09-22 to 10-06; 2,692,689 held-out games in the test half, of 5,385,379 in the patch |
Site webDraftGap vs LoLDraftAI: A Detailed ComparisonLoLDraftAI (no visible byline; site-wide HTML meta author 'looyyd') · loldraftai.com · 2026-04-19 ('April 19, 2026') · vérifié le 22 sept. 2026NotesFiles published beside the post (exist; not downloaded): https://media.loldraftai.com/blog/draftgap-vs-loldraftai-comparison/predictions.csv.../draftgap-current-patch.json.../draftgap-30-days.json. ECE is described as the 'average gap between stated probability and observed frequency' (bins not stated); no AUC. The post adds: 'The shipped LoLDraftAI product additionally uses side information and fine-grained elo (features DraftGap doesn't have), but they weren't needed to produce this result.' A vendor's comparison against a rival. | LoLDraftAI (side-agnostic: 'Side-agnostic prediction (no blue/red knowledge), matching DraftGap's side-blind nature')Indique également : 95% bootstrap CIs: log loss (0.6811–0.6846), accuracy (55.34–56.42), Brier (0.2441–0.2458) | Après la draftUne partie | — | 0,6829 | 0,2449 | 0,5588 | 0,0088 | Élevéetesté sur des parties ultérieures · 32 750 parties dans les données, proportion de test non précisée | temporal'LoLDraftAI training cutoff at 2026-04-17, 23:25 UTC'Testé sur 32,750 matches: ranked solo/duo, Emerald+ ('DraftGap pulls its data from Lolalytics at tier=emerald_plus'), EUW1 and KR; 'Matches where any (champion, role) cell has fewer than 50 games in DraftGap's current-patch dataset are excluded'; exact dates and patches not stated |
ArticleDraftRec: Personalized Draft Recommendation for Winning in Multi-Player Online Battle Arena GamesHojoon Lee, Dongyoon Hwang, Hyunseung Kim, Byungkun Lee, Jaegul Choo · WWW 2022 (The ACM Web Conference); arXiv:2204.12750 · 2022-04-27 (arXiv v1, 'Accepted to WWW 2022') · vérifié le 22 sept. 2026NotesThe Dota 2 rows are the same paper's second dataset (Dota 2 is not this file's game). Generic baselines in the same tables, not listed above: MC (majority class, 'Blue for LOL and Radiant for Dota2') 0.5040 LoL and 0.5180 Dota 2; LR 0.5255 during and 0.5323 after the draft (LoL), 0.5750 and 0.6126 (Dota 2); NN 0.5263 and 0.5335 (LoL), 0.5748 and 0.6108 (Dota 2). After the Dota 2 draft, LR (0.6126) prints above DraftRec (0.6110). Outcome prediction is the paper's secondary task; its main task is champion recommendation. Code and data: github.com/dojeon-ai/DraftRec. | DraftRec — LoL, after the draft (all ten champions selected)Indique également : MAE 0.4826 (accuracy and MAE both starred: p<0.01) | Après la draftUne partie | — | — | — | 0,5618 | — | Élevéetesté sur des parties ultérieures · environ 27 989 parties de test | temporalTesté sur Last 10% by time of 279,893 LoL matches collected through the Riot Games API: (62,466 players); region and queue not stated; test-set size not stated |
| DraftRec: Personalized Draft Recommendation for Winning in Multi-Player Online Battle Arena Games | DraftRec-no-history — LoL, after the draft (all ten champions selected)Indique également : MAE 0.4893 | Après la draftUne partie | — | — | — | 0,5432 | — | Élevéetesté sur des parties ultérieures · environ 27 989 parties de test | temporalTesté sur Last 10% by time of 279,893 LoL matches collected through the Riot Games API: (62,466 players); region and queue not stated; test-set size not stated |
ArticleESports match analyticsMinna Wahlroos · Helsinki Metropolia University of Applied Sciences, 2018; urn:nbn:fi:amk-2018112718306 · 2018-11-27 · vérifié le 16 oct. 2026NotesOne of the earliest studies to document that pre-game prediction on an honest hold-out test set in solo queue hits an inherent ceiling of ~55% accuracy. | neural network — hold-out test dataset | Après la draftUne partie | — | — | — | 0,55 | — | Moyennetesté sur des parties ultérieures · taille de l'échantillon de test non précisée | temporalhold-out test datasetTesté sur hold-out test dataset collected via Riot Games API |
Site webLoLTheory vs LoLDraftAI: A Detailed ComparisonLoLDraftAI (no visible byline; site-wide HTML meta author 'looyyd') · loldraftai.com · 2026-04-19 ('April 19, 2026') · vérifié le 22 sept. 2026NotesPer-match predictions published: https://media.loldraftai.com/blog/loltheory-vs-loldraftai-comparison/predictions.csv (exists; not downloaded). 'Parenthetical ranges are 95% bootstrap confidence intervals'. The ECE bin count is not stated; no AUC is reported. The post describes LoLTheory as, 'primarily an Overwolf overlay app (~166,000 downloads)', and notes. Headline: 'On every one of these, LoLDraftAI beats LoLTheory.' A vendor's comparison against a rival, not an independent evaluation. | LoLDraftAI (side-agnostic mode)Indique également : 95% bootstrap CIs: log loss (0.6807–0.6842), accuracy (55.37–56.43), Brier (0.2439–0.2456) | Après la draftUne partie | — | 0,6824 | 0,2447 | 0,5590 | 0,0100 | Élevéetesté sur des parties ultérieures · 32 930 parties dans les données, proportion de test non précisée | temporal'LoLDraftAI training cutoff at 2026-04-17, 23:25 UTC — the latest game timestamp in the model's training data'; 'Eval set = matches played after both cutoffs.'Testé sur 32,930 matches; 'Eval set = matches played after both cutoffs'; exact dates and patches of the matches not stated (LoLTheory 'queried live on patch 16.8.1 during April 2026') |
ArticleOnline Game Outcome Prediction Model Using Weighted-Based Feature ApproachM. Asyhraf Zamir Zamri, Nurul Aswa Omar, Isredza Rahmi A. Hamid · Fusion: Practice and Applications, Vol. 15, No. 2, pp. 132-144 (2024) · 2024 (received 2023-08-12, revised 2023-12-25, accepted 2024-04-15) · vérifié le 22 sept. 2026NotesSample counts disagree inside the paper (4,552 NA + 12,458 LAN; '12,458 samples... from Gonzalez'; 'a dataset of 28000 samples'). Each feature becomes a 1/0 'dominance' value ('If team A's performance is better than team B's for a feature, assign a value of 1; otherwise, assign 0'), and the text also says 'The feature's value indicator is a binary value of 1 if the blue team won and 0 if the blue team did not win'. The weights are computed from counts of 'data classified as 1' and 'data classified as 0' over the whole dataset, and the paper does not state that the 'class avg' and 'class med' accuracies are scored against the real match outcome; pregame is therefore 'unclear'. The paper frames the model for 'Solo Queue Ranked Match (SQRM)' but does not name its data's queue. F-measure values print between 4.0000 and 5.0160. Table 1's accuracy column is misaligned with the text (the text gives Lee et al. 62.26% at 5 minutes and 73% at 15, Silva et al. 63.91% and 83.54%, Ani et al. over 90%, Do et al. 75.10%, Gonzalez 82-90.48%); the cross-reports follow the text. | weighted-based feature predictor with Naïve Bayes and Support Vector Machine (WEKA BayesNet and SMO)Indique également : Conclusion | Après la draftUne partie | — | — | — | >0,97 | — | Faiblenon testé sur des parties ultérieures · 4 552 parties dans les données, proportion de test non préciséeRépartition aléatoireTrès supérieur au reste | random(WEKA, Section 3.1)Testé sur NA and LAN matches: (Gonzalez); Section 3.1 says 12,458 samples from Gonzalez were used, and Section 3.2 'a dataset of 28000 samples' partitioned into sizes 1000 to 7000 (results also shown at 12458); queue, tier and dates not stated |
ArticlePlayer Skill Decomposition in Multiplayer Online Battle ArenasZhengxing Chen, Yizhou Sun, Magy Seif El-Nasr, Truong-Huy D. Nguyen · 2016 Meaningful Play Conference; arXiv:1702.06253 · 2017-02-21 (arXiv v1) · vérifié le 22 sept. 2026NotesThe Dota 2 rows are the same paper's second dataset. Majority-class baseline (BL-MC): 53.22% ± 0.16% LoL, 52.65% ± 0.12% Dota 2.. The weights are learned from match outcomes, so under 10-fold CV a player's weight is fit on that player's other matches, earlier and later. The paper's significance rule: mean1 − mean2 > 2(std1 + std2). | LR-P-C-PC (player + champion + player-champion weights)Indique également : ± 0.16% (std over 10 folds) | Après la draftUne partie | — | — | — | 0,6024 | — | Faiblenon testé sur des parties ultérieures · 231 212 parties dans les données, proportion de test non préciséeRépartition aléatoire | randomTesté sur 10-fold CV over 231,212 unique ranked matches played in 2015 by 972 seed players of the top two tiers (Challenger and Master) on the North America server, through the official Riot API (93,098 players, 129 champions); the paper studies '5-vs-5 ranked matches of solo queue' |
ArticleUsing Machine Learning to Predict Game Outcomes Based on Player-Champion Experience in League of LegendsTiffany D. Do, Seong Ioi Wang, Dylan S. Yu, Matthew G. McMillian, Ryan P. McMahan · FDG 2021 (16th International Conference on the Foundations of Digital Games); arXiv:2108.02799 · 2021-08-05 (arXiv v1); FDG '21, August 3-6, 2021 · vérifié le 22 sept. 2026NotesFeatures as defined in the paper: champion mastery points ('lifetime experience'), player-champion win rate, season games on the champion, and ranked games on the champion within the last 20. The paper does not say whether the season aggregates were read before each match or at collection time. Other models in Table 1: RF 74.7%, SVC 74.3%, kNN 72.7% (kNN uses only 'the team's average win rate'). The authors prefer the DNN over GBOOST because GBOOST's standard error is much larger. | Deep neural network (5 dense layers)Indique également : ± 1.2% (95% CI); std. dev. 1.9%; std. error 0.60% | Après la draftUne partie | — | — | — | 0,751 | — | Faiblenon testé sur des parties ultérieures · 5 000 parties dans les données, proportion de test non préciséeRépartition aléatoireTrès supérieur au reste | randomTesté sur 5,000 unique ranked matches from the North American server, 2020, ranks Iron to Diamond, pulled through the Riot API ; Table 1 gives each model's mean accuracy with a 95% CI, and the paper does not say whether that is the 10-fold mean or the 1,000-match test set |
| Using Machine Learning to Predict Game Outcomes Based on Player-Champion Experience in League of Legends | Gradient boosting (GBOOST)Indique également : ± 1.19% (95% CI); std. dev. 5.25%; std. error 1.66% | Après la draftUne partie | — | — | — | 0,754 | — | Faiblenon testé sur des parties ultérieures · 5 000 parties dans les données, proportion de test non préciséeRépartition aléatoireTrès supérieur au reste | randomTesté sur 5,000 unique ranked matches from the North American server, 2020, ranks Iron to Diamond, pulled through the Riot API ; Table 1 gives each model's mean accuracy with a 95% CI, and the paper does not say whether that is the 10-fold mean or the 1,000-match test set |
Site webiTero vs LoLDraftAI: A Detailed ComparisonLoLDraftAI (no visible byline; site-wide HTML meta author 'looyyd') · loldraftai.com · 2026-04-19 ('April 19, 2026') · vérifié le 22 sept. 2026NotesFull tournament data published as drafts_scored.jsonl (exists; not downloaded). The post infers iTero's model ('consistent with a gradient-boosted tree ensemble over lolalytics-style aggregates') from 'its API response signature'; that is a rival's inference, not iTero's statement. Its feature table says iTero offers 'per-candidate score only; no team WR', which is why no calibrated metric could be scored for iTero. No real match outcomes are involved, so none of these numbers is a forecast score. | LoLDraftAI (as drafter) — judge: DraftGap (third-party)Indique également : LoLDraftAI win rate 55.0% (45.0–65.0); Mean WR margin (LoLDraftAI) +0.6% (−1.0 to +2.2) | Après la draftUne partie | — | — | — | — | — | Faiblenon testé sur des parties ultérieures · 100 parties dans les données, proportion de test non précisée · problème connuAucun résultat de partiePas de test sur données excluesÉchantillon de test réduit | aucun test sur données excluesnone: no games are played; 100 synthetic greedy drafts are scored by a judge model's predicted win rateTesté sur 100 head-to-head greedy drafts; patch and date not stated |
| iTero vs LoLDraftAI: A Detailed Comparison | LoLDraftAI (as drafter) — judge: LoLDraftAI's own win-probability head (flagged non-independent)Indique également : LoLDraftAI win rate 93.0% (88.0–98.0); Mean WR margin (LoLDraftAI) +13.2% (+11.6 to +14.9) | Après la draftUne partie | — | — | — | — | — | Faiblenon testé sur des parties ultérieures · 100 parties dans les données, proportion de test non précisée · problème connuAucun résultat de partiePas de test sur données excluesÉchantillon de test réduit | aucun test sur données excluesnone: the judge is the same model that drafted ('LoLDraftAI judging drafts it itself picked is textbook circular')Testé sur the same 100 drafts |
| iTero vs LoLDraftAI: A Detailed Comparison | LoLDraftAI (predicted gold at 15 min) against the two judges' disagreement — judge disagreement analysisIndique également : Pearson r = +0.59 (n = 100); Mean |LoLDraftAI − DraftGap| by predicted gold@15 quartile: Q1 32 – 497 g (n 25) 10.4 pp; Q2 497 – 1,108 g (25) 13.3 pp; Q3 1,108 – 2,162 g (25) 12.6 pp; Q4 2,162 – 4,882 g (25) 14.8 pp | Après la draftUne partie | — | — | — | — | — | Faiblenon testé sur des parties ultérieures · 100 parties dans les données, proportion de test non précisée · problème connuAucun résultat de partiePas de test sur données excluesÉchantillon de test réduit | aucun test sur données excluesnoneTesté sur the same 100 drafts |
Site web【LoL】AIがドラフト前にプレイヤー情報だけで76.7%の精度で勝敗予測的中 – MMRは本当に機能しているのか? (lolninja.net report of the Reddit post 'AI can predict the winner of 76.7% of your games before draft even begins! Is the MMR system broken?')いちずなイブリン (lolninja.net), reporting a Reddit user's post · lolninja.net · 2025-04-23 ('2025.04.23') · vérifié le 22 sept. 2026NotesSecondary source: it relays the Reddit post https://www.reddit.com/r/leagueoflegends/comments/1k5hmlf/ai_can_predict_the_winner_of_767_of_your_games/ (not read; Reddit is unreachable to the fetcher). pregame is 'unclear' because the rank feature is taken after the games were played. | Reddit poster's neural net, rank + draft | Après la draftUne partie | — | — | — | 0,747 | — | Faiblerépartition non précisée · 21 000 parties dans les données, proportion de test non précisée · problème connuFuite admiseRépartition non précisée | non précisé'80/10/10分割' (an 80/10/10 split); whether random, temporal or by player is not statedTesté sur about 21,000 matches after cleaning (15,000 solo queue, 2,000 flex, 4,000 normal draft) from about 30,000 collected; players 'randomly' gathered from Gold/Platinum; NA; patch 15.7; test-set size not stated |
| 【LoL】AIがドラフト前にプレイヤー情報だけで76.7%の精度で勝敗予測的中 – MMRは本当に機能しているのか? (lolninja.net report of the Reddit post 'AI can predict the winner of 76.7% of your games before draft even begins! Is the MMR system broken?') | Reddit poster's neural net, draft only | Après la draftUne partie | — | — | — | 0,528 | — | Inconnuerépartition non précisée · 21 000 parties dans les données, proportion de test non préciséeRépartition non précisée | non précisé'80/10/10分割' (an 80/10/10 split); whether random, temporal or by player is not statedTesté sur about 21,000 matches after cleaning (15,000 solo queue, 2,000 flex, 4,000 normal draft) from about 30,000 collected; players 'randomly' gathered from Gold/Platinum; NA; patch 15.7; test-set size not stated |
Site webBugfix and Correction of Reddit Post Accuracy Claims (blog index title: 'Correction: Reddit Post Accuracy Claims')LoLDraftAI (first person, no visible byline; site-wide HTML meta author 'looyyd') · loldraftai.com · 2025-04-07 ('April 7, 2025') · vérifié le 22 sept. 2026NotesRetracted Reddit post: https://www.reddit.com/r/leagueoflegends/comments/1joumtm/i_made_an_ai_model_that_predicts_62_of_ranked/ (not read; Reddit is unreachable to the fetcher). The author thanks '/u/Impossible_Concert88 for trying to verify the accuracy claims' and writes: Queue: the post says 'ranked' (from the Reddit title) without naming solo/duo; level set to solo queue on that basis. | LoLDraftAI, fixed model uploaded April 4, 2025Indique également : 'around 55% (as of April 4 2025)' | Après la draftUne partie | — | — | — | 0,55 | — | Inconnuerépartition non précisée · taille de l'échantillon de test non préciséeRépartition non précisée | non précisénot stated (validation set after the duplication fix; construction not described)Testé sur not stated |
Site webHow it Works: LoLDraftAILoLDraftAI (no visible byline; site-wide HTML meta author 'looyyd') · loldraftai.com · 2025-09-04 ('September 4, 2025') · vérifié le 22 sept. 2026NotesTraining logs linked from the post (not opened here): solo queue https://wandb.ai/loyd-team/draftking/runs/jy5hf0bv?panelDisplayName=val_win_prediction_accuracy&panelSectionName=Charts; pro play https://wandb.ai/loyd-team/draftking-pro-finetune/runs/jg3ls0xp?panelDisplayName=val_pro_win_prediction_accuracy&panelSectionName=Charts. 'We mask randomly because the riot data doesn't have information about the original pick order'... 'the model is not aware of "blind pickability".' The page header 'Last model update: September 19 on patch 16.18' is the site-wide banner for the current model, not the one the post describes. | LoLDraftAI solo queue and pro play models (the training-log links point to the May 2025 model) | Après la draftUne partie | — | — | — | 0,56 | — | Inconnuerépartition non précisée · taille de l'échantillon de test non préciséeRépartition non précisée | non précisé'on random drafts they have not been trained on' — read from 'the training logs' (Weights & Biases panels val_win_prediction_accuracy / val_pro_win_prediction_accuracy); how the held-out drafts were separated is not statedTesté sur not stated (held-out drafts from the training runs; no dates, regions, elo range or n) |
Site webLoLDraftAI homepage: headline stat block and FAQ 'How accurate is the model?'LoLDraftAI (site-wide HTML meta author 'looyyd') · loldraftai.com · not stated; page stamped 'Patch 16.18 · Updated September 19' and 'Last model update: September 19 on patch 16.18' · vérifié le 22 sept. 2026NotesFAQ answer in full: No test set, split, n, curve or ECE is given anywhere on the page. The landing page also shows 'Outperforms DraftGap · Outperforms iTero · Outperforms LoLTheory' badges and a 'Side by side' table whose 'Calibrated win %' row gives LoLDraftAI a check and DraftGap, iTero and LoLTheory a '?'; no metric is attached, so no cross-report is recorded. 'Read the full breakdowns' links to the three comparison posts. Other page claims: 'Re-trained weekly', and. | LoLDraftAI (draft only)Indique également : Calibrated · 55% means 55% | Après la draftUne partie | — | — | — | 0,567 | — | Inconnuerépartition non précisée · taille de l'échantillon de test non préciséeRépartition non précisée | non précisénot statedTesté sur not stated (the page says 'Silver to Challenger' and 'Trained on millions of ranked games' but gives no test set, dates, region or n for the 56.7%) |
| LoLDraftAI homepage: headline stat block and FAQ 'How accurate is the model?' | LoLDraftAI with runes | Après la draftUne partie | — | — | — | 0,577 | — | Inconnuerépartition non précisée · taille de l'échantillon de test non préciséeRépartition non précisée | non précisénot statedTesté sur not stated |
ArticlePredicting League of Legends Match Outcomes Through Machine Learning Models Using Past Match Player PerformanceChaim Joseph A. Cordova, Carl Victor A. Villaceran, Christine F. Peña · 2024 IEEE International Conference on Computing (ICOCO) · 2024-12-12 · vérifié le 22 sept. 2026Notes. The abstract does not say how the data were split or whether the win rates exclude the predicted match. Queue not named ('ranked matches'). | Gradient Boosting, Logistic Regression and Deep Neural Networks (reported together) | Après la draftUne partie | — | — | — | 0,975 | — | Inconnuerépartition non précisée · 11 000 parties dans les données, proportion de test non préciséeRépartition non préciséeTrès supérieur au reste | non précisénot stated in the abstractTesté sur 'over 11,000 ranked matches' (abstract); source, region, tier and dates not stated |
ArticleResearch on winning rate prediction of e-sport League of Legends based on machine learningHaiting Cui · International Conference on Optics, Electronics, and Communication Engineering (OECE 2024); SPIE DOI 10.1117/12.3049149 · 2024-11-05 · vérifié le 16 oct. 2026NotesHero lineup / draft-only claim of 75.32% accuracy sits far above the honest draft band (53-56%); split and data scope unstated in the abstract, indicating strong likelihood of whole-dataset feature calculation. | CNN with grouping strategy and feature combination — hero lineup selection | Après la draftUne partie | — | — | — | 0,7532 | — | Inconnuerépartition non précisée · taille de l'échantillon de test non préciséeRépartition non préciséeTrès supérieur au reste | non précisénot stated in the abstractTesté sur not stated in the abstract |
ArticleScalable Psychological Momentum Forecasting in EsportsAlfonso White, Daniela M. Romano · SUM '20 (State-based User Modelling) workshop at WSDM 2020; arXiv:2001.11274 · 2020-01-30 (arXiv v1; v2 2020-02-15); SUM '20, February 3-7, 2020 · vérifié le 22 sept. 2026NotesOther Table 3 rows (test %): post-draft AutoLog+Rolling+LR 72.0, AutoLog+LR 71.8, Loginit+Rolling+(momentum)+LR 70.8, Rolling+(momentum)+LR 68.8, LR baseline 68.3; pre-draft teams AutoLog+Rolling+LR 65.6, AutoLog+LR 65.1, LR baseline 62.3, MTL+RNN 61.6; pre-draft solo AutoLog+Rolling+LR 54.03, AutoLog+LR 53.59, LR baseline 53.38, AutoLog+MTL-TL+RNN 52.48, AutoLog+RNN 52.38. Participant profiles were loaded from op.gg 'Once a valid match is found' (season totals and up to the last 20 games); the paper does not say they exclude the target match. Stated limitation. | AutoLog+Rolling+(momentum)+LR (post-draft)Indique également : train accuracy 73.6%; train n 70,194 | Après la draftUne partie | — | — | — | 0,721 | — | Inconnuerépartition non précisée · 10 000 parties de testRépartition non précisée | non préciséTesté sur 10,000 test matches out of 87,743 collected 'from February 5th to September 20th of 2019' (86.4% Solo/Duo queue, 13.6% Flex; 517,269 unique summoners), crawled through the Riot Games API with op.gg profile summaries and champion.gg / op.gg averages; region not stated; how the 10,000 were drawn is not stated |
ArticleStrategic Feature Selection for Draft Prediction in League of LegendsManaschai Aonon, Ponguthai Samrankhong, Teerawat Kamnardsiri · 2026 Joint International Conference on Digital Arts, Media and Technology with ECTI Northern Section Conference (ECTI DAMT & NCON) · 2026-02-04 · vérifié le 22 sept. 2026NotesFeature importance per the abstract: meta strength 26.3%, team synergy 24.8%, counter-matchups 20.6%, runes and spells 6.7% combined. | LightGBM (best of 20 algorithms)Indique également : 'minimal generalization gap (0.27%)' | Après la draftUne partie | 0,922 | — | — | 0,831 | — | Inconnuerépartition non précisée · 86 556 parties dans les données, proportion de test non préciséeRépartition non préciséeTrès supérieur au reste | non précisénot stated in the abstract (it reports 'test accuracy')Testé sur '86,556 high-level matches' (abstract); source, region and dates not stated |
Pendant la draft 5
Certains choix sont encore masqués. La section où se situent nos trois modèles en cours de draft.
| Modèle ou configuration | |||||||||
|---|---|---|---|---|---|---|---|---|---|
KayLoLSite webKayLoL /metrics, layer 1: the held-out patchKayLoL · kaylol.gg · 2026-10-06 pooled patch build (live payload generated 2026-10-12T00:22:01Z) · vérifié le 12 oct. 2026NotesOne pooled model per setting over three regions (NA, EUW, KR). These rows are the patch build measured on the patch it never saw; the model answering requests is a daily refit of that build, scored day by day on the page's daily layer. | draft_all_puuid — mid-draft, all ten players identified (clash / organised draft) | Pendant la draftUne partie | 0,6685 | 0,6465 | 0,2278 | 0,6193 | 0,0036 | Élevéetesté sur des parties ultérieures · 2 692 689 parties de test | temporalwhole-patch holdout: trained on patch 16.18, tested on 16.19, which the model never sawTesté sur NA, EUW and KR ranked solo queue (na1, euw1, kr), all tiers; patch 16.19, 2026-09-22 to 10-06; 2,692,689 held-out games in the test half, of 5,385,379 in the patch |
| KayLoL /metrics, layer 1: the held-out patch | draft_puuid — mid-draft, own identity plus revealed picks (solo-queue champion select) | Pendant la draftUne partie | 0,5713 | 0,6848 | 0,2458 | 0,5496 | 0,0019 | Élevéetesté sur des parties ultérieures · 2 692 689 parties de test | temporalwhole-patch holdout: trained on patch 16.18, tested on 16.19, which the model never sawTesté sur NA, EUW and KR ranked solo queue (na1, euw1, kr), all tiers; patch 16.19, 2026-09-22 to 10-06; 2,692,689 held-out games in the test half, of 5,385,379 in the patch |
| KayLoL /metrics, layer 1: the held-out patch | draft_anonymous — mid-draft, no identities | Pendant la draftUne partie | 0,5560 | 0,6878 | 0,2473 | 0,5385 | 0,0025 | Élevéetesté sur des parties ultérieures · 2 692 689 parties de test | temporalwhole-patch holdout: trained on patch 16.18, tested on 16.19, which the model never sawTesté sur NA, EUW and KR ranked solo queue (na1, euw1, kr), all tiers; patch 16.19, 2026-09-22 to 10-06; 2,692,689 held-out games in the test half, of 5,385,379 in the patch |
ArticleDraftRec: Personalized Draft Recommendation for Winning in Multi-Player Online Battle Arena GamesHojoon Lee, Dongyoon Hwang, Hyunseung Kim, Byungkun Lee, Jaegul Choo · WWW 2022 (The ACM Web Conference); arXiv:2204.12750 · 2022-04-27 (arXiv v1, 'Accepted to WWW 2022') · vérifié le 22 sept. 2026NotesThe Dota 2 rows are the same paper's second dataset (Dota 2 is not this file's game). Generic baselines in the same tables, not listed above: MC (majority class, 'Blue for LOL and Radiant for Dota2') 0.5040 LoL and 0.5180 Dota 2; LR 0.5255 during and 0.5323 after the draft (LoL), 0.5750 and 0.6126 (Dota 2); NN 0.5263 and 0.5335 (LoL), 0.5748 and 0.6108 (Dota 2). After the Dota 2 draft, LR (0.6126) prints above DraftRec (0.6110). Outcome prediction is the paper's secondary task; its main task is champion recommendation. Code and data: github.com/dojeon-ai/DraftRec. | DraftRec (LoL, during the draft)Indique également : MAE 0.4842 (accuracy and MAE both starred: p<0.01) | Pendant la draftUne partie | — | — | — | 0,5535 | — | Élevéetesté sur des parties ultérieures · environ 27 989 parties de test | temporalTesté sur Last 10% by time of 279,893 LoL matches collected through the Riot Games API: (62,466 players); region and queue not stated; test-set size not stated |
Site web+4% to +7%: How Much the Top Suggestion Helps, by Counterpick SkillLoLDraftAI (no visible byline; site-wide HTML meta author 'looyyd') · loldraftai.com · 2026-04-28 ('April 28, 2026') · vérifié le 22 sept. 2026Notes'This is model-predicted lift, not measured outcomes' — the model scores its own suggestions; no game result enters these numbers. Naive baseline: 'uniformly at random among the revealed slots'; strongest-visible. The model 'implicitly assume[s] the opponent's downstream picks don't change in response to ours'. Only Bottom and Utility (roles) and Silver and Master+ (elo) are broken out in the text; no overall average is printed. This study is the source of the homepage's '+4–7%'. | LoLDraftAI top suggestion (model-predicted lift, self-scored) — pick 1 (Blue, 0 visible picks)Indique également : lift vs naive baseline +3.0%; lift vs strongest-visible baseline +3.0% | Pendant la draftUne partie | — | — | — | — | — | Faiblerépartition non précisée · 10 000 parties dans les données, proportion de test non précisée · problème connuAucun résultat de partieRépartition non précisée | non préciséhow that test set was held out is not statedTesté sur 10,000 ranked games |
| +4% to +7%: How Much the Top Suggestion Helps, by Counterpick Skill | LoLDraftAI top suggestion (model-predicted lift, self-scored) — pick 2 (Red, 1 visible picks)Indique également : lift vs naive baseline +3.8%; lift vs strongest-visible baseline +3.8% | Pendant la draftUne partie | — | — | — | — | — | Faiblerépartition non précisée · 10 000 parties dans les données, proportion de test non précisée · problème connuAucun résultat de partieRépartition non précisée | non préciséhow that test set was held out is not statedTesté sur 10,000 ranked games |
| +4% to +7%: How Much the Top Suggestion Helps, by Counterpick Skill | LoLDraftAI top suggestion (model-predicted lift, self-scored) — pick 3 (Red, 2 visible picks)Indique également : lift vs naive baseline +4.1%; lift vs strongest-visible baseline +3.5% | Pendant la draftUne partie | — | — | — | — | — | Faiblerépartition non précisée · 10 000 parties dans les données, proportion de test non précisée · problème connuAucun résultat de partieRépartition non précisée | non préciséhow that test set was held out is not statedTesté sur 10,000 ranked games |
CodeLeagueOfPredictions: Predictive Analytics for League of Legendsaliciusschroeder (GitHub) · GitHub · README undated; repo created 2023-05-17, last push 2024-10-15 (GitHub API) · vérifié le 22 sept. 2026NotesLevel set to solo queue from 'ranked games in silver elo' (queue not named). 'still in the experimental phase'. Code not audited here; whether any input leaks the outcome is not answerable from the README. | LeagueOfPredictions model | Pendant la draftUne partie | — | — | — | 0,879 | — | Inconnuerépartition non précisée · 300 000 parties dans les données, proportion de test non préciséeRépartition non préciséeTrès supérieur au reste | non précisénot stated (README names train.py and validate.py but no protocol)Testé sur not stated beyond 'trained the model on 300,000 datasets' and 'ranked games in silver elo'; region, queue, patch and dates not stated |
Site webWhat's the Best League of Legends Draft AI?Winrate (winrate.gg; no named author) · winrate.gg · 2026-04-28 ('April 28, 2026') · vérifié le 22 sept. 2026Notes'This is a correlation, not a causal experiment. We didn't tell anyone to follow the recommendation.' 'That's a 5.4-point spread between top and bottom' (Top 10). DraftGap left out ('static aggregate stats... rather than a learned model'); LoLTheory left out ('LoLDraftAI published a head-to-head where they outperformed it'). The article describes iTero's model as 'gradient-boosted trees with linear models'. Only the anonymous winrate.gg model was tested; the personalized model (~40 more features) was not. The realized win rate is not an accuracy, so the five metric fields are null. Notre vérification : The article does not say whether the statistics behind winrate.gg's own suggestions excluded the 12 hours of games being tested. | Winrate anonymous draft model (GBDT, 58 features) — Top 1Indique également : realized win rate when the actual pick was in the tool's Top 1: 58.7% (n 300) | Pendant la draftUne partie | — | — | — | — | — | Inconnuerépartition non précisée · 20 000 parties dans les données, proportion de test non préciséeRépartition non précisée | non préciséTest games are the ranked games of the 12 hours before the query ('match_timestamp >= toUnixTimestamp64Milli(now64 - INTERVAL 12 HOUR)'); the article does not say whether winrate.gg's model or its champion aggregates had already seen those gamesTesté sur 20,000 'real ranked solo-queue games (queue 420)', 'Gold tier and above', 'Recent live patches', both teams' five roles assigned, from the 12 hours before the query ('ORDER BY sipHash64(match_id) LIMIT 20000'); one champion erased per game, nine visible; region not stated; 'n is the number of games where the actual pick was in the site's Top K' |
| What's the Best League of Legends Draft AI? | Winrate anonymous draft model (GBDT, 58 features) — Top 3Indique également : realized win rate when the actual pick was in the tool's Top 3: 56.0% (n 1,131) | Pendant la draftUne partie | — | — | — | — | — | Inconnuerépartition non précisée · 20 000 parties dans les données, proportion de test non préciséeRépartition non précisée | non préciséTest games are the ranked games of the 12 hours before the query ('match_timestamp >= toUnixTimestamp64Milli(now64 - INTERVAL 12 HOUR)'); the article does not say whether winrate.gg's model or its champion aggregates had already seen those gamesTesté sur 20,000 'real ranked solo-queue games (queue 420)', 'Gold tier and above', 'Recent live patches', both teams' five roles assigned, from the 12 hours before the query ('ORDER BY sipHash64(match_id) LIMIT 20000'); one champion erased per game, nine visible; region not stated; 'n is the number of games where the actual pick was in the site's Top K' |
| What's the Best League of Legends Draft AI? | Winrate anonymous draft model (GBDT, 58 features) — Top 5Indique également : realized win rate when the actual pick was in the tool's Top 5: 55.2% (n 2,004) | Pendant la draftUne partie | — | — | — | — | — | Inconnuerépartition non précisée · 20 000 parties dans les données, proportion de test non préciséeRépartition non précisée | non préciséTest games are the ranked games of the 12 hours before the query ('match_timestamp >= toUnixTimestamp64Milli(now64 - INTERVAL 12 HOUR)'); the article does not say whether winrate.gg's model or its champion aggregates had already seen those gamesTesté sur 20,000 'real ranked solo-queue games (queue 420)', 'Gold tier and above', 'Recent live patches', both teams' five roles assigned, from the 12 hours before the query ('ORDER BY sipHash64(match_id) LIMIT 20000'); one champion erased per game, nine visible; region not stated; 'n is the number of games where the actual pick was in the site's Top K' |
Avant la draft 3
Les joueurs sont connus, pas les champions.
| Modèle ou configuration | |||||||||
|---|---|---|---|---|---|---|---|---|---|
Site web【LoL】AIがドラフト前にプレイヤー情報だけで76.7%の精度で勝敗予測的中 – MMRは本当に機能しているのか? (lolninja.net report of the Reddit post 'AI can predict the winner of 76.7% of your games before draft even begins! Is the MMR system broken?')いちずなイブリン (lolninja.net), reporting a Reddit user's post · lolninja.net · 2025-04-23 ('2025.04.23') · vérifié le 22 sept. 2026NotesSecondary source: it relays the Reddit post https://www.reddit.com/r/leagueoflegends/comments/1k5hmlf/ai_can_predict_the_winner_of_767_of_your_games/ (not read; Reddit is unreachable to the fetcher). pregame is 'unclear' because the rank feature is taken after the games were played. | Reddit poster's neural net, rank only | Avant la draftUne partie | — | — | — | 0,767 | — | Faiblerépartition non précisée · 21 000 parties dans les données, proportion de test non précisée · problème connuFuite admiseRépartition non préciséeTrès supérieur au reste | non précisé'80/10/10分割' (an 80/10/10 split); whether random, temporal or by player is not statedTesté sur about 21,000 matches after cleaning (15,000 solo queue, 2,000 flex, 4,000 normal draft) from about 30,000 collected; players 'randomly' gathered from Gold/Platinum; NA; patch 15.7; test-set size not stated |
Codeleague_winrate_model ('Source code for Reddit post')ksavino1 (GitHub) · GitHub · 2025-04-22 (repo created; last push 2025-06-07, GitHub API) · vérifié le 22 sept. 2026NotesREADME... Found via the lolninja.net article's code link; one fetch only, not chased further. The two players' profile links in the README are left out here. | rank-based model from the Reddit post — re-check on fresh games with rank at game timeIndique également : 23/30 right; one tailed p = 0.002611 | Avant la draftUne partie | — | — | — | — | — | Inconnuerépartition non précisée · taille de l'échantillon de test non préciséeRépartition non précisée | non préciséfresh games scored with op.gg ranks 'at time the game happened, not current ranks'; relation to the training data not statedTesté sur 30 solo/duo games of two players |
ArticleScalable Psychological Momentum Forecasting in EsportsAlfonso White, Daniela M. Romano · SUM '20 (State-based User Modelling) workshop at WSDM 2020; arXiv:2001.11274 · 2020-01-30 (arXiv v1; v2 2020-02-15); SUM '20, February 3-7, 2020 · vérifié le 22 sept. 2026NotesOther Table 3 rows (test %): post-draft AutoLog+Rolling+LR 72.0, AutoLog+LR 71.8, Loginit+Rolling+(momentum)+LR 70.8, Rolling+(momentum)+LR 68.8, LR baseline 68.3; pre-draft teams AutoLog+Rolling+LR 65.6, AutoLog+LR 65.1, LR baseline 62.3, MTL+RNN 61.6; pre-draft solo AutoLog+Rolling+LR 54.03, AutoLog+LR 53.59, LR baseline 53.38, AutoLog+MTL-TL+RNN 52.48, AutoLog+RNN 52.38. Participant profiles were loaded from op.gg 'Once a valid match is found' (season totals and up to the last 20 games); the paper does not say they exclude the target match. Stated limitation. | AutoLog+Rolling+(momentum)+LR — pre-draft, teamsIndique également : train accuracy 66.8%; train n 70,194 | Avant la draftUne partie | — | — | — | 0,657 | — | Inconnuerépartition non précisée · 10 000 parties de testRépartition non précisée | non préciséTesté sur 10,000 test matches out of 87,743 collected 'from February 5th to September 20th of 2019' (86.4% Solo/Duo queue, 13.6% Flex; 517,269 unique summoners), crawled through the Riot Games API with op.gg profile summaries and champion.gg / op.gg averages; region not stated; how the 10,000 were drawn is not stated |
| Scalable Psychological Momentum Forecasting in Esports | AutoLog+MTL+RNN — pre-draft, teamsIndique également : train accuracy 64.5%; train n 70,194 | Avant la draftUne partie | — | — | — | 0,644 | — | Inconnuerépartition non précisée · 10 000 parties de testRépartition non précisée | non préciséTesté sur 10,000 test matches out of 87,743 collected 'from February 5th to September 20th of 2019' (86.4% Solo/Duo queue, 13.6% Flex; 517,269 unique summoners), crawled through the Riot Games API with op.gg profile summaries and champion.gg / op.gg averages; region not stated; how the 10,000 were drawn is not stated |
| Scalable Psychological Momentum Forecasting in Esports | AutoLog+Rolling+(momentum)+RNN — pre-draft, single player in queueIndique également : train accuracy 54.36%; train n 701,940 | Avant la draftUne partie | — | — | — | 0,5430 | — | Inconnuerépartition non précisée · taille de l'échantillon de test non préciséeRépartition non précisée | non préciséTesté sur Single-player samples from the 701,940 individual match histories, 'within the same folds', of the same 2019 collection; test size not stated |
Affichent des probabilités de victoire sans publier d'évaluation
Outils affichant un pourcentage de victoire mais ne publiant, d'après nos recherches, aucune évaluation de celui-ci.
- How the Draft Model Works (winrate.gg)Publishes no accuracy, AUC, log loss, Brier or calibration figure for its own win model (checked 2026-09-22; also the homepage, the articles index and 'Measuring What Matters: From Stats to Win Probability', 2026-02-04, which has none). Training; 'we don't have the actual pick order'. The only evaluation winrate.gg publishes is the 2026-04-28 recommender benchmark (winrate-gg-draft-ai-benchmark-2026-04).
- Global Power Rankings 2026 page and the Worlds 2025 primer's GPR changesNo accuracy, Brier or log loss is published for the revised system (checked 2026-09-22 on the 2026 GPR page and https://lolesports.com/en-US/news/worlds-2025-primer). The primer: 'daily updates rolling out after each match day' and. The 2026 page's 'More Info' link goes to the 2024 dev diary, whose 65% describes the earlier 80/20 system. Agrees with sources.md and benchmarks.md.
- LoL: Can Solo Queue data be used for Professional playNo accuracy, AUC, log loss or Brier for any iTero model: the post says its model became 'significantly more accurate' with solo-queue data and is 'evaluated on how accurately it predicts future games', without a number (checked 2026-09-22).
- iTero homepagePublishes no accuracy or evaluation claim for its own model (checked 2026-09-22). The page shows '+1,000,000 Downloads', '4.4 Ratings' and user testimonials (e.g. 'My winrate has improved to 65% in 105 games'), which are user anecdotes, not an evaluation. iTero is measured only by rivals: loldraftai-vs-itero-2026-04 and winrate-gg-draft-ai-benchmark-2026-04.
- PropsBot.AI: track record and LoL predictions pageNon-MOBA figures on the track-record page, recorded here only as context: NFL '13.7% ROI on 8,210 graded NFL picks' (56.9% win rate) and '73.2% win rate on 20,222 graded NFL picks' (−2.0% ROI); NBA '25.9% ROI on 81,410 graded NBA picks' (47.1% win rate); MLB 'Brier 0.1903 vs Vegas 0.1947'. Logging: Shows no LoL win % record and publishes no LoL evaluation (checked 2026-09-22).
- sport.gg: League of Legends predictionsShows win probabilities but publishes no track record, accuracy, Brier or log loss (checked 2026-09-22). It states a calibration goal and that 'For best-of-five series, probabilities are tighter than best-of-one matches'. Matches comparison-protocol.md §8b.
- DraftGap (GitHub README and draftgap.com)Publishes no evaluation of itself (checked 2026-09-22): the README is seven lines with no metric, the repository holds no other documentation besides AGENTS.md, and draftgap.com returned only a title to the fetcher. Its formula produces a draft win rate, which LoLDraftAI scored in loldraftai-vs-draftgap-2026-04 (the only published evaluation of DraftGap).
- LoLTheory (loltheory.gg)Publishes no evaluation of itself on its site (checked 2026-09-22): the homepage shows '90K+ downloads' and no accuracy, calibration or model-documentation link, and no draft win % on the page read. LoLDraftAI's comparison post says LoLTheory's developer ('Griffin') stated a '54–56% range' on Reddit; recorded as a cross-report in loldraftai-vs-loltheory-2026-04, not verified (Reddit not read).
- LOL Brain (lol-brain.com)Shows a win % but publishes no evaluation (checked 2026-09-22); the draft calculator on the page displays a sample 'Win Probability' of 54% against 46%.
- Smartpick (smartpick.gg)Publishes no evaluation (checked 2026-09-22); the page read showed no win % either, only the slogan 'Smarter picks, stronger drafts, higher win rates'.
- Draft Genius (draftgenius.lol)Shows a win % but publishes no evaluation (checked 2026-09-22); the page displays a draft win-probability bar ('50.0 Ally' / '50.0 Enemy' in the empty state).
- Baron Buff (baronbuff.com)Publishes no evaluation (checked 2026-09-22); the page read does not show a draft win %.
- DraftForge (draftforge.gg)Publishes no evaluation (checked 2026-09-22); the page read does not show a draft win %, and its only quantified claim is the 200,000+ pairs it draws on.
- Drafter.one ('The First League of Legends Drafting Game'; model 'DrafterEye')drafter.one and drafter.one/game return only a title to the fetcher. A search-engine summary (secondary, unverified, apparently from the product's X account @Drafter_GG) says 'Drafter's algorithm achieved a 71% prediction rate during the knock out stage' and '71% prediction on Worlds games (5/7)'; the 2026-09-11 survey logged the same '71% prediction rate' as a search snippet. Not recorded as a metric until read at the source.
Après la draft, une manche 5
Tous les choix sont connus, manche par manche. L'ensemble comparable pour notre modèle pro après la draft.
| Modèle ou configuration | |||||||||
|---|---|---|---|---|---|---|---|---|---|
KayLoLSite webKayLoL /metrics: pro tournament mapsKayLoL · kaylol.gg · live payload generated 2026-10-12T00:22:01Z · vérifié le 12 oct. 2026NotesA backfill, as our own scoreboard states: out of sample for each fit, not for the design choices, which were made looking at the same seasons. | pro model — after the draftIndique également : calibration slope 1.008 | Après la draftUne manche | 0,7377 | 0,5890 | 0,2033 | 0,6792 | 0,0360 | Élevéetesté sur des parties ultérieures · 2 029 parties de test | walk-forwardwalk-forward: each map scored by a model fitted only on the seasons before itTesté sur 2,029 pro tournament maps, 2026-06-29 onward |
CodeLoL Match Prediction (Ra1nForest/LOL_Predictions)Ra1nForest (GitHub) · GitHub · 2026-09-12 to 2026-09-23 (repo created, last pushed 2026-09-23 00:06 UTC; README updates dated 2026-08-16, 2026-08-24, 2026-09-13) · vérifié le 22 sept. 2026NotesIn-game Stage 4 results exist but use live game state, so they are left out of self_reported: '73.7% (80.5% at 25 min)' against a 56.3% baseline (28 features); live variant without XP 72.9%; isotonic re-test (2026-08-24) 'ECE 0.0351 → 0.0160', accuracy '77.2% → 77.3%'.. 'There is no server any more (since 2026-09-13)'; the public site ra1nforest.github.io/LOL_Predictions runs the stages in the browser. No forward record is published. | Stage 2 post_draft (112 features)Indique également : baseline 53.3% | Après la draftUne manche | — | — | — | 0,611 | — | Élevéetesté sur des parties ultérieures · 8 453 parties de test | walk-forwardthe README's evaluation apparatus; comparisons 'are paired', accepted only when |t| > 2.5. The stage table itself does not restate which evaluation produced itTesté sur 8,453 games from Oracle's Elixir, LPL / LCK / LEC / LCS, 2022–2026 (fold windows not listed; 'fold 8 now ends 2026-08-10') |
CodeLoL Esports Match Prediction Model (Hget15/lol-esports-predictor)Hget15 (GitHub) · GitHub · 2026-09-14 to 2026-09-16 (repo created and last pushed, GitHub API) · vérifié le 22 sept. 2026NotesV1–V3 log loss is not printed. Top V4 feature: 'patch_wr_delta_diff' at 25.3% importance . The live demo (hget15.github.io/lol-esports-predictor) runs, not the evaluated model. The README credits V4 with 'the single biggest jump — AUC 0.698 → 0.797'. Notre vérification : We read the code (upstream commit e50e9ce, 2026-09-20). The V4 features come from trackers filled with every game of 2021-2026 before any feature is computed, so a team's win rate on the current patch includes the game being predicted and the games after it (src/v4_enhancements.py: build_all_from_raw, line 223; get_patch_wr, line 85). The V1-V3 results do not use those features. | V4 gradient-boosted trees (130 features) — V4 (headline)Indique également : worklog.md: AUC 0.7970, Brier 0.1879; results/model_comparison.csv: AUC 0.7969557771451893, Brier 0.1878867184551877, Log Loss 0.5582568789963737, Accuracy 0.7214140238580157 | Après la draftUne manche | 0,797 | 0,558 | 0,188 | 0,721 | — | Faibletesté sur des parties ultérieures · environ 7 663 parties de test · problème connuFuite détectée | temporalworklog.mdTesté sur held-out test set: last 15% by date of 51,088 Oracle's Elixir games (2021–2026), '~6,874 games' (worklog.md); leagues not listed |
ArticleFeature Analysis to League of Legends Victory Prediction on the Picks and Bans PhaseLincoln Magalhães Costa, Rafael Gomes Mantovani, Fracisco [sic] Carlos Monteiro Souza, Geraldo Xexéo · IEEE Conference on Games (CoG) 2021 · 2021 · vérifié le 22 sept. 2026NotesAUC is the only metric. Gini importance from the RF models on the Complete set ranks the blue jungler's win rate on the picked champion first (Figure 4). The player statistics come from. Author name printed 'Fracisco' in the paper. | Random Forest and Logistic Regression | Après la draftUne manche | 0,97 | — | — | — | — | Faiblenon testé sur des parties ultérieures · 2 840 parties dans les données, proportion de test non préciséeRépartition aléatoireTrès supérieur au reste | randomTesté sur 2,840 professional LoL matches from Oracle's Elixir, 2021/01/01 to 2021/03/23 (blue side won 46.37%); datasets published on Kaggle (tekpixo/leagueoflegendsprematch2021) |
ArticleMachine Learning Methods for Predicting League of Legends Game OutcomeJuan Agustín Hitar-García, Laura Morán-Fernández, Verónica Bolón-Canedo · IEEE Transactions on Games 15(2):171-181 · 2022-02-23 (online, per OpenAlex); journal issue 2023 · vérifié le 22 sept. 2026NotesThe abstract: the accuracy is. | best classifier after feature selection (the abstract names none) | Après la draftUne manche | — | — | — | >0,70 | — | Inconnuerépartition non précisée · taille de l'échantillon de test non préciséeRépartition non précisée | non précisénot stated in the abstractTesté sur professional matches, pregame, features from 'the game application programming interface (API)'; size, dates and leagues not in the abstract |
Avant la draft, une manche 6
Évaluations et forme avant qu'un champion ne soit choisi. L'ensemble comparable pour notre modèle pro avant la draft.
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KayLoLSite webKayLoL /metrics: pro tournament mapsKayLoL · kaylol.gg · live payload generated 2026-10-12T00:22:01Z · vérifié le 12 oct. 2026NotesA backfill, as our own scoreboard states: out of sample for each fit, not for the design choices, which were made looking at the same seasons. | pro model — before the draft | Avant la draftUne manche | 0,7309 | 0,5990 | 0,2073 | 0,6777 | 0,0386 | Élevéetesté sur des parties ultérieures · 2 029 parties de test | walk-forwardwalk-forward: each map scored by a model fitted only on the seasons before itTesté sur 2,029 pro tournament maps, 2026-06-29 onward |
CodeLoL Match Prediction (Ra1nForest/LOL_Predictions)Ra1nForest (GitHub) · GitHub · 2026-09-12 to 2026-09-23 (repo created, last pushed 2026-09-23 00:06 UTC; README updates dated 2026-08-16, 2026-08-24, 2026-09-13) · vérifié le 22 sept. 2026NotesIn-game Stage 4 results exist but use live game state, so they are left out of self_reported: '73.7% (80.5% at 25 min)' against a 56.3% baseline (28 features); live variant without XP 72.9%; isotonic re-test (2026-08-24) 'ECE 0.0351 → 0.0160', accuracy '77.2% → 77.3%'.. 'There is no server any more (since 2026-09-13)'; the public site ra1nforest.github.io/LOL_Predictions runs the stages in the browser. No forward record is published. | Stage 1 pre_draft (79 features)Indique également : baseline 53.3% | Avant la draftUne manche | — | — | — | 0,599 | — | Élevéetesté sur des parties ultérieures · 8 453 parties de test | walk-forwardthe README's evaluation apparatus; comparisons 'are paired', accepted only when |t| > 2.5. The stage table itself does not restate which evaluation produced itTesté sur 8,453 games from Oracle's Elixir, LPL / LCK / LEC / LCS, 2022–2026 (fold windows not listed; 'fold 8 now ends 2026-08-10') |
ArticlePandaSkill - Player Performance and Skill Rating in Esports: Application to League of LegendsMaxime De Bois, Flora Parmentier, Raphaël Puget, Matthew Tanti, Jordan Peltier · arXiv · 2025-01-17 (arXiv v1; v2 2025-01-20) · vérifié le 22 sept. 2026NotesNumbers match the repo. In the same Table IV the outcome-only 'PScore + OpenSkill' row prints 65.56% on all games and 65.51% intra-region, above PandaSkill's 64.98% and 64.86% (it trails on inter-region games and on ECE); the paper's own summary: ECE bins are not stated. Generic EWMA rows (all / intra / inter): PScore + EWMA 63.06 / 63.33 / 52.34 (ECE 1.43 / 1.57 / 5.51), PI + EWMA 63.53 / 63.75 / 54.68, PlayeRank + EWMA 62.25 / 62.80 / 51.67. Expert survey (not a win metric): 80.63% majority concordance (SD 6.52), 88.98% unanimity concordance (SD 5.99). The repo's 'chronological replay' is, in the paper's words, a one-month rolling window with a logistic regression trained on the previous year. | PScore + Meta_FFA_OpenSkill (PandaSkill), all games | Avant la draftUne manche | — | — | — | 0,6498 | 0,0101 | Élevéetesté sur des parties ultérieures · 37 388 parties de test | walk-forwardTesté sur Professional LoL games from the Leaguepedia API, 2019-09-15 to 2024-09-15 (37,388 games, 4,927 players; LCK, LPL, LEC, LCS, PCS, VCS, CBLOL, LLA, Worlds, MSI and others); each month after the first year is tested; test-set sizes not stated |
CodeLoL Esports Match Prediction Model (Hget15/lol-esports-predictor)Hget15 (GitHub) · GitHub · 2026-09-14 to 2026-09-16 (repo created and last pushed, GitHub API) · vérifié le 22 sept. 2026NotesV1–V3 log loss is not printed. Top V4 feature: 'patch_wr_delta_diff' at 25.3% importance . The live demo (hget15.github.io/lol-esports-predictor) runs, not the evaluated model. The README credits V4 with 'the single biggest jump — AUC 0.698 → 0.797'. Notre vérification : We read the code (upstream commit e50e9ce, 2026-09-20). The V4 features come from trackers filled with every game of 2021-2026 before any feature is computed, so a team's win rate on the current patch includes the game being predicted and the games after it (src/v4_enhancements.py: build_all_from_raw, line 223; get_patch_wr, line 85). The V1-V3 results do not use those features. | V1 best model: logistic regression (63 features) — V1Indique également : worklog.md: AUC 0.6881, Brier 0.2230 | Avant la draftUne manche | 0,688 | — | 0,223 | 0,635 | — | Élevéetesté sur des parties ultérieures · environ 7 663 parties de test | temporalworklog.mdTesté sur held-out test set: last 15% by date of 51,088 Oracle's Elixir games (2021–2026), '~6,874 games' (worklog.md); leagues not listed |
| LoL Esports Match Prediction Model (Hget15/lol-esports-predictor) | V2 best model: ensemble (79 features) — V2Indique également : worklog.md: AUC 0.6976, Brier 0.2197 | Avant la draftUne manche | 0,698 | — | 0,220 | 0,641 | — | Élevéetesté sur des parties ultérieures · environ 7 663 parties de test | temporalworklog.mdTesté sur held-out test set: last 15% by date of 51,088 Oracle's Elixir games (2021–2026), '~6,874 games' (worklog.md); leagues not listed |
| LoL Esports Match Prediction Model (Hget15/lol-esports-predictor) | V3 best model: GBDT (106 features) — V3Indique également : worklog.md: AUC 0.6983, Brier 0.2200 | Avant la draftUne manche | 0,698 | — | 0,220 | 0,643 | — | Élevéetesté sur des parties ultérieures · environ 7 663 parties de test | temporalworklog.mdTesté sur held-out test set: last 15% by date of 51,088 Oracle's Elixir games (2021–2026), '~6,874 games' (worklog.md); leagues not listed |
ArticlePre-game paired-comparison modeling of professional League of Legends map outcomesMin-Ren Guan, Shen-Ning Tung · arXiv · 2026-09-07 (arXiv v1) · vérifié le 22 sept. 2026NotesThe paper names its score RPS and says. No accuracy, AUC or ECE is reported. Table 6 gives single-feature ROC AUCs of end-of-game and 15-minute features against the outcome (e.g., final gold 0.997, towers 1.000, gold at 15 minutes 0.784); those are associations, not forecasts. On the market window the two architectures tie (Δ = +0.0003 on 963 walk-forward games). Rank validity (Spearman, 50 teams): 0.438 proposed, 0.436 candidate. | one-stage logistic regression, 'outcome' (d = 1), the proposed modelIndique également : calibration slope 0.88 (held-out); reported as RPS, which the paper states is numerically identical to the Brier score for a two-outcome game | Avant la draftUne manche | — | 0,6371 | 0,2230 | — | — | Moyennetesté sur des parties ultérieures · 912 parties de testÉchantillon de test réduit | temporalGlobal time-based holdout: fit on the oldest 80% of games by calendar time, score the newest 20%Testé sur Newest 20% by calendar time (n_te = 912) of 5,135 professional maps with a first-pick assignment (LPL 1,822, LCK 1,276, LEC 697, LCP 432, CBLOL 277, LCS 216, Worlds 190, MSI 157, First Stand 68), 2024-2026; lolesports telemetry plus Leaguepedia |
CodeLoL Esports Predictor for Polymarket (farrelo25/lol-esports-predictor)farrelo25 (Hugging Face) · Hugging Face · 2026-05-01 (model repo created and last modified that day, Hugging Face API; the card is undated) · vérifié le 22 sept. 2026Notesno forward record, P&L or ROI is published. Unit: the backtest table counts 'Games'; a 'Bo3/Bo5 series probability extension' sits on top. Author's limitations include 'Champion draft not modeled' and 'Player-level ratings not used'. | XGBoost + isotonic regression calibrationIndique également : Brier and log loss labelled '(calibrated)'; architecture box elsewhere on the card: '63% accuracy, 0.67 AUC-ROC, 0.225 Brier Score' | Avant la draftUne manche | 0,672 | 0,639 | 0,224 | 0,630 | — | Inconnuerépartition non précisée · 1 941 parties de testRépartition non précisée | non précisé'Validation Results (7,763 train / 1,941 val)'; how the 1,941 validation rows were chosen is not stated (the architecture box says 'Time-series cross-validation (no data leakage)')Testé sur 1,941 validation rows; dates, leagues and selection not stated |
Séries, ou manches et séries mélangées 3
Prédire le vainqueur d'un match en deux manches gagnantes (BO3) ou trois (BO5) est plus aisé que sur une seule manche, ils figurent donc à part.
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Site webRiftcast: Model accuracy (Every model, every market, every league) and Model methodologyRiftcast · riftcast.gg · live page: 'Resolved 2026-09-23 01:54 UTC', 'Models last trained 2026-09-23 01:44 UTC' · vérifié le 22 sept. 2026NotesHit rate and return go in other_metrics and accuracy is left null because the hit rate covers selected picks, not all games. The methodology page's 585/895 equals the sum of the four models' 'All leagues' match-winner cells (176+146+130+133 of 266+229+197+203, my arithmetic; the page names no model). Consensus is 'a weighted blend of the three above, weighted by each model's recent log loss'; log loss itself is not published. Other markets on the page are not win predictions and are not recorded (e.g. Total Maps LightGBM 100% 14/14 +97.9% B 0.154; Series Handicap Winner; Exact Score; total-kills markets). A 'Download CSV' link exists (not downloaded). Every figure moves as matches resolve. | FastTree — match-winner markets, all leagues (series and per-game combined)Indique également : hit rate 66% (176/266 picks correct); return +21.0% on a flat one-unit stake | Avant la draftManches et séries | — | — | 0,214 | — | — | Moyennetesté sur des parties ultérieures · taille de l'échantillon de test non précisée | forwardmodels retrain daily at 00:10 UTC; 'Predictions made before match start remain on record permanently'Testé sur published value picks only; graded against results scraped from gol.gg; all leagues; latest graded 2026-09-22 |
| Riftcast: Model accuracy (Every model, every market, every league) and Model methodology | LightGBM — match-winner markets, all leagues (series and per-game combined)Indique également : hit rate 64% (146/229 picks correct); return +18.3% on a flat one-unit stake | Avant la draftManches et séries | — | — | 0,233 | — | — | Moyennetesté sur des parties ultérieures · taille de l'échantillon de test non précisée | forwardmodels retrain daily at 00:10 UTC; 'Predictions made before match start remain on record permanently'Testé sur published value picks only; graded against results scraped from gol.gg; all leagues; latest graded 2026-09-22 |
| Riftcast: Model accuracy (Every model, every market, every league) and Model methodology | PCA Sweep — match-winner markets, all leagues (series and per-game combined)Indique également : hit rate 66% (130/197 picks correct); return +15.9% on a flat one-unit stake | Avant la draftManches et séries | — | — | 0,219 | — | — | Moyennetesté sur des parties ultérieures · taille de l'échantillon de test non précisée | forwardmodels retrain daily at 00:10 UTC; 'Predictions made before match start remain on record permanently'Testé sur published value picks only; graded against results scraped from gol.gg; all leagues; latest graded 2026-09-22 |
ArticleEsportsBench: A Collection of Datasets for Benchmarking Rating Systems in EsportsClayton Thorrez · cthorrez.github.io (preprint); datasets on Hugging Face (EsportsBench/EsportsBench); code on GitHub (cthorrez/esports-bench) · 2024 (preprint, 'Preprint. Under review.', undated; citation year 2024) · vérifié le 22 sept. 2026NotesLog loss counts a draw as 0.5; accuracy excludes draws; LoL draw rate 0.0261 (Table 1). The dataset card (last modified 2026-08-09) lists releases 1.0 to 10.0; its 10.0 line reads (train and test overlap as printed) while its intro says 'Date is complete up to 2026-03-31'. The paper hopes EsportsBench could become 'a dynamic or near-real-time leaderboard' (future work). Rating systems are implemented in the author's riix package. | Elo (riix implementation) — League of Legends | Avant la draftManches et séries | — | 0,6371 | — | 0,6340 | — | Élevéetesté sur des parties ultérieures · 17 806 parties de test | walk-forwardhyperparameters chosen by log loss on the train set; ratings updated online one 7-day rating period at a time, predicting every match in a period before updating on itTesté sur League of Legends test set: 17,806 matches (train 104,737), Leaguepedia data from 2011 (the dataset card's release 1.0: 'Test: 2023-04-01 to 2024-03-31'); accuracy excludes draws |
| EsportsBench: A Collection of Datasets for Benchmarking Rating Systems in Esports | Glicko (riix implementation) — League of Legends | Avant la draftManches et séries | — | 0,6292 | — | 0,6355 | — | Élevéetesté sur des parties ultérieures · 17 806 parties de test | walk-forwardhyperparameters chosen by log loss on the train set; ratings updated online one 7-day rating period at a time, predicting every match in a period before updating on itTesté sur League of Legends test set: 17,806 matches (train 104,737), Leaguepedia data from 2011 (the dataset card's release 1.0: 'Test: 2023-04-01 to 2024-03-31'); accuracy excludes draws |
| EsportsBench: A Collection of Datasets for Benchmarking Rating Systems in Esports | Glicko 2 (riix implementation) — League of Legends | Avant la draftManches et séries | — | 0,6292 | — | 0,6356 | — | Élevéetesté sur des parties ultérieures · 17 806 parties de test | walk-forwardhyperparameters chosen by log loss on the train set; ratings updated online one 7-day rating period at a time, predicting every match in a period before updating on itTesté sur League of Legends test set: 17,806 matches (train 104,737), Leaguepedia data from 2011 (the dataset card's release 1.0: 'Test: 2023-04-01 to 2024-03-31'); accuracy excludes draws |
Site webLeague of Elo: All-Time leaderboard entry of the site's own model ('LeagueOfElo')League of Elo · leagueofelo.com · not stated (live board; its season selector lists events from 2015 to 2025) · vérifié le 22 sept. 2026NotesAbout page (https://leagueofelo.com/about): 'AR is derived directly from Brier Score'; 'XP = min(1, 1/3 log10(N))'; 'a 50/50 prediction yielding 75 points'. The highest human account on the All-Time board reads Adjusted AR 79.16, Up/Down 68.4% on 1378 matches (a single user, not a crowd aggregate, so not recorded as a cross-report). | LeagueOfElo (the site's Elo model account) — All-TimeIndique également : Adjusted AR (All-Time) 79.36; Matches Predicted 9987; the 68.0% is the All-Time 'Up/Down' column; the about page | Avant la draftManches et séries | — | — | — | 0,680 | — | Inconnuerépartition non précisée · 9 987 parties dans les données, proportion de test non préciséeRépartition non précisée | non précisénot stated: an online Elo updated after each match; whether its board predictions were logged before the matches or filled in afterwards is not statedTesté sur 9,987 matches predicted on the All-Time board (events 2015–2025 in the season selector); a 'match' is a single game or a best-of series |
Manche ou série non précisée 5
La source ne précise pas si elle prédit une seule manche ou toute la série.
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Codelol_esports-predictions (a-huk)a-huk (GitHub) · GitHub · README undated; results.csv rows dated 11/02/2022 to 01/07/2023; repo created 2021-07-30, last push 2023-07-01 (GitHub API) · vérifié le 22 sept. 2026NotesNo probability score is reported (results.csv holds probabilities; the README reports accuracy only). README: 'We are determining the "stronger" team and saying that it will win' and 'In the result's file, sometimes a > 0.5 probability is listed and the team still wins. Indeed, there was an error in the code, but the prediction output teams were always correct.' Whether a row is a game or a series is not stated. | EnsembleIndique également : 381/535 | Avant la draftManche ou série non précisée | — | — | — | 0,7121 | — | Moyennetesté sur des parties ultérieures · taille de l'échantillon de test non précisée | forwardforward: a script appends each day's predictions to results.csvTesté sur resolved predictions in results.csv for LCS, LEC and LCK (LPL 'left out'); rows dated 11/02/2022 to 01/07/2023 as printed (date format not stated) |
| lol_esports-predictions (a-huk) | tflearn DNNIndique également : 392/566 | Avant la draftManche ou série non précisée | — | — | — | 0,6926 | — | Moyennetesté sur des parties ultérieures · taille de l'échantillon de test non précisée | forwardforward: a script appends each day's predictions to results.csvTesté sur resolved predictions in results.csv for LCS, LEC and LCK (LPL 'left out'); rows dated 11/02/2022 to 01/07/2023 as printed (date format not stated) |
| lol_esports-predictions (a-huk) | AkkioIndique également : 304/471 | Avant la draftManche ou série non précisée | — | — | — | 0,6454 | — | Moyennetesté sur des parties ultérieures · taille de l'échantillon de test non précisée | forwardforward: a script appends each day's predictions to results.csvTesté sur resolved predictions in results.csv for LCS, LEC and LCK (LPL 'left out'); rows dated 11/02/2022 to 01/07/2023 as printed (date format not stated) |
Site webModel Accuracy & Track Record (draftlol.ai)draftlol.ai · draftlol.ai · live page, no 'updated' stamp; months Jun 2026 to Sep 2026; read 2026-09-22 · vérifié le 22 sept. 2026NotesIntro: Pre-match caption. Hermes caption. ✓ marks the lower Brier in each row. Two pre-match rows (EMEA Masters Sep 2026, LFL Aug 2026) show '—' for the market, so they have no cross-report. Two Hermes rows are printed truncated as 'North Amer' and 'Prime Leag'. No log loss, AUC or ECE is published, and the page never says whether a prediction is for one game or a series ('match' is not defined). Numbers change as games resolve. | draftlol.ai pre-match model (; 'published uncalibrated')Indique également : N 554 | Avant la draftManche ou série non précisée | — | — | 0,2290 | 0,610 | — | Moyennetesté sur des parties ultérieures · 554 parties de testÉchantillon de test réduit | forward'Every prediction frozen at registration time'; resolved automaticallyTesté sur 554 resolved pro predictions, Jun 2026 to Sep 2026 (the table's months), leagues as listed in the table rows |
| Model Accuracy & Track Record (draftlol.ai) | draftlol.ai Hermes, the at-draft agent (pre-match signals plus 'seven signals including champion win rates and duo synergies'; predicts at draft lock-in)Indique également : N 1855 | Après la draftManche ou série non précisée | — | — | 0,2263 | 0,629 | — | Élevéetesté sur des parties ultérieures · 1 855 parties de test | forward'Every prediction frozen at registration time'; resolved automaticallyTesté sur 1,855 resolved pro predictions at draft lock-in over 20 listed leagues; dates not stated |
Site webDev Diary: Unveiling the Global Power RankingsLoL Esports Staff (Riot Games) · lolesports.com · 2024-09-24 ('24 September 2024') · vérifié le 22 sept. 2026NotesNo margin-of-victory term appears in this article (the Stomp Factor arrives with the 2025 revision; see riot-gpr-2025-26-revision). | Global Power Rankings, 80/20 team/league Elo | Avant la draftManche ou série non précisée | — | — | — | 0,65 | — | Inconnuerépartition non précisée · taille de l'échantillon de test non préciséeRépartition non précisée | non précisénot statedTesté sur not stated (no matches, years or held-out set named) |
ArticlePredicting the Outcome of MOBA Game: a Case Study on Pregame Prediction for League of LegendsShilong Cong, Hanwei Wu, Shuo Xiong, Yue Wu, Long Zuo · 2024 8th Asian Conference on Artificial Intelligence Technology (ACAIT), pp. 1366-1372 · 2024-11-08 (ACAIT, November 8-10, 2024, Fuzhou) · vérifié le 22 sept. 2026NotesThe level rests on the abstract's wording ('the outcome of the championship'; metrics 'based on the defining characteristics of professional-level matches'); the dataset, unit and split are not described. | modified deep learning model with six metrics | Non préciséManche ou série non précisée | — | — | — | 0,8182 | — | Inconnuerépartition non précisée · taille de l'échantillon de test non préciséeRépartition non précisée | non précisénot stated in the abstractTesté sur not stated in the abstract |
CodeProjektZero-LoL-Model ('Match Modeling')MRittinghouse (GitHub) · GitHub · README metrics dated 'Feb 24, 2021' (experimental model 'Dec 28, 2021'); repo created 2021-06-19, last push 2022-02-28 (GitHub API) · vérifié le 22 sept. 2026NotesThe README says predictions cover 'game or match win probabilities' (unit not fixed). 'this model is intended purely for academic purposes'. | Ensemble (accuracy-weighted average of the component models) | Avant la draftManche ou série non précisée | — | 0,6425 | 0,2255 | 0,6366 | — | Inconnuerépartition non précisée · taille de l'échantillon de test non préciséeRépartition non précisée | non précisénot stated: each figure is a 'Tested Accuracy... on Feb 24, 2021'; the README says a 'model validator' module holds 'a series of tests to help demonstrate accuracy' but never describes the test setTesté sur not stated (Oracle's Elixir pro data; test games, leagues and dates not described) |
Moment non précisé 2
La source ne précise pas à quel moment elle effectue sa prédiction.
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ArticleGCN-WP – Semi-Supervised Graph Convolutional Networks for Win Prediction in EsportsAlexander J. Bisberg, Emilio Ferrara · IEEE, 2022 (Xplore 9893671; the repo lists CoG 2022); arXiv:2207.13191 · 2022-07-26 (arXiv v1) · vérifié le 22 sept. 2026NotesRandom-forest baseline (Table I, lookback of 1, 3, 5 previous games): raw 0.563 ± 0.009, 0.573 ± 0.010, 0.572 ± 0.005; delta 0.560 ± 0.009, 0.569 ± 0.008, 0.578 ± 0.012; Table IV lists 'Random Forest (lookback=5) + delta 0.578'. On timing the paper says both that (Section I) and that a one-convolution GCN's 'fair' prediction is 'predicting two games ahead', with labels attached 'from future game results' (Section IV-C, Fig. 3); hence pregame 'unclear'. | GCN-cheby (1 layer) + delta | Non préciséUne manche | — | — | — | 0,619 | — | Moyennetesté sur une ligue différente · taille de l'échantillon de test non précisée | cross-leagueTrain on the LPL, validate on the LCK, test on the LCS, 2020 regular seasonTesté sur LCS (North America) 2020 regular-season games from Oracle's Elixir, the test network; international tournaments excluded; game count not stated |
| GCN-WP – Semi-Supervised Graph Convolutional Networks for Win Prediction in Esports | GCN-cheby (2 layer) + delta | Non préciséUne manche | — | — | — | 0,568 | — | Moyennetesté sur une ligue différente · taille de l'échantillon de test non précisée | cross-leagueTrain on the LPL, validate on the LCK, test on the LCS, 2020 regular seasonTesté sur LCS (North America) 2020 regular-season games from Oracle's Elixir, the test network; international tournaments excluded; game count not stated |
| GCN-WP – Semi-Supervised Graph Convolutional Networks for Win Prediction in Esports | GCN (1 layer) + delta | Non préciséUne manche | — | — | — | 0,551 | — | Moyennetesté sur une ligue différente · taille de l'échantillon de test non précisée | cross-leagueTrain on the LPL, validate on the LCK, test on the LCS, 2020 regular seasonTesté sur LCS (North America) 2020 regular-season games from Oracle's Elixir, the test network; international tournaments excluded; game count not stated |
ArticleStatistical Models for Predicting Results in Professional League of LegendsRobbie Jadowski, Stuart Cunningham · ArtsIT 2021 (10th EAI International Conference), Springer, 2022 · 2022-02-10 (EUDL); conference December 2-3, 2021 · vérifié le 22 sept. 2026NotesThe abstract concludes that more accuracy 'would require substantially more data and contextual information'. MMU e-space lists a camera-ready copy (e-space.mmu.ac.uk/629272/1/EAI_ArtsIT_Robbie___cam_ready.pdf) whose download redirect expired before it could be read. | best performing model (the abstract does not name it) | Non préciséUne manche | — | — | — | 0,67 | — | Inconnuerépartition non précisée · 306 parties dans les données, proportion de test non préciséeRépartition non préciséeÉchantillon de test réduit | non précisénot stated in the abstractTesté sur 306 games; (abstract) |
Dota 2 15
La même question dans un jeu différent : pour le contexte, pas pour la concurrence.
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ArticleDraftRec: Personalized Draft Recommendation for Winning in Multi-Player Online Battle Arena GamesHojoon Lee, Dongyoon Hwang, Hyunseung Kim, Byungkun Lee, Jaegul Choo · WWW 2022 (The ACM Web Conference); arXiv:2204.12750 · 2022-04-27 (arXiv v1, 'Accepted to WWW 2022') · vérifié le 22 sept. 2026NotesThe Dota 2 rows are the same paper's second dataset (Dota 2 is not this file's game). Generic baselines in the same tables, not listed above: MC (majority class, 'Blue for LOL and Radiant for Dota2') 0.5040 LoL and 0.5180 Dota 2; LR 0.5255 during and 0.5323 after the draft (LoL), 0.5750 and 0.6126 (Dota 2); NN 0.5263 and 0.5335 (LoL), 0.5748 and 0.6108 (Dota 2). After the Dota 2 draft, LR (0.6126) prints above DraftRec (0.6110). Outcome prediction is the paper's secondary task; its main task is champion recommendation. Code and data: github.com/dojeon-ai/DraftRec. | DraftRec — Dota 2, during the draftIndique également : MAE 0.4782 | Pendant la draftUne partie | — | — | — | 0,5755 | — | Élevéetesté sur des parties ultérieures · 50 000 parties dans les données, proportion de test non précisée | temporalTesté sur Last 10% by time of a public Kaggle Dota 2 dataset: 50,000 matches of various skill tiers, November 5 to November 18, 2015; test-set size not stated |
| DraftRec: Personalized Draft Recommendation for Winning in Multi-Player Online Battle Arena Games | DraftRec — Dota 2, after the draft (all ten heroes selected)Indique également : MAE 0.4642 | Après la draftUne partie | — | — | — | 0,6110 | — | Élevéetesté sur des parties ultérieures · 50 000 parties dans les données, proportion de test non précisée | temporalTesté sur Last 10% by time of a public Kaggle Dota 2 dataset: 50,000 matches of various skill tiers, November 5 to November 18, 2015; test-set size not stated |
| DraftRec: Personalized Draft Recommendation for Winning in Multi-Player Online Battle Arena Games | DraftRec-no-history — Dota 2, during the draftIndique également : MAE 0.4757 (starred: p<0.01) | Pendant la draftUne partie | — | — | — | 0,5745 | — | Élevéetesté sur des parties ultérieures · 50 000 parties dans les données, proportion de test non précisée | temporalTesté sur Last 10% by time of a public Kaggle Dota 2 dataset: 50,000 matches of various skill tiers, November 5 to November 18, 2015; test-set size not stated |
ArticleWin Prediction in Esports: Mixed-Rank Match Prediction in Multi-player Online Battle Arena GamesVictoria Hodge, Sam Devlin, Nick Sephton, Florian Block, Anders Drachen, Peter Cowling · arXiv · 2017-11-17 (arXiv v1, the only version) · vérifié le 22 sept. 2026NotesIn-game results of this version, not recorded as rows because they are not in benchmarks.md §7: Mixed-InGame best 76.17% (RF, CFS selection) and Pro-InGame best 75.22% (LR, single feature Kills R-D), 20-minute mark (Table 3). The authors conclude Hero-model parameters were compared 'on the training data set'; for the in-game models they. | logistic regression with WrapperSubsetEval feature selection — PREGAME hero vectors: mixed test set (Mixed-Hero)Indique également : Table 2, Mixed-Hero (All / Wrapper Select): LR 54.6423 / 58.7519; RF 53.1202 / 58.2953 | Après la draftUne partie | — | — | — | 0,5875 | — | Moyennetesté sur des parties ultérieures · environ 657 parties de testÉchantillon de test réduit | temporalTesté sur the latest 34% of 1,933 replays: 270 professional matches (13.97%) and 1,663 public matches with skill score above 6000 ('99.81 percentile'), 27 March to 4 May 2017, Valve replays parsed with Clarity |
| Win Prediction in Esports: Mixed-Rank Match Prediction in Multi-player Online Battle Arena Games | Random Forest with WrapperSubsetEval feature selection — PREGAME hero vectors: professional test set (Pro-Hero, Kiev Major 2017)Indique également : Table 2, Pro-Hero (All / Wrapper Select): LR 47.7876 / 50.4425; RF 50.4425 / 55.7522 | Après la draftUne partie | — | — | — | 0,5575 | — | Faibletesté sur une ligue différente · 113 parties dans les données, proportion de test non préciséeÉchantillon de test réduit | cross-league. The training data run to 4 May 2017, so they include games played after the test tournamentTesté sur the 113 matches of the Kiev Major 2017 (24-30 April 2017) |
ArticleLearning Dota 2 Team CompositionsAtish Agarwala, Michael Pearce · CS229 report (Stanford) · 2014 (Stanford CS229 2014 project archive; undated; data 10/1/14 to 12/3/14) · vérifié le 22 sept. 2026NotesThe Full Heroes Model is Conley & Perry's hero-presence regression, antisymmetrized, re-run on this report's data; it is kept as a self-report because it is the report's headline. The authors note its top five heroes. | Full Heroes Model (logistic regression on hero presence, antisymmetrized; 'previously studied in [1]', Conley & Perry)Indique également : the abstract calls it | Après la draftUne partie | — | — | — | 0,62 | — | Faiblenon testé sur des parties ultérieures · environ 4 000 parties de testRépartition aléatoire | randomTesté sur the random 10% of 40,000 public matches (Valve web API), 10/1/14 to 12/3/14, one balance patch, All Pick and Captain's Mode, no leavers, 'a mix of low, middle, and high level play' (the API's skill filter was broken); test count not printed |
| Learning Dota 2 Team Compositions | 2nd Order PCA (d = 7)Indique également : the number of PCA dimensions | Après la draftUne partie | — | — | — | 0,57 | — | Faiblenon testé sur des parties ultérieures · environ 4 000 parties de testRépartition aléatoire | randomTesté sur the random 10% of 40,000 public matches, 10/1/14 to 12/3/14, mixed skill |
| Learning Dota 2 Team Compositions | Sorted PCA (d = 7)Indique également : the number of PCA dimensions | Après la draftUne partie | — | — | — | 0,57 | — | Faiblenon testé sur des parties ultérieures · environ 4 000 parties de testRépartition aléatoire | randomTesté sur the random 10% of 40,000 public matches, 10/1/14 to 12/3/14, mixed skill |
ArticlePlayer Skill Decomposition in Multiplayer Online Battle ArenasZhengxing Chen, Yizhou Sun, Magy Seif El-Nasr, Truong-Huy D. Nguyen · 2016 Meaningful Play Conference; arXiv:1702.06253 · 2017-02-21 (arXiv v1) · vérifié le 22 sept. 2026NotesThe Dota 2 rows are the same paper's second dataset. Majority-class baseline (BL-MC): 53.22% ± 0.16% LoL, 52.65% ± 0.12% Dota 2.. The weights are learned from match outcomes, so under 10-fold CV a player's weight is fit on that player's other matches, earlier and later. The paper's significance rule: mean1 − mean2 > 2(std1 + std2). | LR-P-C-PC — Dota 2Indique également : ± 0.42% | Après la draftUne partie | — | — | — | 0,5966 | — | Faiblenon testé sur des parties ultérieures · taille de l'échantillon de test non préciséeRépartition aléatoire | randomTesté sur 10-fold CV over 195,538 ranked Dota 2 matches from 2015 (yasp.co), All Pick, Random Draft or Captain modes on North America regions, each with at least one player whose public solo-queue MMR exceeds 4000 (117,874 players plus one universal anonymous player, 111 champions) |
| Player Skill Decomposition in Multiplayer Online Battle Arenas | LR-P-C — Dota 2Indique également : ± 0.39% | Après la draftUne partie | — | — | — | 0,5953 | — | Faiblenon testé sur des parties ultérieures · taille de l'échantillon de test non préciséeRépartition aléatoire | randomTesté sur 10-fold CV over 195,538 ranked Dota 2 matches from 2015 (yasp.co), All Pick, Random Draft or Captain modes on North America regions, each with at least one player whose public solo-queue MMR exceeds 4000 (117,874 players plus one universal anonymous player, 111 champions) |
| Player Skill Decomposition in Multiplayer Online Battle Arenas | LR-C — Dota 2Indique également : ± 0.41% | Après la draftUne partie | — | — | — | 0,5916 | — | Faiblenon testé sur des parties ultérieures · taille de l'échantillon de test non préciséeRépartition aléatoire | randomTesté sur 10-fold CV over 195,538 ranked Dota 2 matches from 2015 (yasp.co), All Pick, Random Draft or Captain modes on North America regions, each with at least one player whose public solo-queue MMR exceeds 4000 (117,874 players plus one universal anonymous player, 111 champions) |
ArticlePredicting outcomes of professional DotA 2 matchesPetra Grutzik, Joe Higgins, Long Tran · CS229 report (Stanford) · 2017-12-16 · vérifié le 22 sept. 2026NotesThe abstract says the best model's performance, meaning the bettors' 62.8%, which is measured on a different unit. Data were collected with the OpenDota web API (contributions section). | linear-kernel SVM (penalty 2) — dev set: Team and Draft Features (best model)Indique également : training accuracy 72% | Après la draftUne manche | — | — | — | 0,61 | — | Faiblenon testé sur des parties ultérieures · environ 4 258 parties de testRépartition aléatoire | randomThis number is on the dev setTesté sur dev set: random 10% of the 42,578 professional games (Valve-sanctioned tournaments) from November 2011 to before May 1, 2017; data from the OpenDota web API |
| Predicting outcomes of professional DotA 2 matches | linear-kernel SVM — dev set: Draft Features OnlyIndique également : training accuracy 58% | Après la draftUne manche | — | — | — | 0,57 | — | Faiblenon testé sur des parties ultérieures · environ 4 258 parties de testRépartition aléatoire | randomrandom 90/10 train/dev split of games before May 1, 2017Testé sur dev set: random 10% of the 42,578 pre-May-2017 professional games |
| Predicting outcomes of professional DotA 2 matches | linear-kernel SVM — dev set: Team Features OnlyIndique également : training accuracy 72% | Avant la draftUne manche | — | — | — | 0,59 | — | Faiblenon testé sur des parties ultérieures · environ 4 258 parties de testRépartition aléatoire | randomrandom 90/10 train/dev split of games before May 1, 2017Testé sur dev set: random 10% of the 42,578 pre-May-2017 professional games |
ArticlePredicting the winning side of DotA2Kuangyan Song, Tianyi Zhang, Chao Ma · CS229 report (Stanford) · 2015 (Stanford CS229 2015 project archive; undated) · vérifié le 22 sept. 2026NotesUnder the owner's rule no error rate is converted to an accuracy here. The authors warn that the combo improvement 'might because of the increasing number of match data' (6,000 against 3,000 matches). | logistic regression, hero lineup (baseline)Indique également : error rates only. Table 1 test error per fold: 0.47, 0.43, 0.49, 0.42, 0.48, 0.47, 0.42, 0.46, 0.43, 0.46 (training: 0.28, 0.29, 0.30, 0.27, 0.29, 0.25, 0.23, 0.29, 0.33, 0.31); text | Après la draftUne partie | — | — | — | — | — | Faiblenon testé sur des parties ultérieures · 3 000 parties de testRépartition aléatoire | randomTesté sur 300-match held-out folds of 3,000 matches from Valve's Web API (dota2api); modes All Pick, Ranked All Pick, Random Draft; games with absent players or zero kills removed; skill bracket, dates and region not stated |
| Predicting the winning side of DotA2 | logistic regression + 50 hand-picked two-hero combosIndique également : error rates only. Table 2 (6000 matches, 10 folds) test error per fold: 0.40, 0.41, 0.45, 0.43, 0.41, 0.39, 0.41, 0.43, 0.40, 0.42 (training: 0.25, 0.26, 0.23, 0.28, 0.25, 0.25, 0.24, 0.27, 0.29, 0.28) | Après la draftUne partie | — | — | — | — | — | Faiblenon testé sur des parties ultérieures · 6 000 parties de testRépartition aléatoire | random10-fold cross-validation on 6,000 matchesTesté sur held-out folds of 6,000 matches from the same collection |
| Predicting the winning side of DotA2 | stepwise regression feature selection (heroes and hero combos)Indique également : Figure 1 plots training and testing error against the number of features; No value printed | Après la draftUne partie | — | — | — | — | — | Inconnuerépartition non précisée · taille de l'échantillon de test non préciséeRépartition non précisée | non précisénot stated for this experimentTesté sur not stated for this experiment |
ArticleA Recommender System for Hero Line-Ups in MOBA GamesLucas Hanke, Luiz Chaimowicz · AIIDE-17 (Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment), pp. 43-49 · 2017 (AIIDE-17 proceedings) · vérifié le 22 sept. 2026NotesA baseline of always predicting a radiant win scores 'around 63%' (text; drawn in Figure 7). Recommender success rates, all judged by the neural network: Table 2 (random enemies) 56.9%, 60.5%, 73.4%, 76.4%; Table 3 (enemies among the 10 most picked) 59.9%, 60.2%, 71.7%, 74.9%. | multilayer perceptron on hero line-ups — patch 7.06dIndique également : training accuracy 89.28% | Après la draftUne partie | — | — | — | 0,8863 | — | Inconnuerépartition non précisée · 23 000 parties de testRépartition non préciséeTrès supérieur au reste | non préciséRetrained every hour for 100 epochs; figures after 193 rounds. How the 70/30 partition is drawn, and whether it stays fixed across rounds, is not statedTesté sur around 23,000 test matches (with around 54,000 for training) from patch 7.06d, collected from the Steam Web API: very high skill players, no disconnects, pick modes with all heroes available; region not stated |
ArticleHow Does He Saw Me? A Recommendation Engine for Picking Heroes in Dota 2Kevin Conley, Daniel Perry · CS229 report (Stanford) · 2013 (Stanford CS229 2013 project archive; the report itself is undated) · vérifié le 22 sept. 2026NotesThe authors note the game version did not change during collection. Their web interface shows 'Chance we win based on picks: 96%' for an example lineup; that is a demo, not a metric. | logistic regression on hero presenceIndique également : the test accuracy approaches 69.8% at about 18,000 training matches (learning curve) | Après la draftUne partie | — | — | — | 0,698 | — | Inconnuerépartition non précisée · 56 691 parties de testRépartition non précisée | non préciséHow matches were assigned is not statedTesté sur test set of 5,669 of 56,691 matches pulled from Valve's Steam web API between November 5 and December 7 (year not printed; references dated 2013); modes all pick, single draft, all random, random draft, captain's draft, captain's mode, least played; skill 'very-high' ('roughly the top 8% of players'); no leavers; region not stated |
| How Does He Saw Me? A Recommendation Engine for Picking Heroes in Dota 2 | k-nearest neighbors (custom polynomial weights, d = 4) | Après la draftUne partie | — | — | — | ≈0,70 | — | Inconnuerépartition non précisée · taille de l'échantillon de test non préciséeRépartition non précisée | non précisésame 90/10 export (51,022 train / 5,669 test); assignment not statedTesté sur the same 5,669-match test set |
ArticleOutcome prediction of DOTA2 based on Naïve Bayes classifierKaixiang Wang, Wenqian Shang · 2017 IEEE/ACIS 16th International Conference on Computer and Information Science (ICIS), pp. 591-593 · 2017-05 (conference 24-26 May 2017, Wuhan; per Crossref) · vérifié le 22 sept. 2026NotesWan & Sándor 2023 (§2.2, reference [17]) quote the same two figures. A search-engine summary, not the source, said the classifier was tested on the UCI Machine Learning Repository DOTA2 dataset; unverified. | Naive Bayes on hero line-upsIndique également : training-set accuracy 85.33% | Après la draftUne partie | — | — | — | 0,5899 | — | Inconnuerépartition non précisée · taille de l'échantillon de test non préciséeRépartition non précisée | non précisénot re-verified (benchmarks.md: 'train/test')Testé sur not re-verified |
ArticlePerformance of Machine Learning Algorithms in Predicting Game Outcome from Drafts in Dota 2Aleksandr Semenov, Peter Romov, Sergey Korolev, Daniil Yashkov, Kirill Neklyudov · AIST 2016 (International Conference on Analysis of Images, Social Networks and Texts), Springer CCIS vol. 661, pp. 26-37 · 2017-02-17 (first online; AIST 2016 conference) · vérifié le 22 sept. 2026NotesSecondary evidence only, not the source itself: Hodge et al. (IEEE ToG) Table I lists this paper as 'FM & XGB', 5,071,858 games, skill 'Normal-V. High', '70%**', footnoted as having 'calculated AUC rather than accuracy'. Akhmedov & Phan 2021 (arXiv:2106.01782) say it was evaluated 'on ten-fold cross-validation' and that; if right, the split is random k-fold and ~0.70 belongs to XGBoost, which conflicts with the abstract's FM-best. A search-engine snippet, not the paper, gave 0.706 / 0.670 / 0.660 for normal / high / very high skill. The authors' preprint (dotascience.com/papers/aist2016, linked from their CEUR-WS Vol-1842 review) no longer resolves, and the Springer full text is behind a subscription. 'public matchmaking' rests on the Normal / High / Very High skill brackets named by Hodge's table and the repo; the abstract says only 'skill level of the players'. | Factorization Machines — normal skill | Après la draftUne partie | 0,706 | — | — | — | — | Inconnuerépartition non précisée · 5 000 000 parties dans les données, proportion de test non préciséeRépartition non précisée | non précisénot stated in the reachable abstract (benchmarks.md: 'unconfirmed')Testé sur not re-verified; benchmarks.md: Dota 2 public matchmaking, 5M matches, MMR-bracketed |
| Performance of Machine Learning Algorithms in Predicting Game Outcome from Drafts in Dota 2 | Factorization Machines — very high skill | Après la draftUne partie | 0,660 | — | — | — | — | Inconnuerépartition non précisée · 5 000 000 parties dans les données, proportion de test non préciséeRépartition non précisée | non précisénot stated in the reachable abstract (benchmarks.md: 'unconfirmed')Testé sur not re-verified; benchmarks.md: Dota 2 public matchmaking, 5M matches, MMR-bracketed |
ArticlePredicting Game Outcome in Dota 2 with NLP and Machine Learning AlgorithmsZiping Wan, Bálint Sándor · thesis, Jönköping University (School of Engineering, MSc AI Engineering; supervisor Tuwe Löfström) · 2023-06 (printed '06. 2023') · vérifié le 22 sept. 2026NotesGeneric baselines omitted from self_reported: Gradient Boost 67.76 %, Logistic Regression 67.21 %, Random Forest 63.36 %, Gaussian Naive Bayes 60.49 %, KNN 54.37 % (Table 3). §4.1 prints confusion counts (991, 574, 500, 1183) beside; the counts alone do not reproduce 73%, and the thesis does not say which split they come from. It does not say whether the Word2Vec vectors and the log5 counter matrix were built from training matches only. Keeping only games of 20 minutes or more selects on game length, known only after the game. The literature review also quotes Hanke & Chaimowicz's recommender 'success rate of up to 74.9%', which is not a prediction metric. | CBOW hero embeddings + attention LSTMIndique également : Precision.72, Recall.68, F1-score.69 (Table 3). Section 4: at early stopping (epoch 175) 'an accuracy of 73% and a loss of 0.56' (binary cross-entropy), said to hold | Après la draftUne partie | — | — | — | 0,7313 | — | Inconnuerépartition non précisée · environ 4 000 parties de testRépartition non précisée | non précisé(§4.2); §3.3 separately describes '10-fold cross-validation'. Whether the 80/20 assignment is random is not statedTesté sur the 20% test share of 20,000 OpenDota matches, 'high-ranking' games with average MMR over 6000 (also called 'professional Dota 2 matches' once), at least 20 minutes long, won and lost matches balanced; dates, patch and region not stated |
ArticleReal-time eSports Match Result PredictionYifan Yang, Tian Qin, Yu-Heng Lei · arXiv · 2016-12-10 (arXiv v1) · vérifié le 22 sept. 2026NotesRead from the ar5iv HTML. The player features are the players' MMR scores and percentiles; test matches are excluded from the match-history statistics, but no cut-off at each match's start time is stated. The 93.73% real-time result is in yang-2016-realtime. | logistic regression — Hero + Player + Hero-Player (all prior features) | Après la draftUne partie | — | — | — | 0,7149 | — | Inconnuerépartition non précisée · 78 362 parties de testRépartition non précisée | non préciséRandom or chronological not statedTesté sur the 1-in-10 test share of 78,362 matches 'participated by 19790 players with "very high" skill level', crawled with the Dota 2 API; dates, region and test count not stated |
| Real-time eSports Match Result Prediction | two-layer neural network — Hero + Player + Hero-Player (all prior features) | Après la draftUne partie | — | — | — | 0,7046 | — | Inconnuerépartition non précisée · 78 362 parties de testRépartition non précisée | non préciséRandom or chronological not statedTesté sur the 1-in-10 test share of 78,362 'very high' skill matches (Dota 2 API); dates, region and test count not stated |
| Real-time eSports Match Result Prediction | logistic regression — Hero features only (draft only) | Après la draftUne partie | — | — | — | 0,6007 | — | Inconnuerépartition non précisée · 78 362 parties de testRépartition non précisée | non préciséRandom or chronological not statedTesté sur the 1-in-10 test share of 78,362 'very high' skill matches (Dota 2 API); dates, region and test count not stated |
ArticleThe Explainability of Machine Learning Algorithms for Victory Prediction in the Video Game Dota 2Julio Losada-Rodríguez, Pedro A. Castillo, Antonio Mora, Pablo García-Sánchez · Computer Sciences & Mathematics Forum 11(1):26 (ITISE 2025, 11th International Conference on Time Series and Forecasting) · 2025-08-18 · vérifié le 22 sept. 2026NotesThe authors themselves say the results 'should be taken with a grain of salt' because predicting is very difficult, and that the web dataset. The paper counts 138 heroes and uses raw hero IDs per slot as features. | Random Forest (100 estimators, no maximum depth)Indique également : Accuracy (cross-validation) 0.9837; Precision 0.9795; Recall 0.9869; F1-Score 0.9832 | Après la draftUne partie | 1,00 | — | — | 0,9800 | — | Inconnuerépartition non précisée · environ 900 parties de testRépartition non préciséeÉchantillon de test réduitTrès supérieur au reste | non préciséfold count and row assignment not statedTesté sur the 20% test share of 4,500 OpenDota matches (API accessed 1 November 2024), hero IDs only, 60% radiant wins; skill, dates and region not stated |
| The Explainability of Machine Learning Algorithms for Victory Prediction in the Video Game Dota 2 | Gradient Boosting (learning rate 0.1, 100 estimators)Indique également : Accuracy (cross-validation) 0.8653; Precision 0.8916; Recall 0.9383; F1-Score 0.9143 | Après la draftUne partie | 0,95 | — | — | 0,8955 | — | Inconnuerépartition non précisée · environ 900 parties de testRépartition non préciséeÉchantillon de test réduitTrès supérieur au reste | non précisé80/20 train/test split plus cross-validation; assignment not statedTesté sur the 20% test share of 4,500 OpenDota matches, hero IDs only |
| The Explainability of Machine Learning Algorithms for Victory Prediction in the Video Game Dota 2 | Logistic Regression (maximum 1000 iterations)Indique également : Accuracy (cross-validation) 0.6562; Precision 0.6656; Recall 0.8560; F1-Score 0.7489; on the ROC figure the text says | Après la draftUne partie | — | — | — | 0,6588 | — | Inconnuerépartition non précisée · environ 900 parties de testRépartition non préciséeÉchantillon de test réduit | non précisé80/20 train/test split plus cross-validation; assignment not statedTesté sur the 20% test share of 4,500 OpenDota matches, hero IDs only |
ArticleTo win or not to win? A prediction model to determine the outcome of a DotA2 matchKaushik Kalyanaraman · CSE 255 report (University of California, San Diego, Winter 2015) · 2015 (UCSD CSE 255 Winter 2015 report archive; undated; data 01/23/2015 to 02/20/2015) · vérifié le 22 sept. 2026NotesThe printed split counts (17,000 / 1,500) do not match the 30,426 games collected. The author notes that plain logistic regression scores higher on test than on training data and suggests. The genetic algorithm starts from 'an initial population of 220 matches' and the hero communities come from 250 matches; the report does not say these came from the training split only. Hodge et al. (ToG) Table I lists this work at '91%' on '15,146' games, which matches neither figure here. | augmented logistic regression (logistic regression + genetic-algorithm success set)Indique également : test accuracy 'asymptotically approaches a value of 74.1%'; Table I: Precision 0.684, Recall 0.909, F-Score 0.781 | Après la draftUne partie | — | — | — | 0,741 | — | Inconnuerépartition non précisée · 1 500 parties de testRépartition non précisée | non préciséAssignment method not statedTesté sur test set of about 1,500 matches from 30,426 games pulled from Valve's Steam API, 01/23/2015 to 02/20/2015; modes All Pick, Random Draft, Single Draft, All Random, Least Played, Captains Draft; all players above a minimum MMR ('very high skill level'); 10 players to the end; at least 900 seconds; games with Winter Wyvern dropped; region not stated |
| To win or not to win? A prediction model to determine the outcome of a DotA2 match | logistic regression on hero presence (Conley & Perry's features and procedure)Indique également : test accuracy 'asymptotically approaches 69.42%'; Table I: Precision 0.752, Recall 0.787, F-Score 0.769 | Après la draftUne partie | — | — | — | 0,6942 | — | Inconnuerépartition non précisée · 1 500 parties de testRépartition non précisée | non préciséAssignment method not statedTesté sur the same test set of about 1,500 very-high-skill matches (January-February 2015) |
| To win or not to win? A prediction model to determine the outcome of a DotA2 match | genetic algorithm aloneIndique également : Table I: Precision 0.741, Recall 0.762, F-Score 0.752 | Après la draftUne partie | — | — | — | — | — | Inconnuerépartition non précisée · 1 500 parties de testRépartition non précisée | non préciséAssignment method not statedTesté sur the same test set of about 1,500 very-high-skill matches (January-February 2015) |
Site webUsing AI to Predict Dota 2 — The International 8 — Games at 77% AccuracySTRATZ · medium.com/stratz · 2018 (per papers.md; not verified) · vérifié le 22 sept. 2026NotesNeeds a real browser. The 77% is taken from the title, which the search index shows as. | STRATZ AI | Non préciséManche ou série non précisée | — | — | — | 0,77 | — | Inconnuerépartition non précisée · taille de l'échantillon de test non préciséeRépartition non précisée | non précisénot verified (papers.md: 'none published')Testé sur not verified (TI8 games; n not verified) |
Autres MOBA 3
Mobile Legends, Honor of Kings et un MOBA non nommé.
| Modèle ou configuration | |||||||||
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ArticleCHAMP: Cross-domain Hybrid Architecture for Matchmaking and Prediction in Online Multi-Player GamesKai Wang, Ge Fan, Chaoyun Zhang, Yuyang Jiang, Yuze Liu · CIKM 2026 (Applied Research Track); arXiv · 2026-09-04 (arXiv v1) · vérifié le 22 sept. 2026NotesGeneric baselines in Table 1 (accuracy, Casual / League / Elite): LR 0.5657 / 0.5040 / 0.5912; MLP 0.5753 / 0.5153 / 0.6041; LSTM 0.5931 / 0.5231 / 0.6336; Transformer 0.6012 / 0.5429 / 0.6528. OwO is kept as a self-report because the abstract calls Cupid 'Our prior work'. The online A/B test 'spanned over 30 days'; the novice segment saw 'a 20.73% reduction in 5-minute kill crushing', which is a matchmaking outcome, not a prediction metric. The game is not named. Read from the arXiv HTML. | DAWN (Domain-Aware Win-rate Network) — League modeIndique également : RMSE 0.4216 | Avant la draftUne partie | — | — | — | 0,5685 | — | Élevéetesté sur des parties ultérieures · 30 000 000 parties dans les données, proportion de test non précisée | temporalTesté sur the most recent matches of the League-mode dataset (about 30M samples in total; test size and dates not stated), industrial match logs of 'a popular online MOBA title' |
| CHAMP: Cross-domain Hybrid Architecture for Matchmaking and Prediction in Online Multi-Player Games | DAWN (Domain-Aware Win-rate Network) — Casual modeIndique également : RMSE 0.4022 | Avant la draftUne partie | — | — | — | 0,6612 | — | Élevéetesté sur des parties ultérieures · 40 000 000 parties dans les données, proportion de test non précisée | temporalchronological: earliest matches train, most recent test, 5% of training held out for validationTesté sur the most recent matches of the Casual-mode dataset (about 40M samples in total; test size and dates not stated) |
| CHAMP: Cross-domain Hybrid Architecture for Matchmaking and Prediction in Online Multi-Player Games | DAWN (Domain-Aware Win-rate Network) — Elite mode ('the dedicated mode for top-expert players')Indique également : RMSE 0.3987; the abstract gives it as '67.73% win-rate prediction accuracy' | Avant la draftUne partie | — | — | — | 0,6773 | — | Élevéetesté sur des parties ultérieures · 100 000 parties dans les données, proportion de test non précisée | temporalchronological: earliest matches train, most recent test, 5% of training held out for validationTesté sur the most recent matches of the Elite-mode dataset (about 0.1M samples in total; test size and dates not stated) |
ArticleMatch Outcome Prediction in Draft Pick and In-game Phases of MSC 2025 Mobile Legends using Random Forest and XGBoostDzaky Fadli Firmansyah, Adam Prayogo Kuncoro, Riyanto · Journal of Applied Informatics and Computing (JAIC) 9(6), pp. 3892-3903 · 2025-12-17 (received 2025-10-31, accepted 2025-12-10) · vérifié le 22 sept. 2026NotesThe body is in Indonesian (abstract in English); decimal commas are as printed. Split into two records (this draft phase and firmansyah-2025-ingame) because the paper holds both a pregame and an in-game model. Training data: 553 games from six qualifier tournaments, 54 teams. | Random Forest (n_estimators=100, max_depth=4) — PREGAME: draft phaseIndique également : macro precision 57%, recall 57%, F1-score 57% | Après la draftUne manche | 0,56 | — | — | 0,57 | — | Faibletesté sur des parties ultérieures · 118 parties dans les données, proportion de test non préciséeÉchantillon de test réduit | temporaltrained on the qualifier games (patch 1.9.68), tested on the MSC 2025 main event (patch 1.9.91); the draft statistics were computed from training data only 'untuk menghindari kebocoran data' (to avoid data leakage)Testé sur 118 games of the MSC 2025 main event (patch 1.9.91), 50% Blue and 50% Red wins, 23 teams; drafts from Liquipedia's API checked against match recordings |
| Match Outcome Prediction in Draft Pick and In-game Phases of MSC 2025 Mobile Legends using Random Forest and XGBoost | XGBoost (n_estimators=100, learning_rate=0.05, max_depth=4) — PREGAME: draft phaseIndique également : macro precision 55%, recall 55%, F1-score 55% | Après la draftUne manche | 0,58 | — | — | 0,55 | — | Faibletesté sur des parties ultérieures · 118 parties dans les données, proportion de test non préciséeÉchantillon de test réduit | temporaltrained on the qualifier games (patch 1.9.68), tested on the MSC 2025 main event (patch 1.9.91)Testé sur 118 games of the MSC 2025 main event (patch 1.9.91), 50% Blue and 50% Red wins |
ArticleWhich Heroes to Pick? Learning to Draft in MOBA Games with Neural Networks and Tree SearchSheng Chen, Menghui Zhu, Deheng Ye, Weinan Zhang, Qiang Fu, Wei Yang · IEEE Transactions on Games (arXiv:2012.10171) · 2020-12-18 (arXiv v1; revised 2021-08-05) · vérifié le 22 sept. 2026NotesNo absolute metric is printed in the text, so every metric field is null. Read from the ar5iv HTML through targeted extraction. The paper calls the game both 'Honor of Kings' and 'King of Honor'. | neural-network winning-rate predictor — human dataset (top 5% players)Indique également : values shown only as bars (Fig. 7); text | Après la draftUne partie | — | — | — | — | — | Faiblenon testé sur des parties ultérieures · 30 parties dans les données, proportion de test non préciséeRépartition aléatoireÉchantillon de test réduit | random'averaged over 10-fold cross validation'Testé sur 30 million matches of, 95 heroes |
| Which Heroes to Pick? Learning to Draft in MOBA Games with Neural Networks and Tree Search | neural-network winning-rate predictor — AI self-play datasetIndique également : values shown only as bars (Fig. 7); text | Après la draftUne partie | — | — | — | — | — | Faiblenon testé sur des parties ultérieures · 30 parties dans les données, proportion de test non préciséeRépartition aléatoireÉchantillon de test réduit | random'averaged over 10-fold cross validation'Testé sur 30 million self-play matches of the trained AI, 95 heroes |
Utilise des données en cours de partie 24
Or, éliminations ou temps écoulé en jeu : une question différente d'une prévision d'avant-match.
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ArticleWin Prediction in Multi-Player Esports: Live Professional Match PredictionVictoria J. Hodge, Sam Devlin, Nick Sephton, Florian Block, Peter I. Cowling, Anders Drachen · IEEE Transactions on Games, pp. 368-379 (DOI 10.1109/TG.2019.2948469) · 2019-11-19 online; 2021-12-17 in issue (per White Rose Research Online) · vérifié le 22 sept. 2026NotesAll of this paper's own models are in-game; its only pregame figure, 55.8% from [9], is recorded in hodge-2017. Parameters were chosen by 'comparing the results on the training data set'. Table I's caption warns the datasets, and footnotes that. | Random Forest (all features) and logistic regression (CfsSubsetEval features), tied — IN-GAME at the 20-minute mark: professional test set (TI 2017)Indique également : Table III, Pro-InGame (1-Attr / All / CFS Select): LR 71.89 / 72.97 / 74.59; RF 70.81 / 74.59 / 70.81; GBM 72.43 / 73.51 / 71.89; text: 'accuracies ranged from 70.81% to 74.59%' | En partieUne partie | — | — | — | 0,7459 | — | Moyennetesté sur des parties ultérieures · taille de l'échantillon de test non préciséeDonnées en cours de partie | temporalTesté sur 186 TI 2017 professional matches that had a replay file and lasted 20 minutes or more |
| Win Prediction in Multi-Player Esports: Live Professional Match Prediction | Random Forest (all features) — IN-GAME at the 20-minute mark: mixed test set (5.7K data)Indique également : Table III, Mixed-InGame (1-Attr / All / CFS Select): LR 74.06 / 77.35 / 77.41; RF 76.36 / 77.51 / 77.24; GBM 76.41 / 77.46 / 77.25; text | En partieUne partie | — | — | — | 0,7751 | — | Élevéetesté sur des parties ultérieures · environ 1 953 parties de testDonnées en cours de partie | temporal'we split the data 66% for training and 34% for testing as per Weka's train/test split ratio with the data sorted in chronological order'Testé sur the latest 34% of 5,744 replays: 23.97% professional (1,377) and 4,367 public matches with MMR above 5000 ('96th percentile'), 27 March to 14 July 2017, replays located through the OpenDota API |
| Win Prediction in Multi-Player Esports: Live Professional Match Prediction | live system (Random Forest, one model per minute) — IN-GAME live at ESL One Hamburg 2017: first prediction, 5-minute markIndique également : The abstract: 'up to 85% accurate after 5 minutes of gameplay' | En partieUne partie | — | — | — | 0,85 | — | Faibletesté sur des parties ultérieures · 28 parties de testDonnées en cours de partieÉchantillon de test réduit | forwardlive: minute-by-minute predictions generated and saved during each game, the winner added to the log when it endedTesté sur the 28 games of ESL One Hamburg 2017 (26-29 October 2017) |
ArticlePandaSkill - Player Performance and Skill Rating in Esports: Application to League of LegendsMaxime De Bois, Flora Parmentier, Raphaël Puget, Matthew Tanti, Jordan Peltier · arXiv · 2025-01-17 (arXiv v1; v2 2025-01-20) · vérifié le 22 sept. 2026NotesNumbers match the repo. In the same Table IV the outcome-only 'PScore + OpenSkill' row prints 65.56% on all games and 65.51% intra-region, above PandaSkill's 64.98% and 64.86% (it trails on inter-region games and on ECE); the paper's own summary: ECE bins are not stated. Generic EWMA rows (all / intra / inter): PScore + EWMA 63.06 / 63.33 / 52.34 (ECE 1.43 / 1.57 / 5.51), PI + EWMA 63.53 / 63.75 / 54.68, PlayeRank + EWMA 62.25 / 62.80 / 51.67. Expert survey (not a win metric): 80.63% majority concordance (SD 6.52), 88.98% unanimity concordance (SD 5.99). The repo's 'chronological replay' is, in the paper's words, a one-month rolling window with a logistic regression trained on the previous year. | role-based XGBoost performance model (the source of PScore) — NOT a pre-match forecast: the winner of a game from that game's own end-game statisticsIndique également : SD 0.60 (accuracy), SD 0.03 (ECE); 91.79% (SD 0.56) without monotonicity constraints | En partieUne manche | — | — | — | 0,9074 | 0,0093 | Faiblenon testé sur des parties ultérieures · taille de l'échantillon de test non préciséeDonnées en cours de partieRépartition aléatoire | randomTesté sur the same Leaguepedia corpus, per-player end-of-game statistics |
ArticleMatch Outcome Prediction in Draft Pick and In-game Phases of MSC 2025 Mobile Legends using Random Forest and XGBoost (in-game phase)Dzaky Fadli Firmansyah, Adam Prayogo Kuncoro, Riyanto · Journal of Applied Informatics and Computing (JAIC) 9(6), pp. 3892-3903 · 2025-12-17 (received 2025-10-31, accepted 2025-12-10) · vérifié le 22 sept. 2026NotesFor test games the 'last snapshot' is picked by converting each game's final duration to the nearest snapshot time ('mengonversi durasi pertandingan ke interval terdekat'), which uses information known only after the game. Snapshot values were copied by hand from screenshots of match recordings. The authors state the in-game models are a snapshot evaluation, not a real-time system. Split off from firmansyah-2025, which holds the draft phase; cross-reports are there. Snapshot totals over training and test: 671 at minute 9, 582 at 12, 342 at 15, 57 at 18. | Random Forest — IN-GAME: last snapshotIndique également : macro precision 89%, recall 88%, F1-score 88% | En partieUne manche | 0,94 | — | — | 0,88 | — | Faibletesté sur des parties ultérieures · taille de l'échantillon de test non précisée · problème connuFuiteDonnées en cours de partie | temporaltrained on qualifier snapshots (patch 1.9.68), tested on MSC 2025 main-event snapshots (patch 1.9.91)Testé sur main-event test snapshots (304 across all snapshot times) from MSC 2025 match recordings |
| Match Outcome Prediction in Draft Pick and In-game Phases of MSC 2025 Mobile Legends using Random Forest and XGBoost (in-game phase) | XGBoost — IN-GAME: last snapshotIndique également : macro precision 86%, recall 84%, F1-score 84% | En partieUne manche | 0,94 | — | — | 0,84 | — | Faibletesté sur des parties ultérieures · taille de l'échantillon de test non précisée · problème connuFuiteDonnées en cours de partie | temporaltrained on qualifier snapshots (patch 1.9.68), tested on MSC 2025 main-event snapshots (patch 1.9.91)Testé sur main-event test snapshots from MSC 2025 match recordings |
| Match Outcome Prediction in Draft Pick and In-game Phases of MSC 2025 Mobile Legends using Random Forest and XGBoost (in-game phase) | Random Forest — IN-GAME: minute 9Indique également : macro precision 76%, recall 76%, F1-score 76% | En partieUne manche | 0,86 | — | — | 0,76 | — | Moyennetesté sur des parties ultérieures · taille de l'échantillon de test non préciséeDonnées en cours de partie | temporaltrained on qualifier snapshots (patch 1.9.68), tested on MSC 2025 main-event snapshots (patch 1.9.91)Testé sur main-event minute-9 test snapshots |
ArticleRole-Sensitive Analysis of Positional Contributions and Win Prediction in Multiplayer Online Battle Arena EsportsWoongchang Yoon, Suyeong Jeong · IEEE Access 13, 2025; DOI 10.1109/ACCESS.2025.3607328 · 2025-01-01 (IEEE Access) · vérifié le 16 oct. 2026NotesUses in-game box-score statistics (offense, defense, laning, gold, damage share, kill participation) for outcome prediction, explaining the high accuracy and AUC on pro games. | XGBoost with Victory Contribution — 2024 pro test set (extended model)Indique également : recall 0.8084, F1-score 0.8601 | En partieUne manche | 0,9512 | — | — | 0,8686 | — | Moyennetesté sur des parties ultérieures · 9 670 parties dans les données, proportion de test non préciséeDonnées en cours de partie | temporalTemporal split: trained on 10,390 pro games from 2023 across three global leagues, tested on 9,670 matches from 2024.Testé sur 9,670 professional matches from 2024 across three global leagues |
ArticleClassifying Match Outcomes Using Post-Game Statistics in League of LegendsBarrett McDonald, Kandethody Ramachandran · Proceedings of the International Conference on Statistics, Theory and Applications (ICSTA 2026) · 2026-09-01 · vérifié le 16 oct. 2026NotesPost-game classification retrospective (not a prediction). Evaluates 10 models with match-label group splitting; strongest predictors are post-game turret damage and assists. | LightGBM — post-match statistics (full game)Indique également : XGBoost AUC 0.9654, TabNet AUC 0.9625 | En partieUne partie | 0,9660 | — | — | 0,912 | — | Faiblenon testé sur des parties ultérieures · taille de l'échantillon de test non préciséeDonnées en cours de partieRépartition aléatoire | randomgroup cross-validation to ensure match-level independenceTesté sur 21,000 ranked solo/duo matches |
ArticleMachine Learning Models on MOBA Gaming: League of Legends Winner PredictionKaan Arık · Acta Infologica 7(1):139-151 (2023) · 2023-06-15 (published online; submitted 2022-09-26, accepted 2023-05-09) · vérifié le 22 sept. 2026NotesThe confusion-matrix discussion counts 1,295 misclassified samples (591 winners predicted as losers, 704 losers as winners). Nine further classifiers are in Table 2 (RF 0.9481, LDA 0.9449, Ridge 0.9416, Extra Trees 0.9393, AdaBoost 0.9353, DT 0.9263, KNN 0.8879, QDA 0.7951, NB 0.6481 accuracy). Table 4 lists 'Costa and et al. (Costa et al., 2021)' with 'TSSTN' and no number, and 'Mora-Cantallops and Sicilia' with 'k-means'. DergiPark's landing page shows 'Published January 2, 2024' while the PDF says 'Published Online: 15.06.2023'. | LightGBMIndique également : recall 0.971; precision 0.966; F1 0.969; the abstract rounds the accuracy to 'LightGBM (0.97)' | En partieUne partie | 0,996 | — | — | 0,968 | — | Faiblenon testé sur des parties ultérieures · taille de l'échantillon de test non préciséeDonnées en cours de partieRépartition aléatoire | randomTable 1 'Data partition for train and testing': '%70 - %30', train 92979, test 39849, total 132828; Section 4: (pyCaret). The paper does not say whether Table 2 is scored on the 30% test set or in cross-validation, nor how the 70/30 partition was drawn.Testé sur Riot API data; rows are players ; game sessions under 600 seconds removed; region, tier and queue not stated |
| Machine Learning Models on MOBA Gaming: League of Legends Winner Prediction | Logistic RegressionIndique également : recall 0.956; precision 0.954; F1 0.955; abstract 'Logistic Regression (0.96)' | En partieUne partie | 0,988 | — | — | 0,955 | — | Faiblenon testé sur des parties ultérieures · taille de l'échantillon de test non préciséeDonnées en cours de partieRépartition aléatoire | randomTable 1 'Data partition for train and testing': '%70 - %30', train 92979, test 39849, total 132828; Section 4: (pyCaret). The paper does not say whether Table 2 is scored on the 30% test set or in cross-validation, nor how the 70/30 partition was drawn.Testé sur Riot API data; rows are players ; game sessions under 600 seconds removed; region, tier and queue not stated |
| Machine Learning Models on MOBA Gaming: League of Legends Winner Prediction | SVMIndique également : AUC printed as 0.000 in Table 2; recall 0.954; precision 0.946; F1 0.950; abstract 'SVM and GBC... (0.95)' | En partieUne partie | 0,000 | — | — | 0,950 | — | Faiblenon testé sur des parties ultérieures · taille de l'échantillon de test non préciséeDonnées en cours de partieRépartition aléatoire | randomTable 1 'Data partition for train and testing': '%70 - %30', train 92979, test 39849, total 132828; Section 4: (pyCaret). The paper does not say whether Table 2 is scored on the 30% test set or in cross-validation, nor how the 70/30 partition was drawn.Testé sur Riot API data; rows are players ; game sessions under 600 seconds removed; region, tier and queue not stated |
ArticleMulti‐view rank‐based random forest: A new algorithm for prediction in eSportsKokten Ulas Birant · Expert Systems 39(4):e12857 · 2021-10-26 · vérifié le 16 oct. 2026NotesAddresses feature redundancy by partitioning in-game features into views and selecting subsets via rank-based sampling. | Multi-view Rank-based Random Forest (MVRRF) — in-game multi-view telemetryIndique également : Outperformed standard Random Forest and single-view baselines | En partieUne partie | — | — | — | 0,748 | — | Faiblenon testé sur des parties ultérieures · taille de l'échantillon de test non préciséeDonnées en cours de partieRépartition aléatoire | random10-fold cross-validationTesté sur Ranked League of Legends match dataset |
ArticleWin Prediction from the Snowball Effect PerspectivesChanhyeok Jung, Huy Kang Kim · 2022 IEEE Games, Entertainment, Media Conference (GEM) · 2022-11-27 · vérifié le 16 oct. 2026NotesFocuses on the compounding nature of early-game resource advantages (snowball effect) as match duration increases. | Random Forest (snowball features) — 25 minutes elapsed | En partieUne partie | — | — | — | 0,910 | — | Faiblenon testé sur des parties ultérieures · taille de l'échantillon de test non préciséeDonnées en cours de partieRépartition aléatoire | random5-fold cross-validationTesté sur Ranked Solo/Duo matches from the Korean server (KR); sample size not stated |
ArticleE-Sports Player Performance Metrics for Predicting the Outcome of League of Legends Matches Considering Player RolesFarnod Bahrololloomi, Fabio Klonowski, Sebastian Sauer, Robin Horst, Ralf Dörner · SN Computer Science 4 (2023) · 2023-03-02 (received 2022-06-21, accepted 2022-12-30) · vérifié le 22 sept. 2026NotesThe per-player model is a regression whose target is xpPerMin ; its 15 features after reduction include 'win'. That model's own metrics (R², MAE, RMSD, MAD and an 'accuracy' over 100 shuffled runs) describe the regression, not a win prediction. To predict a match; the paper does not say whether the evaluated match is excluded. Per-role result. | heuristic: each team's sum of player scores from the per-player ML model | En partieUne partie | — | — | — | 0,86 | — | Faiblenon testé sur des parties ultérieures · 2 901 parties dans les données, proportion de test non préciséeDonnées en cours de partiePas de test sur données exclues | aucun test sur données excluesNo held-out test for the 86%Testé sur 2,901 games ('Only 5v5 ranked solo games in the standard map Summoner's Rift are considered here'; 29,010 player stats), crawled from the Riot API by querying each player's last 20 games, 2 iterations; region and dates not stated |
ArticleA Professional-Level LOL Match Prediction Method Based on Deep LearningXiaoxi Jing, Zian Yang, Ndamage Aristote, Long Zuo · 2025 11th International Conference on Computer and Communications (ICCC) · 2025-08-15 · vérifié le 16 oct. 2026NotesCombines static draft embeddings with temporal multi-variate telemetry; shows pre-game draft signals boost in-game accuracy across the first 20 minutes. | Double LSTM-attention — 20 minutes elapsedIndique également : Outperformed iTransformer baseline | En partieManche ou série non précisée | — | — | — | 0,900 | — | Inconnuerépartition non précisée · taille de l'échantillon de test non préciséeDonnées en cours de partieRépartition non précisée | non précisétrain/test split on professional matchesTesté sur Professional competitive League of Legends tournament dataset; sample size not stated |
ArticleApplications of Linear and Ensemble-Based Machine Learning for Predicting Winning Teams in League of LegendsSupratik Chowdhury, Mominul Ahsan, Phoebe Barraclough · Applied Sciences 15(10):5241 (MDPI) · 2025-05-08 · vérifié le 22 sept. 2026NotesThe abstract says a population-representative dataset and that the combined models. Gold open access (CC BY), but not readable here. | best-performing model combining pre-game and in-game features (logistic regression, random forest, C5.0, Gradient Boost and XGBoost were built) | En partieUne partie | — | — | — | 0,768 | — | Inconnuerépartition non précisée · taille de l'échantillon de test non préciséeDonnées en cours de partieRépartition non précisée | non précisénot stated in the abstractTesté sur 'a dataset derived from the Riot API' that 'more accurately reflects the general player population' (abstract); size, dates and split not stated |
Site webBugfix and Correction of Reddit Post Accuracy Claims (blog index title: 'Correction: Reddit Post Accuracy Claims')LoLDraftAI (first person, no visible byline; site-wide HTML meta author 'looyyd') · loldraftai.com · 2025-04-07 ('April 7, 2025') · vérifié le 22 sept. 2026NotesRetracted Reddit post: https://www.reddit.com/r/leagueoflegends/comments/1joumtm/i_made_an_ai_model_that_predicts_62_of_ranked/ (not read; Reddit is unreachable to the fetcher). The author thanks '/u/Impossible_Concert88 for trying to verify the accuracy claims' and writes: Queue: the post says 'ranked' (from the Reddit title) without naming solo/duo; level set to solo queue on that basis. | LoLDraftAI, leaky model (its true accuracy) — the model live | En partieUne partie | — | — | — | 0,52 | — | Faiblerépartition non précisée · taille de l'échantillon de test non précisée · problème connuFuite admiseDonnées en cours de partieRépartition non précisée | non précisénot statedTesté sur not stated |
ArticleDetermining the effects of League of Legends ranked tiers on outcome prediction modelsArtin Lafrance, Ratvinder Singh Grewal · Entertainment Computing 59, 2026; Elsevier DOI 10.1016/j.entcom.2026.101088 · 2026-01-13 (Entertainment Computing) · vérifié le 16 oct. 2026NotesAn in-game snapshot study comparing accuracy across rank tiers (Bronze vs Diamond); shows predictability increases with match elapsed time and tier. | XGBoost — Bronze and Diamond tier at 10 min | En partieUne partie | — | — | — | 0,727 | — | Inconnuerépartition non précisée · 20 781 parties dans les données, proportion de test non préciséeDonnées en cours de partieRépartition non précisée | non précisénot statedTesté sur 20,781 matches from the Riot API (5,000 Bronze, 5,000 Diamond, 1,500 for intermediate tiers) |
| Determining the effects of League of Legends ranked tiers on outcome prediction models | XGBoost — Bronze tier at 15 min | En partieUne partie | — | — | — | 0,771 | — | Inconnuerépartition non précisée · 20 781 parties dans les données, proportion de test non préciséeDonnées en cours de partieRépartition non précisée | non précisénot statedTesté sur 20,781 matches from the Riot API (5,000 Bronze, 5,000 Diamond, 1,500 for intermediate tiers) |
| Determining the effects of League of Legends ranked tiers on outcome prediction models | XGBoost — Diamond tier at 15 min | En partieUne partie | — | — | — | 0,769 | — | Inconnuerépartition non précisée · 20 781 parties dans les données, proportion de test non préciséeDonnées en cours de partieRépartition non précisée | non précisénot statedTesté sur 20,781 matches from the Riot API (5,000 Bronze, 5,000 Diamond, 1,500 for intermediate tiers) |
ArticleEvolution of the Model: Optimizing League of Legends Win Rate Prediction Neural Networks through Symmetry Feature SelectionFuxing Lu · 2026 IEEE International Conference on Power, Electronics and Green Energy (ICPEGE) · 2026-01-28 · vérifié le 16 oct. 2026NotesAddresses asymmetric dependence between red and blue side telemetry through symmetrical difference features. | Symmetric Deep Neural Network — mid-game snapshotIndique également : Inference speed increased by 44%; parameters reduced by 74.3% over 39-feature unpruned baseline (76.37%) | En partieUne partie | 0,8435 | — | — | 0,7647 | — | Inconnuerépartition non précisée · taille de l'échantillon de test non préciséeDonnées en cours de partieRépartition non précisée | non préciséheld-out test setTesté sur Mid-game snapshot dataset; sample size not stated |
ArticleFinding Feature Importance in Optimized Classification Model: League of Legends Ranked MatchesHaziq Ibrahim Omar, Matheus Prayogo, Vimalakirti Muliawan, Alexander Agung Santoso Gunawan, Karli Eka Setiawan · 2024 IEEE International Conference on Artificial Intelligence and Mechatronics Systems (AIMS) · 2024-02-21 · vérifié le 16 oct. 2026NotesKNN achieved highest classification performance among tested baselines. | KNN — in-game ranked snapshot | En partieUne partie | — | — | — | 0,730 | — | Inconnuerépartition non précisée · taille de l'échantillon de test non préciséeDonnées en cours de partieRépartition non précisée | non précisétrain/test splitTesté sur Ranked match dataset; sample size not stated |
ArticleKills or Turrets: An Exploratory Data Analysis and Win Prediction of League of Legends Based on Early-Game DataMinandi Wilathgamuwa · 2024 9th International Conference on Information Technology Research (ICITR) · 2024-12-05 · vérifié le 16 oct. 2026NotesAnalyzes the relative predictive importance of structural objectives (turrets) versus player kills in early-game ranked games. | Probabilistic SVM / RNN — 10 minutes elapsed | En partieUne partie | — | — | — | 0,744 | — | Inconnuerépartition non précisée · taille de l'échantillon de test non préciséeDonnées en cours de partieRépartition non précisée | non préciséhyperparameter tuned train/test splitTesté sur Ranked solo queue match dataset; sample size not stated |
ArticleLeague of Legends: An Application of Classification Algorithms to Verify the Prediction Importance of Main In-Game VariablesAlexandre C. S. Cruz, Thaís G. do Rêgo, Telmo de M. Filho, Yuri Malheiros · Anais Estendidos do XX Simpósio Brasileiro de Games e Entretenimento Digital (SBGames Estendido 2021) · 2021-10-18 · vérifié le 16 oct. 2026NotesDemonstrates accuracy progression from early economic variables (68%) to mid-game objective differentials (85%). | Random Forest / Decision Tree / KNN — 10 to 15 minutes elapsed (pro matches) | En partieManche ou série non précisée | — | — | — | 0,6833 | — | Inconnuerépartition non précisée · taille de l'échantillon de test non préciséeDonnées en cours de partieRépartition non précisée | non précisétrain/test cross-validationTesté sur Professional competitive matches from CBLOL, LPL, and international tournaments, 2016-2020 |
ArticlePredicting Game Results using Machine Learning and Deriving Strategic Direction from Variable ImportanceYongwoo Kim, Young-Min Kim · Journal of Korea Game Society 21(4):3-14 · 2021-08-31 · vérifié le 16 oct. 2026NotesShows that early 10-minute game advantages lead more reliably to final victory as player skill increases towards Challenger. | Machine Learning Classifiers — 10 minutes elapsed (all tiers up to Challenger)Indique également : Accuracy increases monotonically with tier, strongest in Challenger | En partieUne partie | — | — | — | >0,70 | — | Inconnuerépartition non précisée · taille de l'échantillon de test non préciséeDonnées en cours de partieRépartition non précisée | non précisécross-validation by tierTesté sur Ranked Solo/Duo matches from Korean server (KR) across all skill tiers |
ArticlePredicting professional League of Legends matches - A comparative analysis of early-game predictors across major leaguesHenning Marklund, Erwin Inayat · Uppsala University Publications, 2026; urn:nbn:se:uu:diva-576925 · 2026-01-01 · vérifié le 16 oct. 2026NotesCompares 15-minute predictability across pro leagues; finds LCK early leads are converted significantly more predictably than LEC and LCS leads. | logistic regression — LCK at 15 min | En partieUne manche | — | — | — | 0,78 | — | Inconnuerépartition non précisée · taille de l'échantillon de test non préciséeDonnées en cours de partieRépartition non précisée | non précisénot stated in abstractTesté sur team-level match data from LCK, LEC, and LCS |
| Predicting professional League of Legends matches - A comparative analysis of early-game predictors across major leagues | logistic regression — LEC and LCS at 15 min | En partieUne manche | — | — | — | 0,72–0,74 | — | Inconnuerépartition non précisée · taille de l'échantillon de test non préciséeDonnées en cours de partieRépartition non précisée | non précisénot stated in abstractTesté sur team-level match data from LCK, LEC, and LCS |
| Predicting professional League of Legends matches - A comparative analysis of early-game predictors across major leagues | logistic regression — major leagues combined at 15 min | En partieUne manche | — | — | — | 0,73–0,75 | — | Inconnuerépartition non précisée · taille de l'échantillon de test non préciséeDonnées en cours de partieRépartition non précisée | non précisénot stated in abstractTesté sur team-level match data from LCK, LEC, and LCS |
ArticlePredicting the probability of winning in League of LegendsAdam Czak (supervisor: Petr Novák) · thesis, Czech Technical University in Prague (bachelor's, Faculty of Information Technology) · 2025-05-16 (thesis date); defended 2025-06-17 · vérifié le 22 sept. 2026NotesSection 4.2. The conclusion says 'Over 150,000 matches'. Validation-set tuning results (Tables 5.1-5.3) are not listed. The declaration says AI tools were used in writing the thesis. Queue not named. | logistic regressionIndique également : F1 0.7395; the abstract prints 'an accuracy of 72.49% and an ECE of 0.0062'; ECE 'with 20 bins' | En partieUne partie | — | — | — | 0,7249 | 0,0062 | Inconnuerépartition non précisée · environ 24 753 parties de testDonnées en cours de partieRépartition non précisée | non préciséWhether matches were assigned at random or by time is not stated.Testé sur 15% test split of 165,017 matches downloaded 'from 02 May 2025 through 11 May 2025' (4,405,382 minute snapshots) from the match histories of Challenger, Grandmaster and Master players 'from the major LoL regions', via the Riot API; the logistic regression used a dataset cut by 25%, the RNN one shrunk by a further 75% |
| Predicting the probability of winning in League of Legends | feedforward neural network with data-uncertainty lossIndique également : F1 0.7352 | En partieUne partie | — | — | — | 0,7204 | 0,0068 | Inconnuerépartition non précisée · environ 24 753 parties de testDonnées en cours de partieRépartition non précisée | non préciséWhether matches were assigned at random or by time is not stated.Testé sur 15% test split of 165,017 matches downloaded 'from 02 May 2025 through 11 May 2025' (4,405,382 minute snapshots) from the match histories of Challenger, Grandmaster and Master players 'from the major LoL regions', via the Riot API; the logistic regression used a dataset cut by 25%, the RNN one shrunk by a further 75% |
ArticleReal-time eSports Match Result Prediction (real-time part)Yifan Yang, Tian Qin, Yu-Heng Lei · arXiv · 2016-12-10 (arXiv v1) · vérifié le 22 sept. 2026NotesSplit off from yang-2016 so each record's pregame flag is true for every row it holds. benchmarks.md §7 lists this figure as out of scope. The paper | logistic regression, the Attribute Sequence Model and their combinations (the abstract does not say which reaches the figure) — IN-GAME: predicting at the 40th minute | En partieUne partie | — | — | — | 0,9373 | — | Inconnuerépartition non précisée · taille de l'échantillon de test non préciséeDonnées en cours de partieRépartition non précisée | non préciséRandom or chronological not statedTesté sur test share of the 20,631 (of 78,362) 'very high' skill matches with replay data from the OpenDota API; dates not stated |
ArticleResearch on Prediction of the Game Winner Based on Artificial Intelligence MethodsMuchen Liang · 2021 5th International Conference on Advances in Image Processing (ICAIP) · 2021-11-12 · vérifié le 16 oct. 2026NotesLinear SVM evaluated on the standard 9,879 Diamond match 10-minute benchmark. | Linear SVM — 10 minutes elapsed | En partieUne partie | — | — | — | 0,730 | — | Inconnuerépartition non précisée · 9 879 parties dans les données, proportion de test non préciséeDonnées en cours de partieRépartition non précisée | non précisétrain/test splitTesté sur 9,879 matches from Kaggle Diamond ranked 10-minute dataset |
ArticleUsing Multiple AI Classification Models to Predict the Winner of a League of Legends (LoL) Game Based on its First 10-Minutes of GameplayKristian Elijah Y. Laurel, Arielle Neena R. Gutierrez, Kean Anderson S. Tan, Renann G. Baldovino · 2023 International Conference on Consumer Electronics - Taiwan (ICCE-Taiwan) · 2023-07-17 · vérifié le 16 oct. 2026NotesStandard benchmark comparison across classical ML classifiers on the 10-minute high-MMR snapshot. | Logistic Regression / SVM / LDA — 10 minutes elapsed (Diamond tier)Indique également : Evaluated ANN, LR, SVM, kNN, LDA, NB; LR, LDA, and SVM were top performers with NB close behind | En partieUne partie | — | — | — | 0,720 | — | Inconnuerépartition non précisée · 9 879 parties dans les données, proportion de test non préciséeDonnées en cours de partieRépartition non précisée | non précisétrain/test splitTesté sur Diamond ranked games (Kaggle 10-minute LoL dataset: 9,879 matches) |
ArticleVictory prediction in League of Legends using Feature Selection and Ensemble methodsR. Ani, Vishnu Harikumar, Arjun K. Devan, O. S. Deepa · 2019 International Conference on Intelligent Computing and Control Systems (ICCS), pp. 74-77 · 2019-05-01 (OpenAlex / Semantic Scholar date) · vérifié le 22 sept. 2026NotesCosta et al. 2021 re-implemented this paper's banned-champion feature set on 2,840 professional games and got AUC 'lower than 0.6' (see costa-2021). pregame is false because the carried headline is the combined pre-game plus in-game set; per Bahrololloomi et al.'s citation, the pre-match set alone gave 95.52%. | ensemble classifier after feature selection (Random Forest according to citing papers) — combined pre-game and in-game feature set (per the repo) | En partieManche ou série non précisée | — | — | — | 0,9975 | — | Inconnuerépartition non précisée · taille de l'échantillon de test non préciséeDonnées en cours de partieRépartition non précisée | non précisénot stated in the reachable abstractTesté sur not re-verified; the abstract names no dataset (citing papers describe professional games) |
Quand une source publie les chiffres d'une autre
Articles comparatifs et publications mesurant le modèle d'un tiers. Tenus à l'écart des auto-évaluations et datés de la même façon.
| Méthode d'obtention | ||||||||
|---|---|---|---|---|---|---|---|---|
| DraftRec: Personalized Draft Recommendation for Winning in Multi-Player Online Battle Arena GamesHojoon Lee, Dongyoon Hwang, Hyunseung Kim, Byungkun Lee, Jaegul Choo | OptMatch (Gong et al. 2020, KDD): graph neural network hero embeddings — LoL, during the draftIndique également : MAE 0.4944 | — | — | — | 0,5411 | — | re-implemented on the same data | temporalTesté sur Last 10% by time of 279,893 LoL matches collected through the Riot Games API: (62,466 players); region and queue not stated; test-set size not stated |
| DraftRec: Personalized Draft Recommendation for Winning in Multi-Player Online Battle Arena Games | OptMatch (Gong et al. 2020, KDD): graph neural network hero embeddings — LoL, after the draft (all ten champions selected)Indique également : MAE 0.4928 | — | — | — | 0,5449 | — | re-implemented on the same data | temporalTesté sur Last 10% by time of 279,893 LoL matches collected through the Riot Games API: (62,466 players); region and queue not stated; test-set size not stated |
| DraftRec: Personalized Draft Recommendation for Winning in Multi-Player Online Battle Arena Games | OptMatch (Gong et al. 2020, KDD): graph neural network hero embeddings — Dota 2, during the draftIndique également : MAE 0.4842 | — | — | — | 0,5751 | — | re-implemented on the same data | temporalTesté sur Last 10% by time of a public Kaggle Dota 2 dataset: 50,000 matches of various skill tiers, November 5 to November 18, 2015; test-set size not stated |
| Using Machine Learning to Predict Game Outcomes Based on Player-Champion Experience in League of LegendsTiffany D. Do, Seong Ioi Wang, Dylan S. Yu, Matthew G. McMillian, Ryan P. McMahan | Chen et al. 2017, Player Skill Decomposition in MOBAs (arXiv:1702.06253) | — | — | — | 0,6024 | — | copied from their paper | non précisénot stated in this sourceTesté sur not stated in this source |
| Scalable Psychological Momentum Forecasting in EsportsAlfonso White, Daniela M. Romano | Ong, Deolalikar and Peng 2015, Player Behavior and Optimal Team Composition (arXiv:1503.02230) — post-draft LoLIndique également : train accuracy 74.8%; train n 117,000 | — | — | — | 0,704 | — | copied from their paper | non précisénot stated in this sourceTesté sur not stated in this source |
| Scalable Psychological Momentum Forecasting in Esports | Ong, Deolalikar and Peng 2015 (arXiv:1503.02230) — post-draft LoLIndique également : train accuracy 74.8%; train n 117,000 | — | — | — | 0,688 | — | copied from their paper | non précisénot stated in this sourceTesté sur not stated in this source |
| Scalable Psychological Momentum Forecasting in Esports | Chen et al. 2017 (arXiv:1702.06253) — post-draft LoLIndique également : train n 208,091 | — | — | — | 0,6024 | — | copied from their paper | non précisénot stated in this sourceTesté sur not stated in this source |
| Player Skill Decomposition in Multiplayer Online Battle ArenasZhengxing Chen, Yizhou Sun, Magy Seif El-Nasr, Truong-Huy D. Nguyen | Bayesian skill rating (Herbrich, Minka and Graepel 2006) — LoLIndique également : ± 0.16% | — | — | — | 0,5524 | — | re-implemented on the same data | temporalTesté sur The latest 10% by match creation time of the same LoL dataset |
| Player Skill Decomposition in Multiplayer Online Battle Arenas | Bayesian skill rating (Herbrich, Minka and Graepel 2006) — Dota 2Indique également : ± 0.12% | — | — | — | 0,5205 | — | re-implemented on the same data | temporalTesté sur The latest 10% by match creation time of the same Dota 2 dataset |
| Online Game Outcome Prediction Model Using Weighted-Based Feature ApproachM. Asyhraf Zamir Zamri, Nurul Aswa Omar, Isredza Rahmi A. Hamid | Gonzalez R., 'ML-Prediction-LoL' (GitHub, 2022)Indique également : Table 1 prints '>90' | — | — | — | 0,8200–0,9048 | — | copied from their work | non précisénot stated in this sourceTesté sur not stated in this source |
| Online Game Outcome Prediction Model Using Weighted-Based Feature Approach | Chen et al. 2017 (arXiv:1702.06253) | — | — | — | 0,6024 | — | copied from their paper | non précisénot stated in this sourceTesté sur not stated in this source |
| Online Game Outcome Prediction Model Using Weighted-Based Feature Approach | Do et al. 2021 (cited as 'Tiffany et al.') | — | — | — | 0,7510 | — | copied from their paper | non précisénot stated in this sourceTesté sur not stated in this source |
| Machine Learning Models on MOBA Gaming: League of Legends Winner PredictionKaan Arık | Almeida et al. 2017 (CISTI) — 'MOBA' | — | — | — | 0,77 | — | copied from their paper (Table 4 'Related works', column 'Best Accuracy') | non précisénot stated in this sourceTesté sur not stated in this source |
| Machine Learning Models on MOBA Gaming: League of Legends Winner Prediction | Ani et al. 2019 (ICCS) — 'MOBA' | — | — | — | 0,99 | — | copied from their paper (Table 4 'Related works', column 'Best Accuracy') | non précisénot stated in this sourceTesté sur not stated in this source |
| Machine Learning Models on MOBA Gaming: League of Legends Winner Prediction | Porokhnenko et al. 2019 (FRUCT) — 'MOBA' | — | — | — | 0,70 | — | copied from their paper (Table 4 'Related works', column 'Best Accuracy') | non précisénot stated in this sourceTesté sur not stated in this source |
| E-Sports Player Performance Metrics for Predicting the Outcome of League of Legends Matches Considering Player RolesFarnod Bahrololloomi, Fabio Klonowski, Sebastian Sauer, Robin Horst, Ralf Dörner | Ani et al. 2019 (cited as 'Harikumar et al.') — pre-match features | — | — | — | 0,9552 | — | copied from their paper | non précisénot stated in this sourceTesté sur not stated in this source |
| E-Sports Player Performance Metrics for Predicting the Outcome of League of Legends Matches Considering Player Roles | Ani et al. 2019 (cited as 'Harikumar et al.') — within-match features | — | — | — | 0,9818 | — | copied from their paper | non précisénot stated in this sourceTesté sur not stated in this source |
| E-Sports Player Performance Metrics for Predicting the Outcome of League of Legends Matches Considering Player Roles | Ani et al. 2019 (cited as 'Harikumar et al.') — pre-match and within-match combined | — | — | — | 0,9975 | — | copied from their paper | non précisénot stated in this sourceTesté sur not stated in this source |
| Feature Analysis to League of Legends Victory Prediction on the Picks and Bans PhaseLincoln Magalhães Costa, Rafael Gomes Mantovani, Fracisco [sic] Carlos Monteiro Souza, Geraldo Xexéo | Ani et al. 2019 (ICCS): the Banned Champions feature set — Banned Champions feature set | <0,6 | — | — | — | — | re-implemented on the same data | randomTesté sur 2,840 professional LoL matches from Oracle's Elixir, 2021/01/01 to 2021/03/23 (blue side won 46.37%); datasets published on Kaggle (tekpixo/leagueoflegendsprematch2021) |
| Feature Analysis to League of Legends Victory Prediction on the Picks and Bans Phase | Hodge et al. 2019 (IEEE Transactions on Games) — professional Dota 2 championship, after 5 minutes of gameplay | — | — | — | 0,85 | — | copied from their paper | non précisénot stated in this sourceTesté sur not stated in this source |
| Feature Analysis to League of Legends Victory Prediction on the Picks and Bans Phase | Silva, Pappa and Chaimowicz 2018 — 20 to 25 minutes interval | — | — | — | 0,835 | — | copied from their paper | non précisénot stated in this sourceTesté sur not stated in this source |
| GCN-WP – Semi-Supervised Graph Convolutional Networks for Win Prediction in EsportsAlexander J. Bisberg, Emilio Ferrara | SCOPE (Bisberg and Cardona-Rivera 2019, AIIDE): Elo with cross-validated parameters; the first author co-wrote it — as listed in Table IV | — | — | — | 0,597 | — | re-implemented on the same data (the SCOPE procedure, with kill difference as margin of victory) | temporalTesté sur 2020 regular season; Table IV does not name the league |
| GCN-WP – Semi-Supervised Graph Convolutional Networks for Win Prediction in Esports | SCOPE (Bisberg and Cardona-Rivera 2019, AIIDE) — LCS | — | — | — | 0,591 | — | re-implemented on the same data | temporal2018 initialization, 2019 parameter validation, 2020 testTesté sur LCS 2020 regular season |
| GCN-WP – Semi-Supervised Graph Convolutional Networks for Win Prediction in Esports | SCOPE (Bisberg and Cardona-Rivera 2019, AIIDE) — LPL | — | — | — | 0,597 | — | re-implemented on the same data | temporal2018 initialization, 2019 parameter validation, 2020 testTesté sur LPL 2020 regular season |
| PandaSkill - Player Performance and Skill Rating in Esports: Application to League of LegendsMaxime De Bois, Flora Parmentier, Raphaël Puget, Matthew Tanti, Jordan Peltier | OpenSkill (Joshy 2024), updates from the team outcome only — all games | — | — | — | 0,6556 | 0,0153 | ran the rating system on the same data (the 'PScore + OpenSkill' row: 'The skill rating updates only depend on the team outcome of the game and not the player's in-game performance') | walk-forwardTesté sur Professional LoL games from the Leaguepedia API, 2019-09-15 to 2024-09-15 (37,388 games, 4,927 players; LCK, LPL, LEC, LCS, PCS, VCS, CBLOL, LLA, Worlds, MSI and others); each month after the first year is tested; test-set sizes not stated |
| PandaSkill - Player Performance and Skill Rating in Esports: Application to League of Legends | OpenSkill (Joshy 2024), updates from the team outcome only — intra-region games | — | — | — | 0,6551 | 0,0139 | ran the rating system on the same data (the 'PScore + OpenSkill' row: 'The skill rating updates only depend on the team outcome of the game and not the player's in-game performance') | walk-forwardTesté sur Professional LoL games from the Leaguepedia API, 2019-09-15 to 2024-09-15 (37,388 games, 4,927 players; LCK, LPL, LEC, LCS, PCS, VCS, CBLOL, LLA, Worlds, MSI and others); each month after the first year is tested; test-set sizes not stated |
| PandaSkill - Player Performance and Skill Rating in Esports: Application to League of Legends | OpenSkill (Joshy 2024), updates from the team outcome only — inter-region games | — | — | — | 0,6739 | 0,0759 | ran the rating system on the same data (the 'PScore + OpenSkill' row: 'The skill rating updates only depend on the team outcome of the game and not the player's in-game performance') | walk-forwardTesté sur Professional LoL games from the Leaguepedia API, 2019-09-15 to 2024-09-15 (37,388 games, 4,927 players; LCK, LPL, LEC, LCS, PCS, VCS, CBLOL, LLA, Worlds, MSI and others); each month after the first year is tested; test-set sizes not stated |
| Pre-game paired-comparison modeling of professional League of Legends map outcomesMin-Ren Guan, Shen-Ning Tung | Cattelan, Varin and Firth (2013), dynamic Bradley–Terry — global holdoutIndique également : reported as RPS, which the paper states is numerically identical to the Brier score for a two-outcome game | — | — | 0,2351 | — | — | re-implemented on the same data ('Three deliberate departures from Cattelan, Varin, and Firth's (2013) own specification only strengthen this baseline'; λ swept and the best configuration reported, 'an oracle selection made on the evaluation set itself') | temporalGlobal time-based holdout: fit on the oldest 80% of games by calendar time, score the newest 20%Testé sur Newest 20% by calendar time (n_te = 912) of 5,135 professional maps with a first-pick assignment (LPL 1,822, LCK 1,276, LEC 697, LCP 432, CBLOL 277, LCS 216, Worlds 190, MSI 157, First Stand 68), 2024-2026; lolesports telemetry plus Leaguepedia |
| Pre-game paired-comparison modeling of professional League of Legends map outcomes | Cattelan, Varin and Firth (2013), dynamic Bradley–Terry — global holdoutIndique également : reported as RPS, which the paper states is numerically identical to the Brier score for a two-outcome game | — | — | 0,2391 | — | — | re-implemented on the same data ('Three deliberate departures from Cattelan, Varin, and Firth's (2013) own specification only strengthen this baseline'; λ swept and the best configuration reported, 'an oracle selection made on the evaluation set itself') | temporalGlobal time-based holdout: fit on the oldest 80% of games by calendar time, score the newest 20%Testé sur Newest 20% by calendar time (n_te = 912) of 5,135 professional maps with a first-pick assignment (LPL 1,822, LCK 1,276, LEC 697, LCP 432, CBLOL 277, LCS 216, Worlds 190, MSI 157, First Stand 68), 2024-2026; lolesports telemetry plus Leaguepedia |
| Pre-game paired-comparison modeling of professional League of Legends map outcomes | Cattelan, Varin and Firth (2013), dynamic Bradley–Terry — global holdoutIndique également : reported as RPS, which the paper states is numerically identical to the Brier score for a two-outcome game | — | — | 0,2462 | — | — | re-implemented on the same data ('Three deliberate departures from Cattelan, Varin, and Firth's (2013) own specification only strengthen this baseline'; λ swept and the best configuration reported, 'an oracle selection made on the evaluation set itself') | temporalGlobal time-based holdout: fit on the oldest 80% of games by calendar time, score the newest 20%Testé sur Newest 20% by calendar time (n_te = 912) of 5,135 professional maps with a first-pick assignment (LPL 1,822, LCK 1,276, LEC 697, LCP 432, CBLOL 277, LCS 216, Worlds 190, MSI 157, First Stand 68), 2024-2026; lolesports telemetry plus Leaguepedia |
| Predicting the probability of winning in League of LegendsAdam Czak (supervisor: Petr Novák) | Jalovaara 2024 (Aalto University master's thesis) | — | — | — | ≈0,76 | 0,0090 | copied from their work | non précisénot stated in this sourceTesté sur not stated in this source |
| Predicting the probability of winning in League of Legends | LoLDraftAI (loldraftai.com, accessed 2025-04-23)Indique également : 'exact details aren't public as of writing this' | — | — | — | ≈0,55 | — | copied from their site | non précisénot stated in this sourceTesté sur not stated in this source |
| Real-time eSports Match Result PredictionYifan Yang, Tian Qin, Yu-Heng Lei | Conley et al. [4] (Conley & Perry 2013, Stanford CS229), hero-selection features — Hero features onlyIndique également : the paper adds that both previous works 'claimed to have achieved over 70% prediction accuracy' on data with | — | — | — | 0,5879 | — | re-implemented on the same data ('We train their features using LR on our dataset.') | non préciséthis paper's 9:1 splitTesté sur the same test share of 78,362 'very high' skill matches |
| Real-time eSports Match Result Prediction | Kinkade et al. [8] (Kinkade & Lim 2015, UC San Diego), hero features plus hero-against-hero winning rate — Hero features only | — | — | — | 0,5869 | — | re-implemented on the same data ('We train their features using LR on our dataset.') | non préciséthis paper's 9:1 splitTesté sur the same test share of 78,362 'very high' skill matches |
| How Does He Saw Me? A Recommendation Engine for Picking Heroes in Dota 2Kevin Conley, Daniel Perry | Dota2cp (dota2cp.com), a hero-recommendation web application | — | — | — | 0,63 | — | copied from the Dota2cp author's own claim ('the author reports a 63% accuracy') | non précisénot statedTesté sur not stated |
| To win or not to win? A prediction model to determine the outcome of a DotA2 matchKaushik Kalyanaraman | Dota2cp (dota2cp.com), a hero-recommendation engine | — | — | — | 0,63 | — | copied from the Dota2cp author's claim | non précisénot statedTesté sur not stated |
| To win or not to win? A prediction model to determine the outcome of a DotA2 match | Conley & Perry 2013 [4] | — | — | — | 0,698 | — | copied from their paper | non précisénot stated in this sourceTesté sur not stated in this source |
| Predicting Game Outcome in Dota 2 with NLP and Machine Learning AlgorithmsZiping Wan, Bálint Sándor | Conley & Perry 2013 [14] | — | — | — | 0,698 | — | copied from their paper | non précisénot stated in this sourceTesté sur not stated in this source |
| Predicting Game Outcome in Dota 2 with NLP and Machine Learning Algorithms | Conley & Perry 2013 [14] | — | — | — | 0,70 | — | copied from their paper | non précisénot stated in this sourceTesté sur not stated in this source |
| Predicting Game Outcome in Dota 2 with NLP and Machine Learning Algorithms | Song, Zhang, Ma 2015 [15]Indique également : 'Their best achieved accuracy was around 53%.' The Song report itself prints only error rates | — | — | — | ≈0,53 | — | copied from their paper | non précisénot stated in this sourceTesté sur not stated in this source |
| Predicting outcomes of professional DotA 2 matchesPetra Grutzik, Joe Higgins, Long Tran | GosuGamers.net bettors: for each match, the outcome with the largest betting amount — per 'match' (a set of games whose format varies; draws possible) | — | — | — | 0,628 | — | bettors' consensus | forwardbets are placed before the match ('bettors only have information before a match')Testé sur 16,800+ matches in GosuGamers.net betting records, May 2013 to November 2017 |
| Win Prediction in Multi-Player Esports: Live Professional Match PredictionVictoria J. Hodge, Sam Devlin, Nick Sephton, Florian Block, Peter I. Cowling, Anders Drachen | Agarwala & Pearce 2014 [18] — Pre-Game | — | — | — | 0,62 | — | copied from their paper (literature table) | non précisénot stated in this source's tableTesté sur Table I lists 40,000 games, skill 'Low-High' (dataset size, not test size) |
| Win Prediction in Multi-Player Esports: Live Professional Match Prediction | Conley & Perry 2013 [11] — Pre-Game | — | — | — | 0,70 | — | copied from their paper (literature table) | non précisénot stated in this source's tableTesté sur Table I lists 18,000 games, skill 'Top 8%' |
| Win Prediction in Multi-Player Esports: Live Professional Match Prediction | Johansson & Wikström 2015 [21] (Master's thesis, Blekinge Institute of Technology) — IN-GAME: 5 minsIndique également : text: after 20 minutes '99%' | — | — | — | 0,82 | — | copied from their paper (literature table) | non précisénot stated in this source's tableTesté sur Table I lists 59,208 games, skill 'V. High' |
| Match Outcome Prediction in Draft Pick and In-game Phases of MSC 2025 Mobile Legends using Random Forest and XGBoostDzaky Fadli Firmansyah, Adam Prayogo Kuncoro, Riyanto | Hamir & Andono 2025 [7] (JPTI), Mobile LegendsIndique également : this source says the feature construction 'tidak dijelaskan secara jelas' (is not clearly explained) | — | — | — | 0,85 | — | copied from their paper | non précisénot stated in this sourceTesté sur not stated in this source |
| Match Outcome Prediction in Draft Pick and In-game Phases of MSC 2025 Mobile Legends using Random Forest and XGBoost | Chowdhury, Ahsan, Barraclough 2025 [8] (Applied Sciences), League of Legends | — | — | — | 0,768 | — | copied from their paper | non précisénot stated in this sourceTesté sur not stated in this source |
| Match Outcome Prediction in Draft Pick and In-game Phases of MSC 2025 Mobile Legends using Random Forest and XGBoost | Stanlly, Putra, Qomariyah 2022 [10] (IEEE IAICT), Dota 2 item and hero dataIndique également : 'sekitar' means 'about' | — | — | — | ≈0,91 | — | copied from their paper | non précisénot stated in this sourceTesté sur not stated in this source |
| LoLTheory vs LoLDraftAI: A Detailed ComparisonLoLDraftAI (no visible byline; site-wide HTML meta author 'looyyd') | LoLTheoryIndique également : 95% bootstrap CIs: log loss (0.6885–0.6928), accuracy (53.87–54.93), Brier (0.2476–0.2496) | — | 0,6907 | 0,2486 | 0,5441 | 0,0326 | queried their live tool: 'For each match we call LoLTheory's /team-comp/team-performance/0 endpoint' with 'the correct rank-range for its elo bucket' | temporal'Eval set = matches played after both cutoffs'; LoLTheory was 'queried live on patch 16.8.1 during April 2026' and (the post does not say whether that window could contain the evaluated matches)Testé sur 32,930 matches; 'Eval set = matches played after both cutoffs'; exact dates and patches of the matches not stated (LoLTheory 'queried live on patch 16.8.1 during April 2026') |
| DraftGap vs LoLDraftAI: A Detailed ComparisonLoLDraftAI (no visible byline; site-wide HTML meta author 'looyyd') | DraftGapIndique également : 95% bootstrap CIs: log loss (0.6851–0.6887), accuracy (54.12–55.20), Brier (0.2460–0.2478) | — | 0,6869 | 0,2469 | 0,5466 | 0,0199 | reproduced their model offline: 'DraftGap's predictions above were produced by a Python port of their open-source formula, run against the exact JSON datasets their website was serving on 2026-04-18 at 12:57 UTC' | temporal'DraftGap snapshot frozen at 2026-04-18, 12:57 UTC'Testé sur 32,750 matches: ranked solo/duo, Emerald+ ('DraftGap pulls its data from Lolalytics at tier=emerald_plus'), EUW1 and KR; 'Matches where any (champion, role) cell has fewer than 50 games in DraftGap's current-patch dataset are excluded'; exact dates and patches not stated |
| iTero vs LoLDraftAI: A Detailed ComparisonLoLDraftAI (no visible byline; site-wide HTML meta author 'looyyd') | iTero — judge: DraftGap and judge: LoLDraftAIIndique également : No iTero-only figure is printed; the head-to-head result is LoLDraftAI's win rate over iTero's drafts: 55.0% (45.0–65.0) judged by DraftGap, 93.0% (88.0–98.0) judged by LoLDraftAI | — | — | — | — | — | queried their live tool: iTero's picks came from 'its API' (endpoint, settings and date not stated) | aucun test sur données excluesnone: synthetic drafts scored by judge modelsTesté sur the same 100 drafts |
| What's the Best League of Legends Draft AI?Winrate (winrate.gg; no named author) | iTero — Top 1Indique également : realized win rate when the actual pick was in iTero's Top 1: 52.7% (n 332) | — | — | — | — | — | queried their live tool: (iTero via HTTP) | non précisénot stated for iTeroTesté sur 20,000 'real ranked solo-queue games (queue 420)', 'Gold tier and above', 'Recent live patches', both teams' five roles assigned, from the 12 hours before the query ('ORDER BY sipHash64(match_id) LIMIT 20000'); one champion erased per game, nine visible; region not stated; 'n is the number of games where the actual pick was in the site's Top K' |
| What's the Best League of Legends Draft AI? | LoLDraftAI — Top 1Indique également : realized win rate when the actual pick was in LoLDraftAI's Top 1: 48.5% (n 472) | — | — | — | — | — | queried their live tool: (LoLDraftAI via HTTP) | non précisénot stated for LoLDraftAITesté sur 20,000 'real ranked solo-queue games (queue 420)', 'Gold tier and above', 'Recent live patches', both teams' five roles assigned, from the 12 hours before the query ('ORDER BY sipHash64(match_id) LIMIT 20000'); one champion erased per game, nine visible; region not stated; 'n is the number of games where the actual pick was in the site's Top K' |
| What's the Best League of Legends Draft AI? | iTero — Top 3Indique également : realized win rate when the actual pick was in iTero's Top 3: 51.9% (n 962) | — | — | — | — | — | queried their live tool: (iTero via HTTP) | non précisénot stated for iTeroTesté sur 20,000 'real ranked solo-queue games (queue 420)', 'Gold tier and above', 'Recent live patches', both teams' five roles assigned, from the 12 hours before the query ('ORDER BY sipHash64(match_id) LIMIT 20000'); one champion erased per game, nine visible; region not stated; 'n is the number of games where the actual pick was in the site's Top K' |
| Model Accuracy & Track Record (draftlol.ai)draftlol.ai | market (pre-match table's 'Mkt Brier'; the page does not name the market or when its price was taken)Indique également : N 554 (same rows) | — | — | 0,2001 | — | — | market prices | forward'Every prediction frozen at registration time'; resolved automaticallyTesté sur the same 554 pre-match rows |
| Model Accuracy & Track Record (draftlol.ai) | Polymarket ('compared against Polymarket odds captured at the same moment', i.e. at draft lock-in)Indique également : N 1855 (same rows) | — | — | 0,2181 | — | — | market prices | forward'Every prediction frozen at registration time'; resolved automaticallyTesté sur the same 1,855 at-draft rows |
| LoL Esports Predictor for Polymarket (farrelo25/lol-esports-predictor)farrelo25 (Hugging Face) | PandaSkill (De Bois et al., 2025) | — | — | — | 0,907 | — | copied from their paper (listed under the card's 'Methodology & References') | non précisénot stated in the cardTesté sur not stated in the card |
Volume de données déclaré par chaque site
Rares sont les sites qui indiquent le nombre de parties étayant leurs chiffres. Chaque ligne correspond à la propre déclaration du site, telle qu'affichée le jour de notre consultation ; un site ne mentionnant aucun effectif de parties est répertorié comme n'en fournissant pas. Notre propre ligne est issue des données en direct de ce site.
| Site | Ce qu'il déclare sur ses données | Couverture | Consulté le |
|---|---|---|---|
| KayLoLOutil de prédictionKayLoL | Environ 385 000 parties de classée solo évaluées par jour (7 jours jusqu'au 10 oct. 2026)2 692 689 parties exclues pour le test derrière chaque chiffre de solo queue sur ce tableau2 029 manches de tournois pro évaluées | NA, EUW et KR ; tous rangs ; classée solo/duo. Pro : manches de tournoi. | en direct |
| Site de statistiquesLolalytics | All Ranks Champions Analysed: 36,610,590Emerald+ Champions Analysed: 9,413,966Read in a browser at 01:05 UTC. The Emerald+ figure rose from 9,378,335 to 9,413,966 in the half hour between two reads, so the page counts as games arrive.Notre conversion : il compte les champions, et une partie en compte 10. Selon cette unité, nos 1 881 308 parties sur le patch 16.20 jusqu'au 11 oct. 2026 représentent 18 813 080 champions issus de trois serveurs, face à ses 36 610 590 tous serveurs confondus. | Patch 16.20 up to the hour it was read; region Global; Ranked Solo/Duo. The all-ranks figure is the tier list with its rank filter set to all, the Emerald+ one its default view. | 12 oct. 2026 |
| Outil de prédictionLoLDraftAI | Trained on millions of ranked gamesNo count, test set or region is given anywhere on the page. | Silver to Challenger; regions not stated; model updated October 10 on patch 16.20. | 12 oct. 2026 |
| Outil de prédictioniTero | Aucun nombre de parties préciséThe page counts downloads (+1,000,000), not games, and its question about where the data comes from shows no answer. | — | 12 oct. 2026 |
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Signalez-nous un article ou un site non répertorié, ou indiquez-nous une ligne erronée. Le bouton présent sur chaque ligne renseigne automatiquement son lien.
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Vérifications en cours 9
Éléments que nous n'avons pas pu terminer nous-mêmes. Chacun reste ici jusqu'à sa résolution.
- winrate.gg draft recommendation benchmarkNécessite un navigateurOur notes quote confidence intervals the page text does not contain; they may exist only inside its charts.
- Drafter.oneNécessite un navigateurA '71% on 5 of 7 Worlds games' claim was seen only in a search summary; the page does not render for our fetcher.
- DraftGapNécessite un navigateurThe site does not render for our fetcher; its GitHub README publishes no test of the model.
- STRATZ, The International 8 post (2018)InaccessibleMedium refuses our fetcher, so the 77% we list is carried from our notes and not re-checked.
- Wang & Shang 2017 (ICIS)InaccessibleThe publisher page did not load; 58.99% is carried from a thesis that quotes it.
- Semenov et al. 2016 (AIST)Résumé uniquementBehind a paywall; the abstract prints no numbers, so the AUCs are carried from our notes.
- Ani et al. 2019 (ICCS)Résumé uniquementThe abstract has no numbers; 99.75% is carried from a paper that cites it.
- Jadowski & Cunningham 2021Résumé uniquementThe repository's PDF link expires before it can be read.
- Kellich (Charles University thesis)Pas encore luThe full text is linked now; nobody has read it.
Trouvé mais pas encore audité (24)
- Ong, Deolalikar & Peng 2015 (arXiv 1503.02230), a post-draft LoL model
- Kim & Lee 2019 (ISSAT) and Kim & Lee 2020 (KIPS), LoL pre-game models
- Lin 2016, a LoL pre-game model
- Lee, Hong & Yang 2020 (ICTC), LoL in-game
- Jalovaara 2024 (Aalto thesis) and Jafari & Olbe 2021 (KTH thesis), LoL in-game
- Kim et al. 2017 (CSCW), 'What makes a strong team?'
- Galán-Sales et al. 2024 (CAEPIA)
- Arizona State University repository: 'Developing a Model to Predict Match Outcomes in League of Legends'
- Gonzalez, ML-Prediction-LoL (GitHub)
- Nanzhi Wang et al. 2018 (ICMAI), Dota 2
- Semenov et al. 2017, a Dota 2 literature review (CEUR-WS 1842)
- Kinkade & Lim 2015 (UC San Diego report), Dota 2
- Yu et al. 2018, MOBA-Slice (arXiv 1807.08360)
- W. Wang 2016 (National College of Ireland thesis), Dota 2
- Stanlly et al. 2022 (IAICT)
- Putro 2024; Hamir & Andono 2025; Sena & Emanuel 2023, Mobile Legends
- Dota2cp, a website claiming 63%
- 'Team Radiant or Dire?' (ACM, 10.1145/3635059.3635067)
- arXiv 1803.10402, Dota 2
- 'Trouncing in Dota 2' (AIIDE 2020)
- arXiv 2008.06313, Honor of Kings, in-game
- Almeida et al. 2017 and Porokhnenko et al. 2019, Dota 2
- TechLabs Aachen, predicting pro win chances from the draft (Medium)
- cthorrez/esports-bench (GitHub), the code behind EsportsBench