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各勝敗予測モデルが公開している自己申告データ

独自開発のLeague of Legends(またはMOBA)勝敗予測モデルの数値を公開している、把握可能なすべての論文およびWebサイト。数値は各ソースによるもので、共通の尺度に揃えています。ダッシュはそのソースが当該指標を報告していないことを示し、こちらで勝手に補完することはありません。各結果には、予測のタイミング、テスト試合が訓練からどう分離されたか、どんなデータでテストされたか、そしてどの程度信頼できるかが記載されています。

全ソースの確認日:2026年9月22日。 当サイト自身の数値およびその背景となる曲線データは精度検証ページに掲載されています。

0公開された73件のレポート中、自作モデルについて5つの指標すべてを掲載している割合(当サイトを除く)。

単一モデルについてレポートで報告された最多指標数:5指標中4指標:4件 · 5指標中3指標:1件 · 5指標中2指標:13件 · 5指標中1指標:49件 · 5指標の掲載なし、他指標のみ:6件。

AUC73件中11件
Log loss73件中7件
Brier73件中9件
正解率73件中63件
ECE73件中5件
表の見方

数値の基準

5つの指標はすべて小数表記です。AUCと正解率は五分五分の0.5から1までの範囲をとり、log loss、Brier、ECEは誤差を表す指標であるため低いほど優れています。点線の下線は、元の表記(例:92.2%)を0.922などの形式に統一したことを示します。ホバーすると元の表記を確認できます。数値自体の意味を変更することはありません。

予測タイミング

予測が行われた時点:ドラフト前、ドラフト中、最終ピック後かつ試合開始前、または試合中。その下に、単一の試合/マップ対象かシリーズ全体対象かが示されます。ソロランクとプロシーンはこの基準で分類されており、同種のものが並ぶようになっています。

信頼性

  • 高: 学習データより後にプレイされた試合でテストされ、テスト試合数が1,000試合以上で、既知の問題がない。
  • 中: 学習データより後の試合でテストされているが、試合数が少ないか未記載。
  • 不明: テスト手法が記載されていない。
  • 低: ランダム分割、極小のテストサンプル、または既知の問題が存在する。

フラグ

  • レッド データ漏洩(リーク:ソースが認めている、またはコード内で発見された)、実際の試合結果に基づかないスコア、またはインゲームデータの混入。
  • アンバー ランダム分割、分割方法の未記載、極小サンプル、または時系列テスト結果を著しく逸脱した過大数値。フラグをホバーすると理由が表示されます。

当サイトのデータ。 NA、EUW、KRから1日あたり約385,000試合のソロランク(2026年10月10日までの7日間)および2,029試合のプロ大会マップ。以下のソロランクの各数値は、2,692,689試合のテスト用除外試合で測定されています。

当サイトの行の見方:ソロランクのチャンピオン選択では自分自身の情報しか分からないため、実際のライブツールを評価する基準行は「自身の特定情報+公開されたチャンピオン」です。10人全員が特定された行は全員が判明した完了後のドラフトを示しており、実際のソロランクではあり得ない状況です。

ドラフト後 17

10人全員のチャンピオンが確定し、試合開始前の状態。当サイトの2つの完全ドラフトモデルと直接比較可能なグループです。

デフォルト順:当サイトのモデル、次に検証精度の高い順。見出しをクリックして並べ替え。
モデルまたは設定
KayLoLWebサイトKayLoL /metrics, layer 1: the held-out patchKayLoL · kaylol.gg · 2026-10-06 pooled patch build (live payload generated 2026-10-12T00:22:01Z) · 確認日:2026年10月12日
備考

One 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ドラフト後単一試合0.69970.62800.21940.64300.0070高事後の試合でテスト済み · テスト2,692,689試合temporalwhole-patch holdout: trained on patch 16.18, tested on 16.19, which the model never sawテスト対象 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 patchall_info_anonymous — full draft, no player identities (champions only)ドラフト後単一試合0.58660.68150.24430.56120.0114高事後の試合でテスト済み · テスト2,692,689試合temporalwhole-patch holdout: trained on patch 16.18, tested on 16.19, which the model never sawテスト対象 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
WebサイトDraftGap vs LoLDraftAI: A Detailed ComparisonLoLDraftAI (no visible byline; site-wide HTML meta author 'looyyd') · loldraftai.com · 2026-04-19 ('April 19, 2026') · 確認日:2026年9月22日
備考

Files 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.

他+6件(すべての内訳を表示)
LoLDraftAI (side-agnostic: 'Side-agnostic prediction (no blue/red knowledge), matching DraftGap's side-blind nature')その他の報告:95% bootstrap CIs: log loss (0.6811–0.6846), accuracy (55.34–56.42), Brier (0.2441–0.2458)ドラフト後単一試合—0.68290.24490.55880.0088高事後の試合でテスト済み · データ内32,750試合、テスト割合未記載temporal'LoLDraftAI training cutoff at 2026-04-17, 23:25 UTC'テスト対象 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
論文DraftRec: 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') · 確認日:2026年9月22日
備考

The 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)その他の報告:MAE 0.4826 (accuracy and MAE both starred: p<0.01)ドラフト後単一試合———0.5618—高事後の試合でテスト済み · テスト約27,989試合temporalテスト対象 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 GamesDraftRec-no-history — LoL, after the draft (all ten champions selected)その他の報告:MAE 0.4893ドラフト後単一試合———0.5432—高事後の試合でテスト済み · テスト約27,989試合temporalテスト対象 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
論文ESports match analyticsMinna Wahlroos · Helsinki Metropolia University of Applied Sciences, 2018; urn:nbn:fi:amk-2018112718306 · 2018-11-27 · 確認日:2026年10月16日
備考

One 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ドラフト後単一試合———0.55—中事後の試合でテスト済み · テスト規模未記載temporalhold-out test datasetテスト対象 hold-out test dataset collected via Riot Games API
WebサイトLoLTheory vs LoLDraftAI: A Detailed ComparisonLoLDraftAI (no visible byline; site-wide HTML meta author 'looyyd') · loldraftai.com · 2026-04-19 ('April 19, 2026') · 確認日:2026年9月22日
備考

Per-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.

他+6件(すべての内訳を表示)
LoLDraftAI (side-agnostic mode)その他の報告:95% bootstrap CIs: log loss (0.6807–0.6842), accuracy (55.37–56.43), Brier (0.2439–0.2456)ドラフト後単一試合—0.68240.24470.55900.0100高事後の試合でテスト済み · データ内32,930試合、テスト割合未記載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.'テスト対象 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')
論文Online 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) · 確認日:2026年9月22日
備考

Sample 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.

他+4件(すべての内訳を表示)
weighted-based feature predictor with Naïve Bayes and Support Vector Machine (WEKA BayesNet and SMO)その他の報告:Conclusionドラフト後単一試合———>0.97—低事後の試合で未テスト · データ内4,552試合、テスト割合未記載ランダム分割突出した数値random(WEKA, Section 3.1)テスト対象 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
論文Player 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) · 確認日:2026年9月22日
備考

The 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).

他+3件(すべての内訳を表示)
LR-P-C-PC (player + champion + player-champion weights)その他の報告:± 0.16% (std over 10 folds)ドラフト後単一試合———0.6024—低事後の試合で未テスト · データ内231,212試合、テスト割合未記載ランダム分割randomテスト対象 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'
論文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 · 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 · 確認日:2026年9月22日
備考

Features 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)その他の報告:± 1.2% (95% CI); std. dev. 1.9%; std. error 0.60%ドラフト後単一試合———0.751—低事後の試合で未テスト · データ内5,000試合、テスト割合未記載ランダム分割突出した数値randomテスト対象 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 LegendsGradient boosting (GBOOST)その他の報告:± 1.19% (95% CI); std. dev. 5.25%; std. error 1.66%ドラフト後単一試合———0.754—低事後の試合で未テスト · データ内5,000試合、テスト割合未記載ランダム分割突出した数値randomテスト対象 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
WebサイトiTero vs LoLDraftAI: A Detailed ComparisonLoLDraftAI (no visible byline; site-wide HTML meta author 'looyyd') · loldraftai.com · 2026-04-19 ('April 19, 2026') · 確認日:2026年9月22日
備考

Full 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)その他の報告:LoLDraftAI win rate 55.0% (45.0–65.0); Mean WR margin (LoLDraftAI) +0.6% (−1.0 to +2.2)ドラフト後単一試合—————低事後の試合で未テスト · データ内100試合、テスト割合未記載 · 既知の問題あり勝敗結果なし除外テストなし小規模テスト除外テストなしnone: no games are played; 100 synthetic greedy drafts are scored by a judge model's predicted win rateテスト対象 100 head-to-head greedy drafts; patch and date not stated
iTero vs LoLDraftAI: A Detailed ComparisonLoLDraftAI (as drafter) — judge: LoLDraftAI's own win-probability head (flagged non-independent)その他の報告:LoLDraftAI win rate 93.0% (88.0–98.0); Mean WR margin (LoLDraftAI) +13.2% (+11.6 to +14.9)ドラフト後単一試合—————低事後の試合で未テスト · データ内100試合、テスト割合未記載 · 既知の問題あり勝敗結果なし除外テストなし小規模テスト除外テストなしnone: the judge is the same model that drafted ('LoLDraftAI judging drafts it itself picked is textbook circular')テスト対象 the same 100 drafts
iTero vs LoLDraftAI: A Detailed ComparisonLoLDraftAI (predicted gold at 15 min) against the two judges' disagreement — judge disagreement analysisその他の報告: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ドラフト後単一試合—————低事後の試合で未テスト · データ内100試合、テスト割合未記載 · 既知の問題あり勝敗結果なし除外テストなし小規模テスト除外テストなしnoneテスト対象 the same 100 drafts
Webサイト【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') · 確認日:2026年9月22日
備考

Secondary 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ドラフト後単一試合———0.747—低分割手法未記載 · データ内21,000試合、テスト割合未記載 · 既知の問題ありリーク公認分割手法未記載未記載'80/10/10分割' (an 80/10/10 split); whether random, temporal or by player is not statedテスト対象 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ドラフト後単一試合———0.528—不明分割手法未記載 · データ内21,000試合、テスト割合未記載分割手法未記載未記載'80/10/10分割' (an 80/10/10 split); whether random, temporal or by player is not statedテスト対象 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
WebサイトBugfix 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') · 確認日:2026年9月22日
備考

Retracted 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.

他+2件(すべての内訳を表示)
LoLDraftAI, fixed model uploaded April 4, 2025その他の報告:'around 55% (as of April 4 2025)'ドラフト後単一試合———0.55—不明分割手法未記載 · テスト規模未記載分割手法未記載未記載not stated (validation set after the duplication fix; construction not described)テスト対象 not stated
WebサイトHow it Works: LoLDraftAILoLDraftAI (no visible byline; site-wide HTML meta author 'looyyd') · loldraftai.com · 2025-09-04 ('September 4, 2025') · 確認日:2026年9月22日
備考

Training 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.

他+1件(すべての内訳を表示)
LoLDraftAI solo queue and pro play models (the training-log links point to the May 2025 model)ドラフト後単一試合———0.56—不明分割手法未記載 · テスト規模未記載分割手法未記載未記載'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 statedテスト対象 not stated (held-out drafts from the training runs; no dates, regions, elo range or n)
WebサイトLoLDraftAI 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' · 確認日:2026年9月22日
備考

FAQ 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.

他+1件(すべての内訳を表示)
LoLDraftAI (draft only)その他の報告:Calibrated · 55% means 55%ドラフト後単一試合———0.567—不明分割手法未記載 · テスト規模未記載分割手法未記載未記載not statedテスト対象 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ドラフト後単一試合———0.577—不明分割手法未記載 · テスト規模未記載分割手法未記載未記載not statedテスト対象 not stated
論文Predicting 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 · 確認日:2026年9月22日
備考

. 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)ドラフト後単一試合———0.975—不明分割手法未記載 · データ内11,000試合、テスト割合未記載分割手法未記載突出した数値未記載not stated in the abstractテスト対象 'over 11,000 ranked matches' (abstract); source, region, tier and dates not stated
論文Research 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 · 確認日:2026年10月16日
備考

Hero 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ドラフト後単一試合———0.7532—不明分割手法未記載 · テスト規模未記載分割手法未記載突出した数値未記載not stated in the abstractテスト対象 not stated in the abstract
論文Scalable 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 · 確認日:2026年9月22日
備考

Other 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.

他+1件(すべての内訳を表示)
AutoLog+Rolling+(momentum)+LR (post-draft)その他の報告:train accuracy 73.6%; train n 70,194ドラフト後単一試合———0.721—不明分割手法未記載 · テスト10,000試合分割手法未記載未記載テスト対象 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
論文Strategic 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 · 確認日:2026年9月22日
備考

Feature 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)その他の報告:'minimal generalization gap (0.27%)'ドラフト後単一試合0.922——0.831—不明分割手法未記載 · データ内86,556試合、テスト割合未記載分割手法未記載突出した数値未記載not stated in the abstract (it reports 'test accuracy')テスト対象 '86,556 high-level matches' (abstract); source, region and dates not stated

ドラフト中 5

一部のピックが未確定の状態。当サイトの3つのドラフト途中モデルが属する区分です。

デフォルト順:当サイトのモデル、次に検証精度の高い順。見出しをクリックして並べ替え。
モデルまたは設定
KayLoLWebサイトKayLoL /metrics, layer 1: the held-out patchKayLoL · kaylol.gg · 2026-10-06 pooled patch build (live payload generated 2026-10-12T00:22:01Z) · 確認日:2026年10月12日
備考

One 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)ドラフト中単一試合0.66850.64650.22780.61930.0036高事後の試合でテスト済み · テスト2,692,689試合temporalwhole-patch holdout: trained on patch 16.18, tested on 16.19, which the model never sawテスト対象 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 patchdraft_puuid — mid-draft, own identity plus revealed picks (solo-queue champion select)ドラフト中単一試合0.57130.68480.24580.54960.0019高事後の試合でテスト済み · テスト2,692,689試合temporalwhole-patch holdout: trained on patch 16.18, tested on 16.19, which the model never sawテスト対象 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 patchdraft_anonymous — mid-draft, no identitiesドラフト中単一試合0.55600.68780.24730.53850.0025高事後の試合でテスト済み · テスト2,692,689試合temporalwhole-patch holdout: trained on patch 16.18, tested on 16.19, which the model never sawテスト対象 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
論文DraftRec: 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') · 確認日:2026年9月22日
備考

The 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.

他+1件(すべての内訳を表示)
DraftRec (LoL, during the draft)その他の報告:MAE 0.4842 (accuracy and MAE both starred: p<0.01)ドラフト中単一試合———0.5535—高事後の試合でテスト済み · テスト約27,989試合temporalテスト対象 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
Webサイト+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') · 確認日:2026年9月22日
備考

'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%'.

他+11件(すべての内訳を表示)
LoLDraftAI top suggestion (model-predicted lift, self-scored) — pick 1 (Blue, 0 visible picks)その他の報告:lift vs naive baseline +3.0%; lift vs strongest-visible baseline +3.0%ドラフト中単一試合—————低分割手法未記載 · データ内10,000試合、テスト割合未記載 · 既知の問題あり勝敗結果なし分割手法未記載未記載how that test set was held out is not statedテスト対象 10,000 ranked games
+4% to +7%: How Much the Top Suggestion Helps, by Counterpick SkillLoLDraftAI top suggestion (model-predicted lift, self-scored) — pick 2 (Red, 1 visible picks)その他の報告:lift vs naive baseline +3.8%; lift vs strongest-visible baseline +3.8%ドラフト中単一試合—————低分割手法未記載 · データ内10,000試合、テスト割合未記載 · 既知の問題あり勝敗結果なし分割手法未記載未記載how that test set was held out is not statedテスト対象 10,000 ranked games
+4% to +7%: How Much the Top Suggestion Helps, by Counterpick SkillLoLDraftAI top suggestion (model-predicted lift, self-scored) — pick 3 (Red, 2 visible picks)その他の報告:lift vs naive baseline +4.1%; lift vs strongest-visible baseline +3.5%ドラフト中単一試合—————低分割手法未記載 · データ内10,000試合、テスト割合未記載 · 既知の問題あり勝敗結果なし分割手法未記載未記載how that test set was held out is not statedテスト対象 10,000 ranked games
コードLeagueOfPredictions: Predictive Analytics for League of Legendsaliciusschroeder (GitHub) · GitHub · README undated; repo created 2023-05-17, last push 2024-10-15 (GitHub API) · 確認日:2026年9月22日
備考

Level 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ドラフト中単一試合———0.879—不明分割手法未記載 · データ内300,000試合、テスト割合未記載分割手法未記載突出した数値未記載not stated (README names train.py and validate.py but no protocol)テスト対象 not stated beyond 'trained the model on 300,000 datasets' and 'ranked games in silver elo'; region, queue, patch and dates not stated
WebサイトWhat's the Best League of Legends Draft AI?Winrate (winrate.gg; no named author) · winrate.gg · 2026-04-28 ('April 28, 2026') · 確認日:2026年9月22日
備考

'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.

当サイトの検証: The article does not say whether the statistics behind winrate.gg's own suggestions excluded the 12 hours of games being tested.

他+1件(すべての内訳を表示)
Winrate anonymous draft model (GBDT, 58 features) — Top 1その他の報告:realized win rate when the actual pick was in the tool's Top 1: 58.7% (n 300)ドラフト中単一試合—————不明分割手法未記載 · データ内20,000試合、テスト割合未記載分割手法未記載未記載Test 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 gamesテスト対象 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 3その他の報告:realized win rate when the actual pick was in the tool's Top 3: 56.0% (n 1,131)ドラフト中単一試合—————不明分割手法未記載 · データ内20,000試合、テスト割合未記載分割手法未記載未記載Test 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 gamesテスト対象 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 5その他の報告:realized win rate when the actual pick was in the tool's Top 5: 55.2% (n 2,004)ドラフト中単一試合—————不明分割手法未記載 · データ内20,000試合、テスト割合未記載分割手法未記載未記載Test 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 gamesテスト対象 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'

ドラフト前 3

プレイヤーは特定されているが、チャンピオンは未決定。

デフォルト順:当サイトのモデル、次に検証精度の高い順。見出しをクリックして並べ替え。
モデルまたは設定
Webサイト【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') · 確認日:2026年9月22日
備考

Secondary 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ドラフト前単一試合———0.767—低分割手法未記載 · データ内21,000試合、テスト割合未記載 · 既知の問題ありリーク公認分割手法未記載突出した数値未記載'80/10/10分割' (an 80/10/10 split); whether random, temporal or by player is not statedテスト対象 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
コードleague_winrate_model ('Source code for Reddit post')ksavino1 (GitHub) · GitHub · 2025-04-22 (repo created; last push 2025-06-07, GitHub API) · 確認日:2026年9月22日
備考

README... 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 timeその他の報告:23/30 right; one tailed p = 0.002611ドラフト前単一試合—————不明分割手法未記載 · テスト規模未記載分割手法未記載未記載fresh games scored with op.gg ranks 'at time the game happened, not current ranks'; relation to the training data not statedテスト対象 30 solo/duo games of two players
論文Scalable 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 · 確認日:2026年9月22日
備考

Other 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.

他+1件(すべての内訳を表示)
AutoLog+Rolling+(momentum)+LR — pre-draft, teamsその他の報告:train accuracy 66.8%; train n 70,194ドラフト前単一試合———0.657—不明分割手法未記載 · テスト10,000試合分割手法未記載未記載テスト対象 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 EsportsAutoLog+MTL+RNN — pre-draft, teamsその他の報告:train accuracy 64.5%; train n 70,194ドラフト前単一試合———0.644—不明分割手法未記載 · テスト10,000試合分割手法未記載未記載テスト対象 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 EsportsAutoLog+Rolling+(momentum)+RNN — pre-draft, single player in queueその他の報告:train accuracy 54.36%; train n 701,940ドラフト前単一試合———0.5430—不明分割手法未記載 · テスト規模未記載分割手法未記載未記載テスト対象 Single-player samples from the 701,940 individual match histories, 'within the same folds', of the same 2019 collection; test size not stated

勝率を表示するが検証結果を非公開のツール

勝率を表示しているものの、調査した限りその精度検証データを一切公開していないツール群。

  • 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.