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Quantifying player death impact in League of Legends
ID Ferreira, Ruben (Author), ID Faganeli Pucer, Jana (Author)

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Abstract
League of Legends is one of the world’s most played and watched e-sports. We study how the death of an individual player affects team win probability. From Diamond-tier matches, we construct minute-level snapshots to train a calibrated win-probability model. We formalize a death window based on the state just before death until the first state after the respawn. We attribute the team-level win-probability change to players via a role/time standardized Performance Score weighted by SHAP feature scores. Results across 150,472 death windows show, the team of the deceased player loses on average 2.03% of win probability; probability decreases in 58% of death windows and increases in 42%. The approach enables fast identification of impactful deaths and targeted learning opportunities.

Language:English
Keywords:esports analytics, win probability, player performance attribution, League of Legends
Typology:1.08 - Published Scientific Conference Contribution
Organization:FRI - Faculty of Computer and Information Science
Publication status:Published
Publication version:Version of Record
Year:2025
Number of pages:Str. 51-54
PID:20.500.12556/RUL-177555 This link opens in a new window
UDC:004.9
COBISS.SI-ID:262492419 This link opens in a new window
Publication date in RUL:24.12.2025
Views:547
Downloads:148
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Record is a part of a monograph

Title:Proceedings of the 11th Student Computing Research Symposium : (SCORES'25)
Editors:Uroš Čibej, Luka Fürst, Lovro Šubelj, Jure Žabkar
Place of publishing:Ljubljana
Publisher:Založba UL FRI, = Faculty of Computer and Information Science
Year:2025
ISBN:978-961-7059-18-2
COBISS.SI-ID:261672195 This link opens in a new window

Licences

License:CC BY-SA 4.0, Creative Commons Attribution-ShareAlike 4.0 International
Link:http://creativecommons.org/licenses/by-sa/4.0/
Description:This Creative Commons license is very similar to the regular Attribution license, but requires the release of all derivative works under this same license.

Secondary language

Language:Slovenian
Keywords:analitika e-športa, verjetnost zmage, pripisovanje uspešnosti igralcev, League of Legends

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