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Alexander Korotin

Publications and source records attributed to Alexander Korotin.

79 records · Page 5Linked to original sources

Visual Fixations Duration as an Indicator of Skill Level in eSports

Using highly interactive systems like computer games requires a lot of visual activity and eye movements. Eye movements are best characterized by visual fixation - periods of time when the eyes stay relatively still over an object. We analyzed the distributions of fixation duration of professional athletes, amateur and newbie players. We show that the analysis of fixation durations can be used to deduce the skill level in computer game players. Highly skilled gaming performance is characterized by more variability in fixation durations and by bimodal fixation duration distributions suggesting the presence of two fixation types in high skill gamers. These fixation types were identified as ambient (automatic spatial processing) and focal (conscious visual processing). The analysis of computer gamers' skill level via the analysis of fixation durations may be used in developing adaptive interfaces and in interface design.

cs.HC↗

Towards Understanding of eSports Athletes' Potentialities: The Sensing System for Data Collection and Analysis

eSports is a developing multidisciplinary research area. At present, there is a lack of relevant data collected from real eSports athletes and lack of platforms which could be used for the data collection and further analysis. In this paper, we present a sensing system for enabling the data collection from professional athletes. Also, we report on the case study about collecting and analyzing the gaze data from Monolith professional eSports team specializing in Counter-Strike: Global Offensive (CS:GO) discipline. We perform a comparative study on assessing the gaze of amateur players and professional athletes. The results of our work are vital for ensuring eSports data collection and the following analysis in the scope of scouting or assessing the eSports players and athletes.

cs.HC↗

Sensors and Game Synchronization for Data Analysis in eSports

eSports industry has greatly progressed within the last decade in terms of audience and fund rising, broadcasting, networking and hardware. Since the number and quality of professional team has evolved too, there is a reasonable need in improving skills and training process of professional eSports athletes. In this work, we demonstrate a system able to collect heterogeneous data (physiological, environmental, video, telemetry) and guarantying synchronization with 10 ms accuracy. In particular, we demonstrate how to synchronize various sensors and ensure post synchronization, i.e. logged video, a so-called demo file, with the sensors data. Our experimental results achieved on the CS:GO game discipline show up to 3 ms accuracy of the time synchronization of the gaming computer.

cs.HC↗

Adaptive Hedging under Delayed Feedback

The article is devoted to investigating the application of hedging strategies to online expert weight allocation under delayed feedback. As the main result, we develop the General Hedging algorithm $\mathcal{G}$ based on the exponential reweighing of experts' losses. We build the artificial probabilistic framework and use it to prove the adversarial loss bounds for the algorithm $\mathcal{G}$ in the delayed feedback setting. The designed algorithm $\mathcal{G}$ can be applied to both countable and continuous sets of experts. We also show how algorithm $\mathcal{G}$ extends classical Hedge (Multiplicative Weights) and adaptive Fixed Share algorithms to the delayed feedback and derive their regret bounds for the delayed setting by using our main result.

cs.LG↗

Long-Term Online Smoothing Prediction Using Expert Advice

For the prediction with experts' advice setting, we construct forecasting algorithms that suffer loss not much more than any expert in the pool. In contrast to the standard approach, we investigate the case of long-term forecasting of time series and consider two scenarios. In the first one, at each step $t$ the learner has to combine the point forecasts of the experts issued for the time interval $[t+1, t+d]$ ahead. Our approach implies that at each time step experts issue point forecasts for arbitrary many steps ahead and then the learner (algorithm) combines these forecasts and the forecasts made earlier into one vector forecast for steps $[t+1,t+d]$. By combining past and the current long-term forecasts we obtain a smoothing mechanism that protects our algorithm from temporary trend changes, noise and outliers. In the second scenario, at each step $t$ experts issue a prediction function, and the learner has to combine these functions into the single one, which will be used for long-term time-series prediction. For each scenario, we develop an algorithm for combining experts forecasts and prove $O(\ln T)$ adversarial regret upper bound for both algorithms.

cs.LG↗

Meta-Learning for Resampling Recommendation Systems

One possible approach to tackle the class imbalance in classification tasks is to resample a training dataset, i.e., to drop some of its elements or to synthesize new ones. There exist several widely-used resampling methods. Recent research showed that the choice of resampling method significantly affects the quality of classification, which raises resampling selection problem. Exhaustive search for optimal resampling is time-consuming and hence it is of limited use. In this paper, we describe an alternative approach to the resampling selection. We follow the meta-learning concept to build resampling recommendation systems, i.e., algorithms recommending resampling for datasets on the basis of their properties.

cs.LG↗

Aggregating Strategies for Long-term Forecasting

The article is devoted to investigating the application of aggregating algorithms to the problem of the long-term forecasting. We examine the classic aggregating algorithms based on the exponential reweighing. For the general Vovk's aggregating algorithm we provide its generalization for the long-term forecasting. For the special basic case of Vovk's algorithm we provide its two modifications for the long-term forecasting. The first one is theoretically close to an optimal algorithm and is based on replication of independent copies. It provides the time-independent regret bound with respect to the best expert in the pool. The second one is not optimal but is more practical and has $O(\sqrt{T})$ regret bound, where $T$ is the length of the game.

cs.LG↗