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PUBG finish placement prediction | |
Author | Kumar, A. Akhil |
Call Number | AIT RSPR no.ICT-19-09 |
Subject(s) | Video games industry Machine Learning |
Note | A research submitted in partial fulfillment of the requirements for the degree of Master of f Science in Information and Communication Technologies, School of Engineering and Technology |
Publisher | Asian Institute of Technology |
Series Statement | Research studies project report ; no. ICT-19-09 |
Abstract | Online Video games industry is growing day by day and is becoming more competitive every day. “What are the important factors that increase the chances of winning a game?” is a very interesting question. In this research, we will analyse the data of PlayerUnknown’s Battlegrounds video game using data mining techniques. It is an online video game of the battle royal genre. Kaggle team fetched the data of 65,000 matches from PUBG website and hosted a competition. The data was provided in CSV file format, divided into train & test data set. The goal of this competition was to predict the rank of each and every team after a match finishes and find out important factors that increase or decrease the chances of winning a match. Some algorithms were used in this research study and compare the results of each and every algorithm, and choose the best one. |
Year | 2019 |
Corresponding Series Added Entry | Asian Institute of Technology. Research studies project report ; no. ICT-19-09 |
Type | Research Study Project Report (RSPR) |
School | School of Engineering and Technology (SET) |
Department | Department of Information and Communications Technologies (DICT) |
Academic Program/FoS | Information and Communication Technology (ICT) |
Chairperson(s) | Teerapat Sanguankotchakorn;Guha, Sumanta(Co-Chairperson); |
Examination Committee(s) | Bohez, Erik L.J.;Nicole, Olivier; |
Scholarship Donor(s) | Asian Institute of Technology Fellowship; |
Degree | Research Studies Project Report (M. Sc.) - Asian Institute of Technology, 2019 |