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watti
374 posts

watti
@n3c1k
Battle data science and automation for professional Counter-Strike
Katılım Ekim 2017
177 Takip Edilen385 Takipçiler

@smartbackwards what I noticed about Boombl4 high elo matches is that besides not a shiny K/D and stuff the round swing model shows him as a very valuable player
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@smartbackwards proper approach with utilizing prediction function. wonder what are your model performance metrics
the most interesting to beat are ~50/50 situations - overall 0.99 auc is trivial
I will def post the one I am using later
noticed how it improves with more game state features
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we're saying goodbye to PARIVISION, but hello to a project i've had on the backburner for a while - map dashboards
it features some stats ive developed: the map win probability chart, xR, EEK and, as a little treat, something new - impact rounds (name wip), number of rounds in which according to my round swing calculation a player had over a 25% impact on the round being won
it should tell you everything that happened in a given map at a glance - here we see that PARI had a big lead and despite shaky stuff from legacy, dumau and latto were enough to pull the comeback over the finish line.
looking for feedback! wont post these for every map (maybe for the playoffs), but let me know if you even like this or not

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@ChainerNotes ah, no its not like I do picture rendering on GPU and then hook it, would be much slower
you still process map geometry as u said, just with GPU instead of CPU, that's what is meant by "external gpu" in the community
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@n3c1k what i meant by LOS raycast is using tri static map mesh + raycasts in order to determine visibility of players. u previously said u use "GPU vision detection with animation reconstruction", so i wondered how much more accurate is that compared to tri mesh+raycasts
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@n3c1k thanks, got it. I also once asked a question under your other post, but i'll ask here too: have you compared the actually accuracy of GPU rendering method vs LOS raycast? Since rebuilding a scene from demo's ticks is quite heavy, i wondered if it yields substantial improvement
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@ChainerNotes sorry for missing your previous question - always happy to get one
yes, I do have automatic quality controls in basically every program
in this case I use model rendering memory dump as an oracle, then whatever I do has to exactly match it on each tick
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@ChainerNotes yeah that's just browser rendering performance, the animation tickrate is bound to 64
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@Aluminaticsgo short answer is proven by a prediction model with a proper histoeical backtests
from my experience, using the same approach I have for 4000 elo gives noticeably better performance in a lower bracket (weights would differ tho)
didn't dig much into it, just noticed the effect
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@footknockout yeah I am going to make it publicly accessible soon
free? that's not how the things work
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@n3c1k Will this go public at some point, and if so, would it be free? This seems really useful for my 10k premier lobbies
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@divinorumA teams prefer to use training tools instead of cheats, if some1 didnt offer it for 10 years its their personal problem
if you read my message again, I have 1 billion precalculated grenades. show me cheat provider with such amount
ah, they dont need it? exactly, different goals
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some content managers would say: don't post during the game day evening, what are you doing
well I don't have managers, so I made the post anyway
slowly crawling into the main page, lets gooo
reddit.com/r/GlobalOffens…
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@SamCarterCS I have all games processed for every region. EU is being dominant with like x30-x50 more players in the ladder, so I've got all the data
If there would be an interested organization I would be happy to dig into it and uncover some talent
the data is on my SSD, waiting for it
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@n3c1k Any coverage of the Asian/oceanic region in terms of the scope of the project at the moment? I’m sure you might now how unloved our regions are sometimes are in terms of the esports scene or even trying to get noticed as talent
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