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cs.LG updates on arXiv.org

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Robust Player-Conditional Champion Ranking for League of ...
[Submitted on 18 May 2026] · 2026-05-19 · via cs.LG updates on arXiv.org

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Abstract:Champion recommendation in multiplayer online battle arena games is usually framed informally as a problem of metagame strength, personal comfort, or global win rate. We formalize champion recommendation in League of Legends as an interpretable, player-conditional ranking problem under sparse, noisy, and non-stationary behavioral data. The proposed framework combines four information sources: a population-strength proxy, player-style similarity, direct and indirect mastery priors, and archetype-level guardrails. The method uses robust median/MAD normalization, logarithmic transforms for skewed event counts, recency-weighted player style vectors, mastery-weighted champion-pool vectors, weighted cosine similarity, rank-scaled score components, and k-means++ clustering for coarse archetype support. The implemented prototype uses a Python/Pandas modeling layer, Supabase-backed storage, and a web-facing recommendation interface. Unlike black-box supervised win-prediction systems, the proposed method returns decomposed recommendation scores that can be inspected as expected-performance proxy, fit, mastery, and archetype compatibility. A single-player case study on a 100-game history for the player identifier DIVINERAINRACCON is included as an end-to-end sanity check. The manuscript is therefore a methods and systems contribution: it specifies a reproducible, modular, and auditable champion recommender and gives a validation protocol for future large-scale evaluation through temporal train-test splits, next-champion recovery, calibration analysis, and ablation studies.

Submission history

From: Prasun Panthi [view email]
[v1] Mon, 18 May 2026 12:52:16 UTC (1,486 KB)