<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Mathias Lux</string-name>
          <email>mlux@itec.aau.at</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Michael Riegler</string-name>
          <email>michael@simula.no</email>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Duc-Tien Dang-Nguyen</string-name>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Marcus Larson</string-name>
          <email>marcus@znipe.se</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Martin Potthast</string-name>
          <email>martin.potthast@uni-leipzig.de</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Pål Halvorsen</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Alpen-Adria-Universität Klagenfurt</institution>
          ,
          <country country="AT">Austria</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>SimulaMet</institution>
          ,
          <country country="NO">Norway</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Universität Leipzig</institution>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>University of Bergen</institution>
          ,
          <country country="NO">Norway</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>University of Oslo</institution>
          ,
          <country country="NO">Norway</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2018</year>
      </pub-date>
      <fpage>29</fpage>
      <lpage>31</lpage>
      <abstract>
        <p>That video games have reached the masses is well known. Moreover, game streaming and watching other people play video games is a phenomenon that has outgrown its small beginnings. Game video streams, be it live or recorded, are viewed by millions. E-sports is the result of organized leagues and tournaments in which players can compete in controlled environments and viewers can experience the matches, discuss and criticize, just like in physical sports. In the GameStory task, taking place the first time in 2018, we approach the game streaming and e-sports phenomena from a multimedia research side. We focus on the task of summarizing matches using a specific relevant game, Counter-Strike: Global Ofensive , as a case study. With the help of ZNIPE.tv, we provide a data set of high quality data and meta data from competitive tournaments and aim to foster research in the area of e-sports and game streaming.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>INTRODUCTION</title>
      <p>E-sports is huge. Already in 2013, the number of concurrent users
for a single event exceeded eight million for a League of Legends
Championship.1 In 2016, approximately 162 million viewers
accessed e-sports streams frequently.2 In August 2018, the most
popular game streamer at that time, Tyler “Ninja” Blevins, was the
ifrst person to reach ten million subscribers with a single game
streaming channel.3</p>
      <p>
        Undeniably, in game streaming, a lot of content is created and
consumed. The rich bouquet of data includes audio and video
streams, commentaries, game data and statistics, interaction traces,
viewer-to-viewer communication, and many more channels. The
heterogeneity of all these diferent media allows for manifold and
challenging multimedia research questions. However, the many
research opportunities are yet unexplored. New fields like game
analytics [
        <xref ref-type="bibr" rid="ref2 ref3">2, 3</xref>
        ] try to investigate the highly interactive nature and
narrative nature of video games [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. A lot of work has been done in
video and multi-modal summarization [
        <xref ref-type="bibr" rid="ref11 ref5 ref6 ref7">5–7, 11</xref>
        ], but summarisation
of video games are still sparsely investigated. For GameStory we
have picked a specific game with a solid player and viewer base
population called Counter-Strike: Global Ofensive (CS:GO),
serving more than 10,000 matches simultaneously with over 240,000
1https://associate.vc/esports-millions-of-viewers-millions-of-dollars-e7b411b57ba6,
accessed 2018-02-28
2https://www.statista.com/statistics/490480/global-esports-audience-size-viewertype, accessed 2018-02-28
3https://variety.com/2018/gaming/news/ninja-twitch-10-million-1202894566/,
accessed 2018-08-06
15 rounds
      </p>
      <p>DE_Map CS_Map
aTb:nePdinlagpnrdotettefhucestebitdof.mrobm hTb:oePisntrgaegvreeenssctfurtohemed.
bCdoeTmt:oDbneabftueiosfnoe.rtehe hCoTs:tRaegsecsu.e the</p>
      <p>General goal: eliminate all opponents.</p>
      <p>CT: Protect the
VIP .</p>
      <p>AS_Map
T: Eliminate the VIP.
players.4 The task is to summarize matches and tournaments
automatically. As e-sports is multi-modal, our data set contains a wide
range of modalities including video streams from multiple
perspectives on a given match, audio streams from players, commentators,
and moderators, and telemetry obtained from game engines.
Participants need to identify critical moments in the game, tipping points,
actions with strategic importance and other important points in
the timeline of a game’s progress to then create a multi-modal
summary that provides a captivating story of the games progress. The
GameStory task is open ended in that sense that there is no ground
truth, but participants can be creative and identify critical parts
themselves.
2
CS:GO is a first person shooter (FPS) and, as an e-sports game, has
very strict rules of play. Matches consists of several rounds, and
players only re-spawn in between rounds. So, if a player’s avatar
gets eliminated, the player has to wait until the next round begins.
In between rounds, players can outfit their avatars with weapons,
ammo, tools, and armor. The resources available are determined
by the success in previous round, e.g., players earn money if they
plant or defuse the bomb, eliminate other avatars, etc. 5</p>
      <p>A typical CS:GO match is decided in a best of 30 fashion.After
15 rounds team switch sides, i.e., terrorists (T) become counter
terrorists (CT) and vice versa. If two teams end up with a draw after
30 rounds, rules specific to the tournament or league (context of
the match) apply. If draws are not allowed, teams play overtime to
determine the winner. Economy management is a critical part of a
teams strategy in competitive CS:GO matches and includes
outfitting the avatars and planning for in-game money to be available
4https://csgo-stats.com/, accessed 2018-03-08
5http://www.tobyscs.com/csgo-economy-guide/, accessed 2018-03-09
M. Lux, M. Riegler, M. Pothast, D-T. Dang-Nguyen, P. Halvorsen
for that. Strategies typically span over multiple rounds and include
full buys, where teams can aford to buy what they need, eco rounds,
where teams save money for full buys, anti-eco rounds as a counter
strategy to eco rounds, and so on. In general, a winning condition
is to eliminate all opponents. However, there are also map-based
winning conditions. For example, beside eliminating all opponents,
in a DE_Map round, the goal for the T team is to plant the bomb to
some specific locations and protect it from being defused (until the
end of the round), while the CT team has to defuse the bomb (if it is
already planted) before detonation (typically in 40 seconds). Other
map types and summary of the CS:GO game play is illustrated in
Figure 1. A match in CS:GO develops over multiple rounds, and
teams have to adapt to new situations in short time to be able to
turn the game around to their favor. Common tipping points in
CS:GO are rounds where both teams can aford to buy what they
need. and teams can go for comebacks after consecutively losing
rounds to the other team.</p>
      <p>For the GameStory task, our partners from ZNIPE.tv provide
training and test data from an ESL One tournament in Katowice in
2018. ESL is to date the largest e-sports organizer world wide. The
ESL One tournament series focuses on premier ofline tournaments
of specific games including CS:GO and DOTA 2 and counts among
the most prestigious events in e-sports for CS:GO, also supported
by the publishers and developers of CS:GO, Valve Corporation. The
data consists of twelve saved video streams along with meta data.
Ten files give the view of the players with the in-game audio streams.
One file gives the commentator stream, where a professional cutter
selected the parts of the player views to be shown as well as videos
from the audience and the teams and the commentator provides the
spoken content mixed with recordings from the game and audience
cheering. The last one shows the game world from above with
icons indicating the position of players. A meta data file indicates
start and end of games and content in the commentators stream.
JSON files – one for each match in the data set – capture player
activity and events in addition to the raw video. Events range from
kills, death, round end and starts to what the players bought at the
beginning of rounds and when a if a bomb was set or a grenade
was thrown or went of.
3</p>
    </sec>
    <sec id="sec-2">
      <title>SUMMARIZATION &amp; EVALUATION</title>
      <p>
        Compared to sports summaries [
        <xref ref-type="bibr" rid="ref10 ref4 ref8 ref9">4, 8–10</xref>
        ], video games are not
focused on a small number of attention points like the ball and the
goals on a soccer field. Video games provide multiple views and
concurrent events within a clearly defined game world (map), which
can change in between games, but stays the same in one single game.
Compared to a soccer match, there are also clearly defined and
well-formatted statistics on events relevant to the game’s progress
within these streams. It is not only a linear progression of the
game with one event of importance leading to another, but often
many things happen (nearly) at once, and all together, they lead to
a specific outcome. Also, events may be connected across longer
time frames, for example, one player setting a booby trap at the
beginning of a match, whereas another player runs into it only at
end, deciding the game Moreover, game statistics only carry active
and obvious events, but miss those with semantics on a tactical
level, like intentional misses, fake tactics, intentional acts risking a
re-spawn or player’s avatar death, etc.
      </p>
      <p>In CS:GO, a good summary should be able to reflect the
development of a match over all rounds by also showing the economy
management and the efect of it on the rounds played. Tipping
points of a match economy wise should result in turning around
consecutive fails in consecutive wins. However, in contrast to the
economy management, tactics employed within the round also
impact the outcome in combination with the execution of the economy
management. Lucky shots, badly synchronized plan execution, or
even bad luck can change the game. While it is easy to create a
short video from multiple streams and present it to viewers, the
viewers ultimately decide if the summary was good. There are few
formal requirements for run submission, for it only needs to be a
single video file and it needs to be significantly shorter than the
match to be summarized. Within the GameStory task, we ask a jury
made up from experts from ZNIPE.tv, CS:GO players and game
researchers to evaluate and reflect on the summaries. The jury
outlines strong and weak points of the submissions and ranks them
according to the summaries’ ability to reflect the story of the match
or tournament. Judges are asked to summarize and argue strong
as well as weak points of submissions and to rate with a 5-point
Likert scale (strongly agree to strongly disagree) on the following
statements:
(1) The submission gives a summary of the match at hand.
(2) The submission is entertaining.
(3) The submission provides the flow and peak of a good story.
(4) The submission provided an innovative way to present a
summary of an CS:GO match.
(5) A summary like this submission can be applied to games
diferent from CS:GO.
4</p>
    </sec>
    <sec id="sec-3">
      <title>DISCUSSION &amp; OUTLOOK</title>
      <p>The GameStory task is necessary in our opinion as the domain of
video games and game streaming has not yet been fully recognized
for its full potential in research. Video games and game streaming
are areas where huge amounts of content and data are created by
millions of players, viewers, and even creators and producers on
a daily basis. The highly interactive nature makes the outcome of
every game created and played unpredictable. Research in this area
is still in its infancy but has the potential for a high social impact.
Players and viewers are often young, and games and the context of
the game culture tend shape young people and influence them for
the rest of their lives. The novelty of the GameStory task gives it
an exploratory nature. In the following years we aim to split the
task in compulsory and freestyle task. For the compulsory part we
aim for objective, quantitative evaluation, ie. finding kill streaks,
synchronize streams, or identifying relations between consecutive
wins and economy in the game streams, and the freestyle part will
then be summary of GameStory 2018.</p>
    </sec>
    <sec id="sec-4">
      <title>ACKNOWLEDGEMENTS</title>
      <p>We’d like to thanks our colleagues Manoj Kesavulu, Jonas Markussen,
and Håkon Stensland for all the input and discussions on the inner
working of CS:GO from a players perspective.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [1]
          <string-name>
            <given-names>Jason</given-names>
            <surname>Bryce</surname>
          </string-name>
          and
          <string-name>
            <given-names>Jason</given-names>
            <surname>Rutter</surname>
          </string-name>
          .
          <year>2002</year>
          .
          <article-title>Spectacle of the deathmatch: Character and narrative in first-person shooters</article-title>
          . ScreenPlay: Cinema/videogames/interfaces (
          <year>2002</year>
          ),
          <fpage>66</fpage>
          -
          <lpage>80</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          [2]
          <string-name>
            <given-names>Anders</given-names>
            <surname>Drachen</surname>
          </string-name>
          ,
          <string-name>
            <surname>Magy Seif</surname>
            El-Nasr, and
            <given-names>Alessandro</given-names>
          </string-name>
          <string-name>
            <surname>Canossa</surname>
          </string-name>
          .
          <year>2013</year>
          .
          <article-title>Game analytics-the basics</article-title>
          . In Game analytics. Springer,
          <fpage>13</fpage>
          -
          <lpage>40</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          [3]
          <string-name>
            <given-names>Magy</given-names>
            <surname>Seif</surname>
          </string-name>
          El-Nasr,
          <string-name>
            <given-names>Anders</given-names>
            <surname>Drachen</surname>
          </string-name>
          , and
          <string-name>
            <given-names>Alessandro</given-names>
            <surname>Canossa</surname>
          </string-name>
          .
          <year>2013</year>
          .
          <article-title>Game Analytics: Maximizing the Value of Player Data</article-title>
          . Springer Publishing Company, Incorporated.
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          [4]
          <string-name>
            <given-names>Farhad</given-names>
            <surname>Bayat Farshad Bayat</surname>
          </string-name>
          , Mohammad Shahram Moin.
          <year>2014</year>
          .
          <article-title>Goal Detection in Soccer Video: Role-Based Events Detection Approach</article-title>
          .
          <source>International Journal of Electrical and Computer Engineering (IJECE) 4</source>
          ,
          <issue>6</issue>
          (Dec
          <year>2014</year>
          ),
          <fpage>979</fpage>
          -
          <lpage>988</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          [5]
          <string-name>
            <given-names>Zhuo</given-names>
            <surname>Lei</surname>
          </string-name>
          , Ke Sun, Qian Zhang, and
          <string-name>
            <given-names>Guoping</given-names>
            <surname>Qiu</surname>
          </string-name>
          .
          <year>2016</year>
          .
          <article-title>User Video Summarization Based on Joint Visual and Semantic Afinity Graph</article-title>
          .
          <source>In Proceedings of the 2016 ACM workshop on Vision</source>
          and
          <string-name>
            <surname>Language Integration Meets Multimedia Fusion (iV&amp;L-MM)</surname>
          </string-name>
          .
          <volume>45</volume>
          -
          <fpage>52</fpage>
          . https://doi. org/10.1145/2983563.2983568
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          [6]
          <string-name>
            <surname>Jia-Yu</surname>
            <given-names>Pan</given-names>
          </string-name>
          ,
          <string-name>
            <given-names>Hyungjeong</given-names>
            <surname>Yang</surname>
          </string-name>
          , and
          <string-name>
            <given-names>C.</given-names>
            <surname>Faloutsos</surname>
          </string-name>
          .
          <year>2004</year>
          .
          <article-title>MMSS: multimodal story-oriented video summarization</article-title>
          .
          <source>In Proc. of IEEE ICDM. 491-494</source>
          . https://doi.org/10.1109/ICDM.
          <year>2004</year>
          .10033
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          [7]
          <string-name>
            <given-names>Rajiv</given-names>
            <surname>Ratn</surname>
          </string-name>
          <string-name>
            <surname>Shah</surname>
          </string-name>
          , Anwar Dilawar Shaikh, Yi Yu, Wenjing Geng, Roger Zimmermann, and
          <string-name>
            <given-names>Gangshan</given-names>
            <surname>Wu</surname>
          </string-name>
          .
          <year>2015</year>
          .
          <article-title>Eventbuilder: Real-time multimedia event summarization by visualizing social media</article-title>
          .
          <source>In Proceedings of the 23rd ACM international conference on Multimedia (ACM MM). ACM</source>
          ,
          <volume>185</volume>
          -
          <fpage>188</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          [8]
          <string-name>
            <given-names>H. C.</given-names>
            <surname>Shih</surname>
          </string-name>
          .
          <year>2017</year>
          .
          <article-title>A Survey on Content-aware Video Analysis for Sports</article-title>
          .
          <source>IEEE Transactions on Circuits and Systems for Video Technology PP</source>
          ,
          <volume>99</volume>
          (
          <year>2017</year>
          ),
          <fpage>1</fpage>
          -
          <lpage>1</lpage>
          . https://doi.org/10.1109/TCSVT.
          <year>2017</year>
          .2655624
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          [9]
          <string-name>
            <surname>Yih-Ming Su</surname>
          </string-name>
          and
          <string-name>
            <surname>Shu-Jiun Liang</surname>
          </string-name>
          .
          <year>2008</year>
          .
          <article-title>A novel highlight event decision approach for baseball videos</article-title>
          .
          <source>In Proceedings of IEEE International Symposium on Consumer Electronics</source>
          .
          <fpage>1</fpage>
          -
          <lpage>2</lpage>
          . https://doi.org/10.1109/ISCE.
          <year>2008</year>
          .4559549
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          [10]
          <string-name>
            <surname>Min</surname>
            <given-names>Xu</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ling-Yu</surname>
            <given-names>Duan</given-names>
          </string-name>
          , Changsheng Xu,
          <string-name>
            <given-names>M.</given-names>
            <surname>Kankanhalli</surname>
          </string-name>
          , and
          <string-name>
            <given-names>Qi</given-names>
            <surname>Tian</surname>
          </string-name>
          .
          <year>2003</year>
          .
          <article-title>Event detection in basketball video using multiple modalities</article-title>
          .
          <source>In Proceedings of the joint International Conference on Information, Communications and Signal Processing and Pacific Rim Conference on Multimedia</source>
          , Vol.
          <volume>3</volume>
          .
          <fpage>1526</fpage>
          -
          <lpage>1530</lpage>
          vol.
          <volume>3</volume>
          . https://doi.org/10.1109/ICICS.
          <year>2003</year>
          .1292722
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          [11]
          <string-name>
            <given-names>Y.</given-names>
            <surname>Yuan</surname>
          </string-name>
          ,
          <string-name>
            <given-names>T.</given-names>
            <surname>Mei</surname>
          </string-name>
          ,
          <string-name>
            <given-names>P.</given-names>
            <surname>Cui</surname>
          </string-name>
          , and
          <string-name>
            <given-names>W.</given-names>
            <surname>Zhu</surname>
          </string-name>
          .
          <year>2017</year>
          .
          <article-title>Video Summarization by Learning Deep Side Semantic Embedding</article-title>
          .
          <source>IEEE Transactions on Circuits and Systems for Video Technology PP</source>
          ,
          <volume>99</volume>
          (
          <year>2017</year>
          ),
          <fpage>1</fpage>
          -
          <lpage>1</lpage>
          . https: //doi.org/10.1109/TCSVT.
          <year>2017</year>
          .2771247
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>