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  <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="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Duc-Tien Dang-Nguyen</string-name>
          <xref ref-type="aff" rid="aff5">5</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Johanna Pirker</string-name>
          <email>johanna.pirker@tugraz.at</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </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="aff3">3</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>Graz University of Technology</institution>
          ,
          <country country="AT">Austria</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Leipzig University</institution>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Oslo Metropolitan University</institution>
          ,
          <country country="NO">Norway</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>SimulaMet</institution>
          ,
          <country country="NO">Norway</country>
        </aff>
        <aff id="aff5">
          <label>5</label>
          <institution>University of Bergen</institution>
          ,
          <country country="NO">Norway</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2019</year>
      </pub-date>
      <fpage>27</fpage>
      <lpage>29</lpage>
      <abstract>
        <p>Game video streams are watched by millions, so that, meanwhile, one can make a living from broadcasting and commenting video games, whereas some have become professional e-sports athletes. E-sports leagues and tournaments have emerged worldwide, where players compete in controlled environments, streaming the matches online, and allowing the audience to discuss and criticize the gameplay. In the GameStory task, held for the second time at MediaEval, we foster research into this exciting domain. Our focus is on analyzing and summarizing video game streams. With the help of ZNIPE.tv, we compiled a high-quality dataset of a Counter-Strike: Global Ofensive tournament alongside ground truth labels for two analysis tasks, forming a basis for summarization.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>INTRODUCTION</title>
      <p>The e-sports industry has grown significantly in the past decade.
Exemplified with one of the most successful games, League of
Legends (LoL), in 2012, the number of concurrent online viewers
in an LoL championship for a single event exceeded one million.1
From 2016 to 2019, the peak viewer counts rose from 28.26 (2016)
to 106.27 (2017) to 205.11 million (2018) viewers.2 The video game
streaming industry competes with traditional sports events for top
viewership counts.3</p>
      <p>
        E-sports has been compared to traditional sports a lot. Like in
traditional sports, leisure activities, like playing soccer for fun,
may lead to professional training and organized competitions for
athletes. In addition, Freeman and Wohn [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] posit that e-sports is
defined by the spectatorship and the governing bodies like the ESL
Gaming Network.4 Hamilton et al. [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] found that streaming games
focuses on social engagement and community building, which
contrasts traditional sports, where the focus lies on the highest levels
of play. E-sports appears to be in-between game streaming and
traditional sports. Though it depends on a participatory
community, especially streams with a large amount of viewers struggle
to maintain meaningful social engagement. Seo and Jung [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] see
e-sports at the heart of consumer communities with consumers also
being players interacting with the game beyond the game interface.
1https://web.archive.org/web/20130608053015/http://www.riotgames.com/articles/
20130509/549/league-legends-season-two-championship; all URLs in this paper have
been last accessed on July 26, 2019, and been archived at the Internet Archive.
2https://escharts.com/tournaments/lol
3https://onlinebusiness.syr.edu/blog/esports-to-compete-with-traditional-sports/
4https://www.eslgaming.com/
      </p>
      <p>In-game streaming and e-sports, a lot of content is created.
Besides videos, platforms like Twitch.tv or YouTube allow spectators
to interact with the players, influencing their gameplay. Altogether,
the data streams that can be collected for an individual player
include video and audio, commentaries, game data and statistics,
interaction traces, viewer-to-viewer communication. The level of
detail of the data available, as well as its heterogeneity, render
video game streams a challenging subject to multimedia research,
allowing for a manifold of research questions.</p>
      <p>
        New research fields like game analytics [
        <xref ref-type="bibr" rid="ref2 ref3">2, 3</xref>
        ] have emerged,
investigating the highly interactive and narrative nature of video
games [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Relating to summarization, while a lot of work has been
done on videos and multi-modal summarization [
        <xref ref-type="bibr" rid="ref10 ref12 ref16 ref7">7, 10, 12, 16</xref>
        ], video
games have hardly been investigated so far. At MediaEval 2018,
GameStory was organized for the first time [
        <xref ref-type="bibr" rid="ref8 ref9">8, 9</xref>
        ]. Here, participants
were given the multi-player plus commentary streams for an
esports match of Counter-Strike: Global Ofensive (CS:GO),5 a game
with a solid population of players and viewers, and the task was to
generate an entertaining summary.
      </p>
      <p>At GameStory 2019 we built on top of the 2018 dataset by adding
a particular subproblem of e-sports match summarization. Since the
data are comprised of video streams from multiple perspectives on a
given match, as well as a commentators’ stream, we ask participants
to identify critical moments by finding replays in the
commentators’ stream and by aligning them with the source video clip in
the players’ streams. Then, as a second task, following our 2018
summarization task, participants are asked to create a multi-modal
summary that provides a captivating story of the match’s progress.
The latter task is open-ended in the sense that there is no ground
truth, but participants can be creative and identify critical moments
themselves, whereas the former task may guide participants in
solving the latter.
2</p>
    </sec>
    <sec id="sec-2">
      <title>BACKGROUND AND DATASET</title>
      <p>CS:GO is a first-person shooter (FPS) game and, as an e-sports
game, it has very strict rules of- play. Two teams, the terrorists and
the counter-terrorists, with five players each, compete in a virtual
3D world, called map. Matches consist of several rounds and players
only re-spawn in between rounds. Depending on the success of
players and teams, players get awarded virtual money. With that
money, players can outfit their avatars with weapons, ammo, tools,
and armor in-between rounds.6
5https://csgo-stats.com/
6http://www.tobyscs.com/csgo-economy-guide/
M. Lux, M. Riegler, D-T. Dang-Nguyen, J. Pirker, M. Pothast, P. Halvorsen
Our dataset was recorded at the CS:GO Intel Extreme Masters
(IEM) ESL tournament in Katowice 2018. According to the ESL rules,
a typical CS:GO match is decided in a best-of-30 fashion. After
15 rounds, the teams switch sides, i.e., terrorists become
counterterrorists and vice versa. If two teams end up with a draw after
30 rounds, the teams play overtime to determine the winner.
Strategies typically span over multiple rounds, including diferent sets
of constraints, e.g., teams can aford to buy what they need, teams
have to save money, etc. In general, a winning condition is to
eliminate all opponents. In a DE_Map round, as we have them in our
dataset, the goal for the terrorist team is to plant a bomb at one of
some specific locations and protect it from being defused (until the
end of the round), while the counter terrorist team has to defuse
the bomb. In these maps, a bomb going of or the prevention of that
event is an additional winning condition.</p>
      <p>The data consists of twelve video streams along with metadata.
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, the teams’ players, and the commentator
provides the spoken content mixed with recordings from the game and
audience cheering. The last one shows the map from above with
icons indicating the position of players. A metadata file indicates
the start and end of games and the content in the commentators’
stream. JSON files, one for each match in the dataset, capture player
activity and events in addition to the raw video. Events range from
kills, deaths, starts, and ends of rounds to what the players bought
at the beginning of rounds and when a bomb was set or a grenade
was thrown and went of. The data covers three days of the
tournament and is split into training (two days) and test (one day) sets. A
ground truth for where to find replays in the commentators’ stream
is given for the first day of the training dataset. Additionally, for all
the video streams, we provide synchronization data as the actual
video is of up to 40 seconds from the time stamps given in the
metadata.
3</p>
    </sec>
    <sec id="sec-3">
      <title>TASKS AND EVALUATION</title>
      <p>
        Compared to sports summaries [
        <xref ref-type="bibr" rid="ref13 ref14 ref15 ref4">4, 13–15</xref>
        ], video games are not
focused on a small number of attention points like, for instance, the
ball and the two goals on a soccer field. Rather, video games
comprise multiple views and concurrent events within a well-defined
game world (map), which can change in-between games, but stays
the same in one single game. Typically, game statistics only
convey active and obvious events, but miss those with semantics on a
tactical level, including fake tactics, intentional misses, intentional
risk-taking (e.g., a player avatar’s death or re-spawn), an the like.
      </p>
      <p>With that in mind, we defined two tasks for GameStory 2019:
(1) Find all replays in the commentators’ streams and locate
the source clips in the respective player streams.
(2) Create a short and captivating summary with a maximum
length of five minutes of a single match.</p>
      <p>The evaluation of the first task is based on the overlap of the
found clips with the ground truth. To determine if a given replay
has been successfully found, we employ the Jaccard index in terms
of video frames:</p>
      <p>J (A, B) = A ∩ B ,</p>
      <p>A ∪ B
where A denotes the set of consecutive frames identified as a replay
clip, and B the set of consecutive frames of the actual replay from
the ground truth.</p>
      <p>We consider a replay to be successfully found if J (A, B) &gt; t for
threshold t , using two thresholds t1 &gt; 0.5 and t2 &gt; 0.75. Using
the Jaccard index, we calculate precision, recall, and the F1 score
for the set of replays to be identified. Should a given replay be
identified more than once, only the clip with the highest Jaccard
index is counted. In a second step, we determine the goodness of the
match between true positive replay clips and original player streams.
Again for we use the Jaccard index to determine the overlap of the
source segment from the ground truth with the segment found in
the run. To quantify the degree of overlap for all found replays we
average for all found replay segments.</p>
      <p>The evaluation of the second task is based on a jury of experts,
including CS:GO players and game researchers. The jury members
watch the summaries individually and independent of each other
with the tasks of summarizing and arguing both strong and weak
points of each submission, as well as rating them on a 5-point Likert
scale (strongly agree to strongly disagree) concerning 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 a CS:GO match.
(5) A summary like this submission can be applied to games
other than CS:GO.
4</p>
    </sec>
    <sec id="sec-4">
      <title>DISCUSSION AND OUTLOOK</title>
      <p>GameStory is at the forefront of research on data-driven analysis
of video games and game streaming, a domain that has hardly been
addressed within multimedia computer science to date. Here, huge
amounts of content and data are generated by millions of players
and viewers daily, by both amateurs and professional creators and
producers. Their highly interactive nature makes the outcome of
games mostly 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 have become an important
part of youth culture, sometimes having a strong and long-lasting
influence on people’s lives. With GameStory, we seek to explore this
exciting new direction of research. In the coming years, our goal
is to diversify and grow the tasks with a combination of objective,
quantitative analysis tasks (e.g., finding kill streaks, synchronizing
streams, or identifying relations between consecutive wins and
economy in the game streams) and freestyle synthesis tasks, where
the analysis technology can be readily employed.</p>
    </sec>
    <sec id="sec-5">
      <title>ACKNOWLEDGMENTS</title>
      <p>We thank Michael Wutti for providing the scores and the sync
points, Natascha Rauscher, Shivi Vats, and Simon Bernard for
creating the ground truth, and Sabrina Kletz for the helpful discussion
of the evaluation metrics.</p>
    </sec>
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