Skip to content

Analysing Clash Royale Matches with Machine Learning

Notifications You must be signed in to change notification settings

joel-foo/Clash-ML

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

3 Commits
 
 
 
 
 
 

Repository files navigation

Analysing Clash Royale Matches with Machine Learning

  • Data Collection
    • Seed player IDs from each arena were gathered and used to perform a BFS to gather Ladder matches from that particular arena, ensuring a roughly even number of matches from each arena
    • Bootstrapping process uses an asynchronous BFS to speed things up (nonetheless subject to rate limits)
    • About 640k ladder matches were collected in total
  • ML Techniques
    • Logisitic regression
    • Random forest
    • XGBoost
    • Multilayer perceptron (MLP)
  • Results
    • Logistic regression achieved a 63.9% test accuracy and 63.8% train accuracy. There is no overfitting, and bias is fairly low (better than a guess).
    • We use the 60% accuracy benchmark from literature: https://harrychengz.medium.com/how-data-science-can-help-you-play-clash-royale-better-517fb840168d
    • XGBoost and MLP performed the best on the test set with a test accuracy of 67.7% and a train accuracy of 73.6% and 74.6% respectively.
      • There is clearly some overfitting - regularization is worth looking into (rather than feature reduction)
      • Tuning the MLP shows that 67.7% is about as good the model can perform on the test set. Further tuning beyond that leads to a decrease in test accuracy.
      • Based on the deck composition and card levels alone and without knowing the skill / experience of the player, 67.7% is a largely decent figure. More meaningful features / feature engineering may be needed to see an improvement in accuracy.

About

Analysing Clash Royale Matches with Machine Learning

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published