stat.APMay 18, 2026

Robust Player-Conditional Champion Ranking for League of Legends: Style Similarity, Mastery Priors, and Archetype-Constrained Discovery

Authors: Min HeoPranav KadiyamPrasun Panthi

Organizations: Wabash College, Crawfordsville, IN 47933, USA · Arizona State University, Tempe, AZ 85281, USA

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.

Explore similar work

Apr 16, 2026cs.IR

CPGRec+: A Balance-oriented Framework for Personalized Video Game Recommendations

The rapid expansion of gaming industry requires advanced recommender systems tailored to its dynamic landscape. Existing Graph Neural Network (GNN)-based methods primarily prioritize accuracy over diversity, overlooking their inherent trade-off. To address this, we previously proposed CPGRec, a balance-oriented gaming recommender system. However, CPGRec fails to account for critical disparities in player-game interactions, which carry varying significance in reflecting players' personal preferences and may exacerbate over-smoothness issues inherent in GNN-based models. Moreover, existing approaches underutilize the reasoning capabilities and extensive knowledge of large language models (LLMs) in addressing these limitations. To bridge this gap, we propose two new modules. First, Preference-informed Edge Reweighting (PER) module assigns signed edge weights to qualitatively distinguish significant player interests and disinterests while then quantitatively measuring preference strength to mitigate over-smoothing in graph convolutions. Second, Preference-informed Representation Generation (PRG) module leverages LLMs to generate contextualized descriptions of games and players by reasoning personal preferences from comparing global and personal interests, thereby refining representations of players and games. Experiments on \textcolor{black}{two Steam datasets} demonstrate CPGRec+'s superior accuracy and diversity over state-of-the-art models. The code is accessible at https://github.com/HsipingLi/CPGRec-Plus.
Xiping Li, Aier Yang, Jianghong Ma +4
Jul 30, 2026cs.IR

Hierarchical Latent Reasoning for LLM-based Recommendation

Large Language Models (LLMs) have shown strong potential for recommendation by leveraging their semantic understanding and contextual modeling capabilities. Recent studies further introduce reasoning mechanisms to improve user preference modeling. However, explicit natural-language reasoning incurs substantial inference overhead, whereas existing latent reasoning methods mainly focus on generating or verifying intermediate states, leaving their layer-wise preference roles and contributions insufficiently characterized. We propose HiLaR, a Hierarchical Latent Reasoning framework with layer-aware reinforcement optimization for LLM-based recommendation. HiLaR constructs temporal-guided hierarchical user preference representations, aligns them with multiple LLM latent reasoning states, and organizes the reasoning process from broad preferences to fine-grained current intents. To further optimize the reasoning trajectory, HiLaR combines final recommendation feedback with layer-aware process rewards derived from the marginal target-likelihood gain of each state. Experiments on four Amazon benchmark datasets show that HiLaR generally outperforms strong sequential, generative, and LLM-based recommendation baselines. Ablation and sensitivity analyses further verify the contribution of hierarchical representation learning, latent alignment, and process-level optimization. Our code is available in https://github.com/hupeiyu21/HiLaR.
Peiyu Hu, Siying Gu, Weihai Lu +8
May 21, 2026cs.LG

When to Switch, Not Just What: Transition Quality Prediction in Clash Royale

In competitive games, players frequently switch strategies after losing streaks, yet our analysis of 926,334 match records from 34,619 Clash Royale players reveals a counterintuitive pattern: switching frequency is inversely associated with the win rate, with effects that vary substantially across players and situational contexts. We attribute this to a limitation common in many prior recommendation systems, which evaluate strategies by expected quality while overlooking the behavioral cost of switching and individual differences in switching propensity. We refer to this implicit premise as the Zero Switching Cost Assumption. To address this, we reformulate strategy recommendation as a transition-level decision problem and instantiate it as TQP (Transition Quality Predictor), a three-stage pipeline structured as Who -> When -> What. PersonaGate suppresses recommendations for players whose strategic consistency is empirically associated with superior outcomes. TimingGate identifies moments when switching is likely to yield a net benefit over staying, using a subtype- and state-matched baseline to control for natural win-rate recovery. ScoreFusion ranks candidate strategies by combining an adoptability signal with predicted transition quality (delta WR). We further introduce SwitchGap, an evaluation metric that measures a policy's discriminative quality without treating observed player choices as optimal ground truth. This property is particularly important because the most frequent switchers record the lowest win rates. The full pipeline achieves a SwitchGap of +10.4 percentage points at a recommendation rate of 5.4%, and loss-triggered switchers, despite being the lowest-performing group, benefit the most from subtype-conditioned guidance.
Heeyun Heo, Huy Kang Kim