作者:
edwdada (Ravior)
2014-08-19 10:06:31這是原文:http://ppt.cc/qGNy
在Reddit上的傳送門:http://ppt.cc/bz0z
作者為Parth N
Reddit ID parthenon456
在8月18日發表
作者是前波音的工程師/分析師
這是一篇針對TSM vs DIG四連戰做的案例分析
但在分析之前,作者對於西方電競下的賽事分析做了一些簡介
會想轉譯一些他的想法是因為
他提到了分析師的目標和實證分析、脈絡分析的二種概念
另外我也不會全翻,以免觸犯作者的著作權
分析師目標
Every team is different, and the goal of an analyst is to maximize the
utility of preparation by complementing the team’s strengths with the
evolving meta game and scene.
每個隊伍都是特別的,而分析師的目標藉由對meta的演進及背景去輔助隊伍
以最大化準備的成效。
實證分析 Empirical Analysis
結合經驗和觀察去對競賽做適應及調整,因在韓國被廣泛使用,而韓國擁有
足夠的資源進行有效的創新,所以也成為了各區提取靈感的來源。
脈絡分析 Context Analysis
他會提出這個概念的原因在於,他認為西方隊伍都過度依賴直接把韓國meta中實證
結果拿來用,而不是深入去分析和評價每個元素背後的成功脈絡是甚麼。
脈絡分析的目的去釐清實證分析中成功的結果和情境
事後分析 Retrospective Analysis
類似於Case Study和看RP
從文章開頭有提到目前的兩種分析風格
Competitive League of Legends analysis in the western scene relies heavily on
empirical analysis, where teams in the competitive scene adapt using a
combination of observation and experience. This concept has been widely
successful because the Korean competitive scene, that has the resources to
innovate efficiently, serves as an adequate model to draw inspiration from.
Meanwhile, context analysis is a more optimal approach because it helps to
translate the utility of particular elements from one setting to another.
在西方環境下的LoL的競技分析較重依賴實證分析,這裡的隊伍多是結合觀察和經驗去
調整自己在競技上的表現,這個觀念在韓國相當成功,他們擁有足夠的資源去做有效率的
創新,而韓國經驗被用於當作一個合適的模型以從中提取靈感的同時,脈絡分析是一個更
為優秀的取向,因為他可以幫助我們從每一個背景中轉譯出特定元素的效用。
在Dominance of Empirical Analysis中他提到
為什麼賽事分析多偏重於實證分析,而這導致甚麼樣的結果
其中我認為有幾段可以提出來說
Many teams don't have the ability to invest in a proper coach or analyst, and
the support staff or people in leadership positions are generally
ex-professional players or prominent members of the community, subject to the
same biases who find it difficult to see utility from different perspectives.
Additionally, the interaction between the Riot e-sports team, community, and
the professional teams is more intimate compared to other sports, which
sometimes applies a lot of pressure on teams to conform to the prevailing
ideology by stigmatizing sub-optimal compositions or different play styles,
especially if they don't work as intended.
許多隊伍沒有能力去投資一個適當的教練和分析師,而且支持團隊和領導階層通常為
退休選手或社群中的知名人物,受限於同樣的偏見下,會發現很難去看見一件事情在不同
觀點下的效用,除此之外,因電競隊與其社群較於其他運動更為親密,有時候隊伍會承受
更多的壓力導致一些次優或是不同的打法被汙名化,使隊伍被迫讓自己符合社群當時意識
型態,特別是在他們沒有如預期中的有效時。
While empirical analysis helps to identify the key elements of the current
meta-game, many teams still struggle to adequately apply them to complement
their strengths and mitigate their weaknesses, because they lack the
understanding of the proper context for their application. Consider this
parallel: A common criticism of players in solo queue clamoring to play
champions used in LCS is that those champions may not have the same success
in an environment lacking the proper team coordination and strategic
direction. Similarly, the top Korean teams are constantly adapting the
opportunity costs of their in-game decisions in a way to maximize the
efficiency of their champion picks and strategies, something that can't
easily be determined by observation. Thus, if the underlying assumptions are
mistranslated, the utility that teams gain from using that innovative
advantage decreases considerably.
當時正分析幫助隊伍找到當下meta的關鍵元素,許多隊伍仍然在充分運用這些元素來
增強他們的優勢和彌補缺陷中掙扎,因為他們缺乏對這些元素應該應用在什麼脈絡下的
認知,與此相似的,solo-queue的玩家常見的批評就是堅持使用一些在LCS上的那些在特
定隊伍協調和戰略目標下才能有效發揮的英雄,而韓國也是如此,頂尖韓國隊伍不停的
調整他們在遊戲中的機會成本去最大化他們在英雄選擇和戰術上的效益,而有時候這是
不能簡單地用觀察去決定的,因此,如果觀察後的基本假設是錯誤的,將會導致使用這
個概念的隊伍所發揮的效益顯著的降低。
這其實在描述他們在學習韓國meta中,僅用實證分析去了解韓國的成功meta
所導致的一些失敗結果。
因此他在Introduction of Context analysis中提到
Teams should instead focus on forming an identity around unique proclivities
of their members and establishing their own hierarchy of pre-game and in-game
opportunity costs before using the empirical data to bolster their strategy.
In the same way that players have to understand the fundamentals and nuances
of a role before learning specific champions to fit that role, teams must
recognize the connections between the strengths and weaknesses of their
players and game, before assessing and adapting to the meta or opponent.
隊伍應該聚焦建立對於成員的獨特傾向的認識,然後在直接使用實證結果支持戰術之前
建立屬於他們自己的遊戲前、中期的機會成本順序,同時選手也必須選擇一個英雄之前
了解角色的基本面向,隊伍必須先認識自己的優劣勢,進而評估Meta和對手。
打到這裡有點累了,會想要轉這篇文章過來是因為,很少看見台灣的分析文走的是
脈絡分析,絕大多是都是實證和事後,另外也希望能夠提供一些範本給想要寫分析文
的板友,也想看看各位對這些概念的想法。
另外如果閱讀上和翻譯上有一些錯誤,請不吝指教,不過我晚點出門後可能要回家才能
修改了