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Esports betting technology: machine learning for match prediction and odds estimation

Esports betting is a rapidly growing segment of the online sports betting market. A key feature of this industry is the pricing of betting odds. This study investigated the online sports betting industry, odds compilation, and how machine learning can be used for sports prediction. The techniques us...

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Main Author: du Plessis, Henri Izak David
Other Authors: Watson, Neil
Format: Thesis
Language:English
Published: School of Economics 2025
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access_status_str Open Access
author du Plessis, Henri Izak David
author2 Watson, Neil
author_browse Watson, Neil
du Plessis, Henri Izak David
author_facet Watson, Neil
du Plessis, Henri Izak David
author_sort du Plessis, Henri Izak David
collection Thesis
description Esports betting is a rapidly growing segment of the online sports betting market. A key feature of this industry is the pricing of betting odds. This study investigated the online sports betting industry, odds compilation, and how machine learning can be used for sports prediction. The techniques used in the literature were then applied to one of the world's foremost esports: Counter-Strike. A substantial dataset of professional match data (n=11271) was collected and used to construct 142 relevant features for match prediction. Several supervised learning models, including random forests, feed-forward neural networks, and XGBoost, were trained to estimate win probabilities for both teams in each match. Betting odds were then calculated using these probabilities and compared to real-world betting odds. A notable aspect of the research is the implementation of Microsoft's TrueSkill rating system. It served as both a benchmark and an input feature. Among the models tested, XGBoost showed the best overall performance. The highest match prediction accuracy attained was 62.7%. It was found that incorporating a large number of statistics did not significantly improve predictive accuracy when compared to models using fewer, more important features. It was also found that LAN matches and best-of-3 map formats are more predictable than their counterparts. Despite the inherent difficulty in Counter-Strike match prediction, the models could generate efficient odds which exhibited strong correlation with real-world odds (up to 85%). A betting strategy informed by the generated odds was back-tested over a six-month period and shown to be profitable. This research therefore demonstrates how machine learning models can be used for esports match prediction, with practical applications in the online betting industry.
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institution University of Cape Town (South Africa)
language eng
last_indexed 2026-06-10T12:32:06.010Z
license_str Not specified — see source repository
provenance_str_mv Harvested via OAI-PMH from UCTD — University of Cape Town Open Access Repository
publishDate 2025
publishDateRange 2025
publishDateSort 2025
publisher School of Economics
publisherStr School of Economics
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source_str UCTD — University of Cape Town Open Access Repository
spelling oai:open.uct.ac.za:11427/40887 Esports betting technology: machine learning for match prediction and odds estimation du Plessis, Henri Izak David Watson, Neil Machine Learning Esports betting is a rapidly growing segment of the online sports betting market. A key feature of this industry is the pricing of betting odds. This study investigated the online sports betting industry, odds compilation, and how machine learning can be used for sports prediction. The techniques used in the literature were then applied to one of the world's foremost esports: Counter-Strike. A substantial dataset of professional match data (n=11271) was collected and used to construct 142 relevant features for match prediction. Several supervised learning models, including random forests, feed-forward neural networks, and XGBoost, were trained to estimate win probabilities for both teams in each match. Betting odds were then calculated using these probabilities and compared to real-world betting odds. A notable aspect of the research is the implementation of Microsoft's TrueSkill rating system. It served as both a benchmark and an input feature. Among the models tested, XGBoost showed the best overall performance. The highest match prediction accuracy attained was 62.7%. It was found that incorporating a large number of statistics did not significantly improve predictive accuracy when compared to models using fewer, more important features. It was also found that LAN matches and best-of-3 map formats are more predictable than their counterparts. Despite the inherent difficulty in Counter-Strike match prediction, the models could generate efficient odds which exhibited strong correlation with real-world odds (up to 85%). A betting strategy informed by the generated odds was back-tested over a six-month period and shown to be profitable. This research therefore demonstrates how machine learning models can be used for esports match prediction, with practical applications in the online betting industry. 2025-02-07T11:23:17Z 2025-02-07T11:23:17Z 2024 2025-02-07T11:19:21Z Thesis / Dissertation Masters MPhil http://hdl.handle.net/11427/40887 eng application/pdf School of Economics Faculty of Commerce University of Cape Town
spellingShingle Machine Learning
du Plessis, Henri Izak David
Esports betting technology: machine learning for match prediction and odds estimation
thesis_degree_str Master's
title Esports betting technology: machine learning for match prediction and odds estimation
title_full Esports betting technology: machine learning for match prediction and odds estimation
title_fullStr Esports betting technology: machine learning for match prediction and odds estimation
title_full_unstemmed Esports betting technology: machine learning for match prediction and odds estimation
title_short Esports betting technology: machine learning for match prediction and odds estimation
title_sort esports betting technology machine learning for match prediction and odds estimation
topic Machine Learning
url http://hdl.handle.net/11427/40887
work_keys_str_mv AT duplessishenriizakdavid esportsbettingtechnologymachinelearningformatchpredictionandoddsestimation