Launch HN: Senpai.gg (YC S21) – Personal gaming coach for PC gamers

182 points by berkozer ↗ HN
Hi HN, we’re SenpAI.GG (https://senpai.gg/). We help gamers get better by providing real-time, personalized suggestions and feedback before, during, and after games.

It takes a lot of time and effort to become good at popular games. Even after learning a game, you need to adapt your gameplay to meta changes (game updates). We’ve developed a desktop application to accelerate your learning curve, as well as easily adjusting your gameplay as games get updated. We provide personalized recommendations before the game to set up strategies, give instant notifications and feedback while playing the game, and detailed post-game analysis to improve your gameplay.

We're friends from college and played many games together during our dorm life in the early 2010s, especially Age of Empires II (we're old-fashioned). We were very good at 2 vs 2 matches and were considered the best in our dorm. A few years later, we decided to play AoE II again and got destroyed in the first 3 matches. We googled the ways to improve our gameplay and found two ways in addition to orthodox methods such as reading guides. The first was to watch hours of streams on YouTube or Twitch. Considering we had demanding jobs by then, it was impossible to watch long videos. The second was to pay for professional feedback from “human” gaming consultants.

Then, we came up with the idea that we can mimic human gaming consultants and create a scalable system. We could use statistics to provide fundamental level suggestions to improve the gameplay. This is how we formed the basic idea behind SenpAI.GG. Since we know AoE II has a limited number of players, we decided to start with League of Legends and developed a prototype in 2018.

Our Desktop application is now available (beta) for League of Legends, VALORANT and TFT. League of Legends players need to pick the champions, runes and items just before they start a match and play. We provide champions, runes and items suggestions to improve their winning probability. Our recommendations can be imported to the game with a single click. We provide some tags pinpointing the game characteristics of opponents and teammates. For example, we have an "Early Ganker" tag for the gamers who tend to gang in the early game. After the match, gamers can take a look at their strengths and weaknesses. For instance, we provide a tag of "Early Game Gold Loss" for a gamer whose gold/minutes ratio is significantly less than the lane opponent in early game). We provide these tags based on only publicly accessible data on the official game publisher API. For example, any gamer can search for the opponents’ game data and conduct a similar analysis.

For VALORANT, we have a Voice Assistant. For example, we start a counter when a spike (Spike is a type of "bomb" with 45 second detonation time.) is planted and provide verbal notifications (10 seconds, 7 seconds, etc..). For healer agents, we notify the gamers if any of the teammate's HP is low. This information is already available on the screen (health bars) but we provide an extra verbal notification. During the match, we don’t provide any information about the opponent.

We follow the guideline of the game publishers and do not share any information or suggestion that is not available on the screen of the player. We consider SenpAI as analogous to a friend sitting next to the gamers, making recommendations based on the data they see. In the case of sports, the best analogy would be an ‘analyst’ or a ‘personal performance coach' that provides some training and insights about the opponents based on the publicly accessible data. An approximate analogy to, say, chess might be that we tell about the chess clock and provide verbal notifications about time spent while the player is thinking.

We have a Desktop application (built on Electron.js) and a web application. We have two sources of data. We have access to the official API of game deve...

214 comments

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Very clever. Not a gamer anymore so won’t be a client, but it’s a great idea.

As I aged/matured/whatnot I find I have more money and less time. It’s great to have a service where I can close a skills gap time-efficiently for money.

Thanks for your support, appreciate it! Give it a try when you have time - hope you will like it!
> I have more money and less time

For me it's loss of interest, back log of bought games/gaming pc but can't get into the game anymore oh well.

The problem is that you still have to invest a shit load of time, even if you trade some for money.
Please launch this for COD!
Thanks! COD is in our pipeline - cant give you the exact timeline but we definitely would love to support COD players as well!
Absolutely! This would be pretty awesome for Warzone and/or CS:GO

(Maybe BF when that one finally arrives)

Sounds like a really good idea, if the implementation is good enough. I don't play any of those games, but I might try Valorant out just to try out your software.
Thanks for your support! It is easy to try the Valorant Voice Assistant.Please let us know if you have any trouble / feedback after you try it. Appreciated.
This is interesting. Jumping into Warzone after everybody has memorized every corner of the map and knows where to look is a pain and something like this could help.

As a former CS player (1.6, CZ, Source, Go) I had these maps committed to memory. Now that I am far removed from school (and the maps got way bigger) this isn't super possible so I find I just get obliterated quickly then just peace out. Not sure if this could help with that as it might border on violating some sort of t&c.

I'll keep a look out for more games! Very cool.

I've always hated the map memorization thing. To me it destroys the uncertainty and exploratory aspect of a game like CS. I didn't mind it as much in Team Fortress (which is built on cartoonish excess and thus fosters a sillier and less aggressive style of play. Thinking back to when I was a regular CS player, my favorite ever map was a Katamari Damacy style giant room where the players were effectively reduced to the size of action figures and moving around was quite time-consuming. Visually it was quite crude - very basic textures and blocky objects - but it gave rise to all sorts of interesting tactical problems and solutions, while being big enough to make speedrunning impractical.

It's surprising to me that there aren't more procedurally-generated environments for multiplayer; there might not be as interesting to spectate (because you don't know where to look or what to expect), but they'd probably be much more exciting to play.

Having consistent, memorizable maps allows someone to make progress and improve at the game by learning the map and developing, testing, and iterating on strategic positioning and movement.

Having random maps doesn't encourage that, but does encourage other things like adaptability and just pure mechanics, since you can't rely on having good positioning and map knowledge of course.

Additional uncertainty arising from randomness in MP settings reduces the impact of skill (ie memorizing the map) so pvp designs tend to shy away from them, especially in the more esports focused side like CS. There are definitely some skills more fun than others though, otherwise everyone would still be playing Quake3.
Due Process is an interesting indie-developed tactical FPS, somewhere between Counter-Strike and Rainbow Six. Its main differentiating feature is semi-random maps (and a unique art direction for this genre).

Every week, the developers proceduraly generate new maps using a theme / tileset (e.g. convenience store, chemical warehouse, gameshow studio), then remove ones that don't survive a playtest. A dozen or so maps are introduced each week and there's no way to choose one, making the pool too large for memorization to be useful.

At the start of each round, teams get some time to look at an overhead view, draw a plan on the map, and decide which of their limited resources to use (night vision goggles, breaching charges, barbed wire, etc.). While the layout is random, different areas on the map will have unique features, like a vault that can be opened with explosives or by pressing a button elsewhere, an arcade room with dim lights and cabinets for cover, or a bulletproof cashier's window.

I've been following the project for years and bought a copy when it entered early access last year. It has a friendly community (for now). Big recommendation from me. https://store.steampowered.com/app/753650/Due_Process/

I was just looking at that the other day and wondering if it would be fun. Will definitely check it out with that endorsement.
there isn't really an exploratory aspect to (vanilla) CS. it's a competitive shooter with a small number of small maps, and the weapons are pretty clearly balanced with this in mind.

mods and community maps are a different story, of course, but they diverge quite a lot from the main game.

you pitch it as a training coach to help players improve but then your app just looks up the opponents and helps with timers? seems incongruent
This is one of the few genuinely great ideas I’ve heard lately. I’m honestly surprised some of these games have implemented this functionality themselves - it’d probably help reduce player toxicity and frustration amongst other benefits
There is a built in coaching system in DOTA 2.
There is also Dota Plus, with a monthly subscription, developed by the same game developer, basically the OP idea more or less
How do you make money?
They could be a universal game assistant sold as a subscription service if they could generalize it to most games.
I noticed advertisement on their desktop client.
We have a freemium business model. Premium users have access to all features and no ads. We drive revenue from free users through advertisements.
Awesome. And... Aoe2 is still kicking! Maybe second most popular RTS after StarCraft 2?
By twitch viewers, AoE2 is more popular than SC2 I think.
I misread and was getting unnecessarily excited about the prospect of a gamer couch.
Does this provide real time "coaching"/suggestions during the game for League? I remember there used to be this application called "bwcoach" for Starcraft Broodwar, that would yell at the player if he's not building enough workers, not spending enough resources, not scouting, etc.

The capabilities of your League app seem to be easily accessible via multiple other apps (porofessor, op.gg, League client itself), and during pick/ban, suggesting champions/runes to use based purely on community stats may actually be detrimental (the player may be much worse at a suggested counterpick, than if they just played their best champion).

I think if the coach client can provide suggestions such as the following, it would provide a lot of utility for minimal effort: 1) reminder to check mini-map 2) after a kill, suggest backing vs. pushing wave to tower vs. roaming 3) itemization suggestion, which has a more objectively optimal choice based on team comp/itemization than champion selection.

As another commenter here has mentioned, in the case of LoL particularly, Riot games has banned similar apps and tools in the past. I can also see it causing "integrity of competition" issues with people, although you can certainly get live streamed coaching with professional coaching, that certainly isn't as scalable as simply running a coaching app alongside your client.
Blitz [0] gives an overlay with info like creep score in League of Legends, and character suggestions in Teamfight Tactics.

[0] https://blitz.gg/

Thanks for sharing your comments. We don't provide any tactics or actionable suggestions during the game for League.

As you mentioned, some of our features are already accessible via some other applications but we aim to provide more comprehensive suggestions.

As far as I know there are three types of player versus player (PVP) games: slow paced strategy games (Pokemon), fast paced strategy (Starcraft, League of Legends), action games (Call of Duty, Halo, Fortnite). For the first type of game, having a tool to teach the best strategies makes sense. For the latter two, not so much.

From personal experience, fast paced strategy and action games just require a ton of practice. I used to read up on the best COD weapons and the best League setup but that never really put me in a place of contention against top players. Regardless of how many videos I watched of the top gamers, I just wasn't good.

Question: I'm wondering what special info your app can provide players that will actually help them get better than just playing the game more. E.g. Knowing a person will "gank" more based on a tag doesn't mean the user will know how to respond to that.

Anywho, good luck on the launch! It's a big feat to even release a product - never made it that far myself haha.

Completely agree. For the large majority of players, they just need to play more. Having more analysis and statistics is generally not useful until you have the basics down.
I disagree, at least for fast paced strategy.

For instance in Age of Empires 2, the best way to improve is to look at a replay of your games, and analyse what went wrong. Stuff like "my economy was idle because I was focusing on the fighting" is much more flagrant then, during the game you often think it was just a few seconds, when in reality it could be a whole minute. I could see a lot of value in having an assistant that analyse your game after the fact and give you hints like: you focus too much on fighting, you have too much resource float, you have a big army but it's doing nothing, your army composition was subpar, you should have anticipated the switch to X, ... You could have it run real time as well, but then you get into the "is it cheating?" debate.

Action games are certainly more skill based as you said, and it's harder to give actionable advice.

His point is it doesn't matter much if you hear that advice you still need to spend hundreds of hours improving your mechanics to actually execute that advice.
And my point is that there are many things beginners should and could do that they do not know about. Yes of course, once you have the advice you need to train and not everything is actionable. But for beginners something like a build order is actionable, and if you don't know about them, inventing them by yourself is going to take a while.
Agreed. A product that tells me to build a pylon 10 seconds before I get supply-blocked would be amazing. Or if I have too much money and my production buildings are idle.

I've stood over friends' shoulders and done similar live-coaching. It definitely helps.

> I could see a lot of value in having an assistant that analyse your game after the fact and give you hints like: you focus too much on fighting, you have too much resource float, you have a big army but it's doing nothing, your army composition was subpar, you should have anticipated the switch to X

You're making this sound easy, but in reality it's very complicated.

How to you measure how much someone is fighting? What if they're playing a very aggressive style? What if the opponent is turtling?

What is "too much" resource float? What time period should it be measured over? What if the player correctly prioritized more important tasks over spending resources?

What is a "big army" and what does "doing nothing" mean? What if they're playing a passive style? What if they're actively roaming the map but not fighting?

Etc.

I have tried to create an analysis tool that does similar things for StarCraft 2, and it's extremely difficult because of how variable and contextual everything is.

It's easy for humans to look at these things and interpret the situation. It's way harder to create rules that accurately reflect human interpretation.

I am not saying it is easy, just that it can have value. If anything, the fact it is hard makes it more valuable.

I don't think it's hopeless though, the AI already does something similar. As a very naive implementation, you could for instance run your AI logic on the current state of the game and compare your move to the expected AI move. A bit like with a chess engine.

FPS can have great levels of strategy Quake Arena being a key example.

Map knowledge is a key in shooters along with aim and movement.

Thanks for your feedback. We do not try to minimize the time that you need to practice to play better, in a sense we help you to be more 'aware' of your current skill level (strengths and weaknesses) and what is going on at the game (meta changes etc.) to accelerate the learning curve.

Btw, thanks for your support, we appreciated it!

a HUD for games

noticed dota either made the game more technically friendly or provided more info in-game (either with a battle pass HUD or just more info in the overlay)

cool that yall are making this for every game

I'm stretching my memory a lot here so I could be wrong, but didn't Curse Voice do this early on and it was banned by Riot and had to remove any of the "assistance" it provided? I think this is a great idea, but not clear on how you're able to confidently say it's a-okay with Riot.

https://dotesports.com/league-of-legends/news/curse-voice-ri...

Can your models explain why certain moves are better and not just recommend what to do next?
If you're referring to in-game moves (e.g., moving in the map, aiming, etc..), we don't cover this kind of suggestions.
The site requests access to connected VR headsets when I open it. Is that intended?
No, it's not. It would be great if you can provide more detail so that we can fix this problem. Thanks.
As someone who lived in the same dorm and witnessed the mentioned AoE2 games, I’d like to petition for AoE2 support as well. :) Congrats on the launch!
Great name.

I think you're falling into the classic trap of focusing on something scalable rather than something that's effective. I'm sure that your system provides some value, but I think even a mediocre human coach would be 10x more effective. What you're providing is incremental improvements based on statistics, but often in order to progress to the next level of competition players need to reevaluate their gameplay on a fundamental level (posture, mental fortitude, interaction with other players, mental model of the game, etc).

I think getting into that human element also opens alot of interesting opportunities to become more entrenched in the competitive gaming scenes which opens up other revenue streams.

Do y'all have interest in fighting games, specifically SSBM?
Unfortunately, we don't plan to support fighting games in near future.
As someone who currently plays League of Legends, my question is: What's the difference between this service and using op.gg (they have a client similar to yours) and porofesor? As far as I know, op.gg doesn't have any freemium features.

What I've seen from paid coaches is that they comment on the game as it goes on, for example telling players to attack the enemy more in lane, and I don't see how this would be replicable without access to LoL's private apis

For league of legends I can see how this can work, in fact I've used many similar tools to understand how a certain champion works.... for the other games tho - the ones that are faster - wouldn't an in-game agent (like a coach) with good suggestions work? For example, in Warzone, someone in-game could say, oh look you might have not noticed but there are enemies shooting there, either go on 3rd party or steer clear of the area.

but now I guess that's against TOS of most games, right? i.e. a voice that tells you what to do / how to do better next round. Now that would be something useful to learn faster!

Small nitpick/advice, the hero subtext should be a little bit shorter and more to the point (you have 3 instances of "get better at games" paraphrasing). I like how descriptive the rest of your site's copy is, but the hero should be parseable in its entirety very quickly.
Thanks for the suggestion. I believe you're referring to "Up To Date Lol Meta Champions With Tier List" title on the League of Legends page. We'll work on that.
No I was referring to:

> GET BETTER AT THE GAMES WITH SENPAI.GG GAMING ASSISTANT SenpAI.GG is the best gaming assistant that will help you get better at the games you play. With the help of Artificial Intelligence, SenpAI.GG offers you the best guidance to help you carry your ranks to the top!

The current marketing pitch (a personal gaming -coach-) has nothing to do with the current functionality of e.g. voicing timers or providing notifications. That's more akin to a personal assistant.

I would also say that what it's doing with Valorant is cheating. It's providing additional cues and advantages automatically, that other players have to keep tabs on manually. The other players have to risk glancing at the timer(s) and temporarily divert attention from the other parts of the screen, while the "AI" user can rely on auditory feedback that is not present in the game for everyone (and maybe was a conscious decision from the game developers).

The whole point of competition is to evaluate player vs player performance, not player+personal assistant vs player performance. If you allow uneven things like that, then it becomes an arms race and also becomes boring from both a viewer and participant standpoint. Part of the challenge of games like Valorant, League of Legends, DotA2, etc, is to learn how to manage the sheer amount of information while also engaging in fights/gameplay.

An actual coach "AI" concept could be to provide intelligent information -inbetween rounds-, not during gameplay itself.

I agree this feels like cheating. I read the Valorant page and they've basically re-implemented information that is available to you in game generally, but takes skill/timing/awareness to track and made it more obvious and automatically tracked. How is this not just a low-grade cheating program? If the game developers wanted you to have that information in the format Senpai.gg is giving it to you in, they would provide it in that format in the first place rather than using their own audio queues, omitting specific timers, etc.
In-game coaching _is_ considered cheating in FGC tournaments
Yep, for any sort of eSport you can’t have outside help/information outside of designated times if the format allows it, but also this isn’t targeted at eSports.
But cheating can happen (and be prosecuted) outside of eSports. The founders should be careful.
prosecuted, lmao
You could go to jail for a long time. Watch it, buddy
This only applies to Asia. Nobody gets sued for cheating in US/UK/Can. Cheat sellers being the exception.
This is a thread about people selling a program that might be considered cheating, so I'd say that this is the only case that is relevant.
Blizzard have sued cheat makers outside Asia before.
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Yeah but it's not allowed in esports because it provides an unfair advantage. It's still unethical and provides an unfair advantage outside of the esports community, there just isn't a judge watching all the players and enforcing it.
We do not target tournaments - any 3.rt part application or a human coach is also not allowed as well.
Matchmaking has anti-cheat. This is cheating in an environment that disallows cheating.
Thanks for sharing your feedback, I agree that it takes time to learn and implement the specific actions in the game - and that is the reason why we developed the gaming coach. Ideally, we want you to learn the game dynamics so you can play better, improve faster and enjoy the game more!
That doesn't sound like how it would be used though. If I can run your app all the time, and get an edge, why wouldn't I?
This is akin to saying "if you practice with a cheat so you can see through walls, it'll train you to know where players are likely to be standing".

No, it's cheating. It provides an unfair advantage by replacing a skill with a technology. There may be good intentions, but if so they are founded on a total misunderstanding of competition.

I don't think it's quite that cut and dry - it appears to only be using data already available to the player. If anything it seems like a training queue to notice the information that's already present instead of passing it over.
Chess engines also only use data already available to the player. That simply has no bearing on whether or not it's cheating.
Transparent, shameless attempts to deflect criticism make people like you less than if you just ignore it, phony exclamation point.
This sounds like "Deadly Boss Mods for games other than WoW" which probably is just cheating.

I'd be really interested in a product that does more of what a human coach would do.

I was thinking the same thing. Blizzard explicitly allows this kind of thing but most games do not.

Even with DBM - there used to be an addon that told you exactly where to stand to avoid different bosses attacks. That got banned pretty quickly because it over trivialized the mechanics.

I'd say DBM being PvE is a big difference. But WoW generally is a whole other beast just because of how addons are ingrained in it.
Competitive PvE exists too (speedruns, world first races, etc). In FFXIV mods are less tolerated and while some raiders use triggers (TTS voice lines triggered by enemy actions or friendly buffs to tell you what to do), many consider it borderline or actual cheating, while others are fine with it because it's similar to having a player do it (ignoring perfect accuracy and no brain capacity used). So it's a controversial area.
For suresies. I didn't play in Firelands but I heard some stories of the "drawing football plays on the ground" era. We used a similar addon for Sha of Fear p1 side platform but it displayed where to stand on a HUD, not on the actual floor.
Providing situational feedback during gameplay by way of an overlay or audio queues is clearly cheating.

If I were an investor in this company, I'd be asking the founders what their plan is when they get banned by the major anti-cheat engines.

Cheating in video games is a growing industry. But if they push boundaries and are a US or EU company they will be sued to splinters for it.
What tort is "helping someone cheat at a video game"?
Cheating in a game ruins other customers experience so does have a direct monetary impact which is why games companies care about it so much.
Many large studios, I specifically think of Blizzard and Jagex, have a reputation for wielding legal successfully against third party clients, phishing, trademark/branding abuse, botting, and similar activities. Further there are severe legal consequences in China and elsewhere for cheating in video games.

Even if there isn't decisive legal consequences they can carpet ban whoever they want whenever they want. Which is likely the reputation which causes the landing page of this service to be plastered with "don't worry you won't get banned" all over the place.

Thanks for sharing your feedback. We understand your concern but we are very careful to not develop any feature that would be considered as cheating for the majority of the gaming and game developer.
In my experience, may of these companies (Riot, et. al) are not particularly consistent over time or in the application of even current rules. And it's also hard to divine what "would be considered cheating" by these companies as one support person may say something is cheating, and another might consider it cheating and ban your account.

It seems very fraught and risky to use for gamers who desire that their accounts don't get banned.

That's good if it helps get cheaters banned.
listening to a song that has INJECT at the right moment put in for your perfect injects isnt cheating as long as you dont play it during tournaments, its just a metronome to practice to.

Its not a service I would ever want to use because I actually enjoy games and I find coaching it to be too much to care about, but I think "audio clues to practice" doesn't meet the bar of cheating lol.

Is there actually a song like that?
I definitely remember "maximus black" a starcraft 2 streamer talking about a song he had that had this very same setup yeah.
Your description doesn't sound like it's feedback based on game-state, though.
I see your point, but to me its starting to splice hairs because at the time the meta wasn't something that changed much, there was effectively a pre-determined set of actions in the first 10 or so minutes and most matches were less than 16 minutes so perfecting your opening via almost a programmatic efficiency was pretty normal.

The proper inject time (for instance) is just X*N seconds since game start, the second best time is right after that.

Ugh. Why don't the devs randomize things a bit so the game can be more interesting and fun than memorizing digits of pi?
Generally I would agree, and perfected build orders are part of the reason I stopped watching.
Randomizing doesn't always make games more interesting and fun, it often makes them less skill-rewarding and more frustrating. This especially shows if you play for hours every day.
The idea of:

> For example, we have an "Early Ganker" tag for the gamers who tend to gang in the early game. [...] We provide these tags based on only publicly accessible data on the official game publisher API. For example, any gamer can search for the opponents’ game data and conduct a similar analysis.

also seems questionable to me. Is it common/practical to do this kind of thing in these games? It seems to me that, while it might be technically possible to get the info, it should be impractical for a human to actually do the analysis, in the timespan allowed by a pregame lobby, right?

I guess it could also depend on how much preprocessing they do... hypothetically we could imagine a game where every match is recorded and saved to a public user account, and a "coaching" AI system that extracts users tags by watching these offline, and then just queries them at match time. This analysis would pretty clearly be information that players wouldn't normally be privy to, despite being available through legitimate means.

Is an AI that aimbots by predicting player moves with uncanny accuracy really that different from a regular old aimbot?
Another interesting point in the spectrum could be, what about a program that marks up the screen or minimap with detailed heatmaps of likely player positions based on historical data?

If that's not obviously cheating, make it time dependent, make it player dependent, etc.

If that is obviously cheating, what about producing those maps and not providing an in-game overlay?

I think it's very simple: if you'd describe its usage as a "skill", it's probably fine. Obvious "navigating this cheat menu UI takes some practice" cases aside.

If a professional team uses data analysis and then teaches their players something like "at 30s, on this map, this player rotates from here to here in 70% of games", that's just good training. If they have this data being live-streamed to their second monitor, it's cheating.

I don't see as very different from a wallhack if it's any good if it's an in game overlay. I suppose if it's an offline thing that you can study but need to apply yourself that's no more of a cheat than any other prep.
I would say that a skilled player doesn't need to see the heat maps in real time, it would be enough to see them once or twice and they will remember because it "makes sense" to them that the heat maps are the way they are.
Nope it’s not and that’s why 100 percent if this tool is doing what it is saying, I would consider it cheating. I have tons of hours in Valorant and if this becomes common I will not play the game. I play specifically because of the learning curve and skill curve. There’s already a big enoug problem with Smurf’s and ranked boosting
big enoug problem with Smurf’s

Maybe its just because I play on Sydney servers, but I really find this a bit overblown personally -- and I've ranked up from bronze 2 to plat 1 over six months of playing. I think its honestly just that some people have "on" and "off" games, at least from the hundreds and hundreds of ranked matches I've played.

1/3 games of Mine has a smurf on my or other team that will admit it or it’s insanely obvious. I play central NA
As a League of Legends player, it's very common. Virtually everyone that I know that plays this game has some sort of overlay(LolWiz, Porofessor, Blitz.gg, etc.) that provides unimaginable level of detail about the enemy team and my team before the game even begins. I can find out what the enemy players like to do("invade", or initiate cheese fights early), roam to other lanes in the map, and more. I know what their winrate on their champion is, how many kills on average they get before 10 minutes, whether they don't ward(a crucial component of the game that opens them up to ganks if not done correctly), and who they may be connected to voice call with. If anything, it seems like Senpai.gg's tool isn't doing enough.
Huh, well this supports my decision to not get into MOBAs.
In Dota at least you can make your data private and your picks/habits cannot be tracked by third party websites or applications.

I feel like gaming stats should have way better privacy options in general.

That's certainly right. We don't provide any suggestion based on private data. For example, gamers cannot see the tags of an opponent if the opponent opted out to be private.
I think if people care about their data it should just be anonymized instead of hidden.

Data from games is such a good way for people to get into programming and data analysis (Speaking from personal experience).

It's easily accessible, real and has a decent level of complexity. Would be a shame for it to go away because people want to hide their data.

At least when I played, dota2 wasn’t like this (and it’s a better game, anyways ;-))

Realistically speaking this kind of stuff doesn’t really matter at a lower level anyways- everyone’s bad and makes dumb mistakes. And it doesn’t help to know about data if you don’t know how to capitalize on it.

I can’t recommend getting into MOBAs/ARTSs solo, but if you have 2-3 friends they’re quite a blast.

To be fair giving this info is not helpful if you're bad at the game itself. I've tried using it but I'm still only top 65%. Once you get to the level below pro players, there's so few people that you remember everybody's usernames or remember who plays on tuesday nights and will remember their playstyle / champions to ban.
Thanks for the explanation. Senpai.gg is still in Beta and we're continuously improving our features.
Well, this is what I was referring to by an arms race if these kinds of tools are allowed. It’s a considerable disadvantage to not use them, so everyone is basically forced into using them.

In my opinion for non-professional play (casual and ranked), these kinds of tools should be outright banned. The game goes from “how can I improve myself and play better” to “let’s expend the minimum effort possible solely to win”. You’re not playing to your strengths but just to the opponent’s weaknesses from the get-go. That’s just incredibly boring. Just because one can have a shortcut to a win doesn’t make for better or more interesting gameplay.

Regarding professional play, the teams have the resources to do this given the limited player pool and they’re also at the pro level anyways.

Couldn't you look yourself up and adjust your playstyle accordingly? Like "oh, these guys will be expecting me to do X, but now I'm going to do Y instead to throw them off".
From my experience it's most useful for getting information on clear outliers. The ranking system might rank a very good player with terrible players until the ranking settles in. A few players are "boosted" by other players to reach higher ranks. In such situations it might be useful as you know that specific opponent on the other team is the one to watch out for or who to focus.

There is a lot of summary stats available, but the most useful one from personal experience is the win ratio. If the data tells you that one player on the other team wins 70 % of the games, then that's usually a clear indicator that the ranking of that player is most likely lower than it should be.

It might just be a better or worse player overall, so adapting to it might not be possible, except for knowing who to put pressure on.

Dota 2 allows for a real time coach to join your team during a match at any time, it's built into the game. They have full vision/information of what your team has.

However, "Coaching is available in private lobbies, casual matchmaking, and Co-op bot matchmaking, but not Ranked matchmaking, Team matchmaking, or Tournament lobbies."

Yes, Valve has a similar vision for CS:GO as well. We don't provide any coaching services for tournament or professional events.
Thanks for your feedback. We understand your concern, but we do not share any information that is not available on your screen. In a sense, we provide an alternative interface so you can learn about the game dynamics to improve faster. All the features that we develop aims to accelerate the learning curve - so we do not share any information about your opponent, their location etc. that is not available to you while you are playing the game.
Providing an alternative interface is exactly why it sounds like cheating.
Speaking as a league player and a game developer, the audio cues are 100% cheating and also explicitly against Riot's ToS as stated here: https://support-leagueoflegends.riotgames.com/hc/en-us/artic...

The relevant excerpt: "Exposing information that’s intentionally obfuscated (cooldowns or timers)"

As for all of the other match data mining, that's par for the course in competitive games these days.

> "Exposing information that’s intentionally obfuscated (cooldowns or timers)"

Doesn't this just benefit people who are good at counting ?

Competitive games have a variety of ways for players to express their skills. I'm not going to comment on whether or not it's good design, but it is clearly the intended design and that's the important differentiating factor. Competitive games are always going to benefit some players who are good at some specific aspects of them inherently by their nature.
In Dota you have to keep track of all sorts of stuff like this.

There is a decent sized list of all the timings you should keep track of with in a game, and they change from game to game. If you don't do it you're basically lost.

That's the way games work.

Doesnt having a good memory give advantage to chess players?

Or having good reflexes benefit shooter player?

Well, at least in a casino, if someone notices that you look like you are counting cards you will promptly be escorted to the exit
Very interesting. A personal coach is certainly the most efficient way to improve. My main concern is about the legality of such a software. Even if the data is presented on screen and available, changing the UI to help the player is not accepted in all games as it can provide a strong edge. For AoE2, part of the game is about scouting and remembering key information while managing your economy.
Thanks for the comment. We don't change the UI but provide some verbal notifications. An analogy, would be making a beeping sound when there is an idle villager.