• All Variables
  • Kills and Damage
  • Items
  • Distance Traveled
  • Match Settings

Summary of Exploratory Data Analysis

The figures above show the distribution of various features within the data by final placement percentiles. From our exploratory data analysis, we found that,

  • Use of Items (boosts, heals, and weapons_acquired): Players who finish higher tend to have used more boosts and healing items, and acquired more weapons. This is expected since they stayed in the game for a longer period and have more time to collect and use items.
  • Kills & Damage (damage_dealt, kill_place, and kills): Players who finish higher tend to have more kills. They also tend to have dealt more damage.
  • Distance Traveled (walk_distance, swim_distance, and ride_distance): Players who finish higher tend to have walked farther. This is likely because they simply survive longer and are force to travel to stay in the safe zone, whereas players who die early don’t get a chance to travel very far. Both swimming and riding in vehicles are rare occurrences, though it appears that players who finish higher also tend to do more of both.