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COMP.GG

โš  UPDATE: use branch homepage for latest version!

INSTRUCTIONS TO RUN COMP.GG AND REASONING FOR IT BEING LIKE THIS NOW:

  1. GET YOUR OWN RIOT DEV KEY AND REPLACE THE PLACEHOLDER WITH IT backend/config/dev_keys.js!
  2. Just do npm run dev. If this doesn't work, you're gonna need to delete node_modules from both the root directory and the frontend directory. Then, run npm install in both the root directory and the frontend directory. Should work afterwards.

I've deleted the match history part of our calculation. The reason being is that Riot has changed its match history API massively. It is much more specific and detailed, and is a lot more difficult to access for our purposes (we just wanted championPlayed from each match). Deleting all of this has let our code work again, but now it is less accurate as it is only based on champion mastery.

Furthermore, I updated alot of the API links to reflect the most recent patch as Riot does not host legacy patch versions on their API.

LASTLY, I'm sharing this here rather than pushing these changes to main because I don't want to lose that code in case we ever want to properly fix the match history issue.

Inspiration

We wanted to make custom-built team compositions for our League of Legends Clash team, but we didn't want to sift through a 222 minute long Mobalytics article.

What it does

Our tool allows you to pick a team composition theme and analyzes your summoner profile to determine up to 3 of your top champions that suit this playstyle.

We currently use a combination of champion mastery points and recent match history to identify your best champions. Then, we sort your champions based on AI-generated champion classes to generate a team composition that fits one of 5 major playstyles (engage, disengage, poke & siege, pick, and split-push).

How we built it

Frontend: React, HTML, CSS

Backend: Express.js, Node.js, Python (protoyping)

We also used the Riot Games Developer API.

Challenges we ran into

Writing code efficiently to ensure we didn't exceed the rate limits for API calls

Classifying champions and team compositions in a non-subjective manner.

Accomplishments that we're proud of

Creating a long-lasting tool that anyone can use during dozens of future Clash events!

What we learned

New technologies such as Express.js and React

What's next for COMP.GG

Identifying in-built synergies between certain champions (e.g. Malphite/Yasuo, Xayah/Rakan)

comp.gg's People

Contributors

kevinlu avatar lemichael88 avatar nolandsouza avatar zalsaigh avatar

Stargazers

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Forkers

wildgenie

comp.gg's Issues

Catch rate limit errors

Sometimes we exceed the rate limit on Riot's API and we don't catch these errors properly.

This will result in the request to /championList never completing and the frontend stuck in the loading animation forever.

We should check if our requests to Riot API got rate limited and throw the error back to frontend.

We can also add some kind of timeout to avoid getting rate limited.

Improve performance of team comp calculation

Currently, the team comp calculation is quite slow because it has to make A LOT of API calls to the Riot API. Most of the time is spent waiting on Riot's API to respond to our requests, which dwarfs the computational time required to process the data we get back.

Is there a way to reduce the number of API calls we have to make?

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