Esports & Gaming Trader
This is a template.
The default signal is keyword-based market discovery combined with conviction-based sizing and esports_bias() — three stacked structural edges, no external API required.
The skill handles all the plumbing (market discovery, trade execution, safeguards). Your agent provides the alpha.
Strategy Overview
Esports markets are mispriced in two directions simultaneously. Data-rich titles (CS2, LoL, Dota 2) have published Elo models, map win rates, and patch-level performance metrics that retail ignores entirely. At the same time, fan-favourite teams (T1/Faker) are systematically overcrowded by fanbases trading loyalty rather than skill assessment. Three structural edges compound cleanly without any API.
Signal Logic
Default Signal: Conviction-Based Sizing with Esports Bias
- 1. Discover active esports and gaming markets on Polymarket
- Compute base conviction from distance to threshold (0% at boundary → 100% at p=0/p=1)
- Apply
esports_bias() — three layers: game data quality × series format × Asian session timing - Size =
max(MIN_TRADE, conviction × bias × MAX_POSITION) — capped at MAXPOSITION - Skip markets with spread > MAXSPREAD or fewer than MIN_DAYS to resolution
Esports Bias (built-in, no API required)
Layer 1 — Game / Market Type
| Game / market type | Multiplier | Key data source retail ignores |
|---|
| T1 / Faker markets | 0.75x | Fandom overcrowds YES by 10–20% vs Elo model — documented 2023–2025 |
| CS2 / Counter-Strike |
1.20x | HLTV.org Elo ratings, map win rates, head-to-head history |
| League of Legends (non-T1) |
1.15x | Oracle's Elixir patch-level stats — meta shifts change team win rates ±15% |
| Dota 2 / The International |
1.15x | OpenDota comprehensive match stats — consistency rewarded in long series |
| Valorant / VCT |
1.10x | VLR.gg agent win rates, map pools — growing and increasingly accurate |
| Mobile esports (HoK, PUBG Mobile, MLBB) |
1.15x | Deep Asian stats with Western info lag |
| Game release date milestone |
1.10x | Publisher delay history documented — ~70% re-delay rate for prior delayers |
| Twitch / streaming peak viewership |
1.10x | TwitchTracker daily historical peaks — viewership growth curves trackable |
| Steam concurrent player milestone |
1.10x | SteamCharts real-time — launch peaks predictable from pre-order velocity |
The T1 / Faker Rule — The most precisely documented single-team overcrowding in all of esports. Faker's global fandom spans every region, every language, every platform. The result is systematic YES overpricing on T1 outcomes by 10–20% relative to what HLTV/Oracle's Elixir Elo models imply. T1 are genuinely elite — but the market price of T1 wins is almost always too high because the fan base is the dominant pricing force, not analysts. This is not a bet against T1 — it is a sizing discipline: trade T1 markets very conservatively.
Layer 2 — Series Format: Variance Reduction by Match Length
This is the cleanest mechanic in the entire trader — no data needed, just understanding how best-of series work:
| Format | Multiplier | Statistical reality |
|---|
| Bo5 / Grand Final / Championship | 1.20x | Stronger team wins ~72–78% — retail says "anything can happen" which is statistically false |
| Bo3 / Playoff / Semifinal / Elimination |
1.10x | Stronger team wins ~65–70% — meaningful variance reduction |
| Bo1 / Group Stage / Swiss / Round Robin |
0.90x | ~40% upset rate — genuine uncertainty, reduce conviction |
The Grand Final insight: retail treats championship matches as the most uncertain because "the stakes are highest." The opposite is true statistically. Teams playing Bo5 Grand Finals have survived multiple elimination rounds — they are the two best teams in the tournament, playing the format that most reliably selects the winner. This is maximum-edge territory, not minimum.
Layer 3 — Asian Session Timing
LoL LCK/LPL, mobile esports, and Dota 2 SEA feature Korean, Chinese, and Southeast Asian teams competing at 01:00–09:00 UTC. Polymarket is US-dominated — match results in these regions take 30–90 minutes to fully reprice when US retail is asleep.
| Condition | Multiplier |
|---|
| Asian-dominant game + 01:00–09:00 UTC | 1.15x — lag window open |
| All other times |
1.00x |
Combined Examples
| Market | Type | Format | Timing | Final bias |
|---|
| CS2 Bo5 Grand Final | 1.20x | 1.20x | 1.0x | 1.35x cap |
| T1 Bo3 match |
0.75x | 1.10x | 1.0x |
0.83x |
| LoL LCK Bo5 at 04:00 UTC | 1.15x | 1.20x | 1.15x |
1.35x cap |
| Dota 2 Bo1 group stage | 1.15x | 0.90x | 1.0x |
1.04x |
| Any Bo1 group match | type_mult |
0.90x | 1.0x | Edge compressed |
Keywords Monitored
CODEBLOCK0
Remix Signal Ideas
- - HLTV.org Elo ratings: Compare published Elo-implied win probability to Polymarket price for CS2 matchup markets — the gap is consistently 8–15% for non-marquee matches
- Oracle's Elixir: LoL team stats by patch — when a meta patch hits 2 days before a tournament, markets haven't adjusted; the data has
- Liquipedia API: Real-time bracket data, match results, team stats for 30+ esports titles — feed bracket position into p to trade next-round markets
- TwitchTracker: Daily peak viewer history for "will X reach Y viewers" markets — compare trajectory to market price
Safety & Execution Mode
The skill defaults to paper trading (venue="sim"). Real trades only with --live flag.
| Scenario | Mode | Financial risk |
|---|
| INLINECODE5 | Paper (sim) | None |
| Cron / automaton |
Paper (sim) | None |
|
python trader.py --live | Live (polymarket) | Real USDC |
INLINECODE7 and cron: null — nothing runs automatically until you configure it in Simmer UI.
Required Credentials
| Variable | Required | Notes |
|---|
| INLINECODE9 | Yes | Trading authority. Treat as high-value credential. |
Tunables (Risk Parameters)
All declared as tunables in clawhub.json and adjustable from the Simmer UI.
| Variable | Default | Purpose |
|---|
| INLINECODE12 | INLINECODE13 | Max USDC per trade — reflects esports market liquidity |
| INLINECODE14 |
3000 | Min market volume filter (USD) |
|
SIMMER_MAX_SPREAD |
0.10 | Max bid-ask spread (10%) |
|
SIMMER_MIN_DAYS |
2 | Min days until resolution — tournaments move fast |
|
SIMMER_MAX_POSITIONS |
10 | Max concurrent open positions |
|
SIMMER_YES_THRESHOLD |
0.38 | Buy YES if market price ≤ this value |
|
SIMMER_NO_THRESHOLD |
0.62 | Sell NO if market price ≥ this value |
|
SIMMER_MIN_TRADE |
5 | Floor for any trade (min USDC regardless of conviction) |
Dependency
INLINECODE28 by Simmer Markets (SpartanLabsXyz)
- - PyPI: https://pypi.org/project/simmer-sdk/
- GitHub: https://github.com/SpartanLabsXyz/simmer-sdk
电竞与游戏交易员
这是一个模板。
默认信号是基于关键词的市场发现,结合信念驱动的仓位规模和esports_bias()——三个叠加的结构性优势,无需外部API。
该技能处理所有底层工作(市场发现、交易执行、风控措施)。你的智能体提供阿尔法收益。
策略概述
电竞市场同时在两个方向上存在错误定价。数据丰富的项目(CS2、LoL、Dota 2)拥有公开的Elo模型、地图胜率和版本级表现指标,这些都被散户完全忽视。与此同时,粉丝喜爱的战队(T1/Faker)由于粉丝群体基于忠诚度而非技术评估进行交易,系统性过度拥挤。三个结构性优势无需任何API即可干净地叠加。
信号逻辑
默认信号:基于信念的仓位规模与电竞偏差
- 1. 发现Polymarket上的活跃电竞和游戏市场
- 根据与阈值的距离计算基础信念(边界处为0% → p=0/p=1时为100%)
- 应用esportsbias()——三个层级:游戏数据质量 × 系列赛制 × 亚洲时段
- 仓位规模 = max(MINTRADE, 信念 × 偏差 × MAXPOSITION)——上限为MAXPOSITION
- 跳过价差 > MAXSPREAD或距离结算少于MINDAYS的市场
电竞偏差(内置,无需API)
第一层——游戏/市场类型
| 游戏/市场类型 | 乘数 | 散户忽略的关键数据源 |
|---|
| T1 / Faker市场 | 0.75倍 | 粉丝群体使YES比Elo模型高出10–20%——2023–2025年有记录 |
| CS2 / 反恐精英 |
1.20倍 | HLTV.org Elo评级、地图胜率、历史交锋记录 |
| 英雄联盟(非T1) |
1.15倍 | Oracles Elixir版本级统计数据——版本变化使战队胜率变化±15% |
| Dota 2 / 国际邀请赛 |
1.15倍 | OpenDota全面比赛统计数据——长系列赛中稳定性获得回报 |
| Valorant / VCT |
1.10倍 | VLR.gg英雄胜率、地图池——不断增长且日益准确 |
| 移动电竞(HoK、PUBG Mobile、MLBB) |
1.15倍 | 深度亚洲数据,西方信息滞后 |
| 游戏发售日期里程碑 |
1.10倍 | 发行商延期历史有记录——先前延期者约70%再次延期 |
| Twitch/直播峰值观看人数 |
1.10倍 | TwitchTracker每日历史峰值——观看人数增长曲线可追踪 |
| Steam同时在线玩家里程碑 |
1.10倍 | SteamCharts实时数据——发布峰值可从预购速度预测 |
T1 / Faker规则——整个电竞领域记录最精确的单战队过度拥挤现象。Faker的全球粉丝群体覆盖每个地区、每种语言、每个平台。结果是T1结果的YES相对于HLTV/Oracles Elixir Elo模型所暗示的价格系统性高估10–20%。T1确实是精英战队——但T1获胜的市场价格几乎总是过高,因为粉丝群体是主导定价力量,而非分析师。这不是押注T1失败——而是一种仓位纪律:非常保守地交易T1市场。
第二层——系列赛制:通过比赛长度降低方差
这是整个交易员中最清晰的机制——无需数据,只需理解Bo系列赛如何运作:
| 赛制 | 乘数 | 统计现实 |
|---|
| Bo5 / 总决赛 / 冠军赛 | 1.20倍 | 更强战队获胜概率约72–78%——散户说一切皆有可能,这在统计上是错误的 |
| Bo3 / 季后赛 / 半决赛 / 淘汰赛 |
1.10倍 | 更强战队获胜概率约65–70%——有意义的方差降低 |
| Bo1 / 小组赛 / 瑞士轮 / 循环赛 |
0.90倍 | 约40%爆冷率——真正的不确定性,降低信念 |
总决赛洞察:散户认为冠军赛是最不确定的,因为赌注最高。统计上恰恰相反。参加Bo5总决赛的战队已经通过了多轮淘汰赛——他们是锦标赛中最好的两支战队,采用最能可靠选出胜者的赛制。这是最大优势区域,而非最小。
第三层——亚洲时段
LoL LCK/LPL、移动电竞和Dota 2 SEA赛区以韩国、中国和东南亚战队为主,比赛时间为UTC 01:00–09:00。Polymarket以美国用户为主——这些地区的比赛结果需要30–90分钟才能在美国散户睡觉时完全重新定价。
| 条件 | 乘数 |
|---|
| 亚洲主导游戏 + UTC 01:00–09:00 | 1.15倍——滞后窗口开启 |
| 所有其他时间 |
1.00倍 |
组合示例
| 市场 | 类型 | 赛制 | 时机 | 最终偏差 |
|---|
| CS2 Bo5总决赛 | 1.20倍 | 1.20倍 | 1.0倍 | 1.35倍上限 |
| T1 Bo3比赛 |
0.75倍 | 1.10倍 | 1.0倍 |
0.83倍 |
| LoL LCK Bo5于UTC 04:00 | 1.15倍 | 1.20倍 | 1.15倍 |
1.35倍上限 |
| Dota 2 Bo1小组赛 | 1.15倍 | 0.90倍 | 1.0倍 |
1.04倍 |
| 任何Bo1小组赛 | 类型乘数 |
0.90倍 | 1.0倍 | 优势压缩 |
监控关键词
电竞, 英雄联盟, CS2, 反恐精英, Dota 2, Valorant, 堡垒之夜,
世界锦标赛, 锦标赛, Steam, Twitch, 游戏发售, PlayStation,
Xbox, 任天堂, 游戏收入, 拳头游戏, 暴雪, 总决赛, 淘汰赛,
LCK, LPL, LEC, BLAST, ESL, VCT, 国际邀请赛, HLTV, 峰值观众,
同时在线玩家, T1, Faker, NaVi, Vitality, 补丁
混音信号思路
- - HLTV.org Elo评级:将公开的Elo隐含胜率与CS2对战市场的Polymarket价格进行比较——非焦点比赛的差距持续在8–15%
- Oracles Elixir:按版本划分的LoL战队统计数据——当版本补丁在锦标赛前2天发布时,市场尚未调整;但数据已经调整
- Liquipedia API:30+电竞项目的实时淘汰赛数据、比赛结果、战队统计数据——将淘汰赛位置输入p以交易下一轮市场
- TwitchTracker:针对X是否会达到Y观众市场的每日峰值观众历史数据——将趋势线与市场价格进行比较
安全与执行模式
该技能默认为模拟交易(venue=sim)。仅使用--live标志进行真实交易。
| 场景 | 模式 | 财务风险 |
|---|
| python trader.py | 模拟 | 无 |
| 定时任务/自动化 |
模拟 | 无 |
| python trader.py --live | 实盘(Polymarket) | 真实USDC |
autostart: false和cron: null——在Simmer UI中配置之前,不会自动运行任何内容。
所需凭证
| 变量 | 必需 | 说明 |
|---|
| SIMMERAPIKEY | 是 | 交易授权。视为高价值凭证。 |
可调参数(风险参数)
全部在clawhub.json中声明为tunables,可从Simmer UI调整。
| 变量 | 默认值 | 用途 |
|---|
| SIMMERMAXPOSITION | 20 | 每笔交易最大USDC——反映电竞市场流动性 |
| SIMMERMINVOLUME |
3000 | 最小市场成交量过滤(美元) |
| SIMMER
MAXSPREAD | 0.10 | 最大买卖价差(10%) |
| SIMMER
MINDAYS | 2 | 距结算最少天数——锦标赛进展迅速 |
| SIMMER
MAXPOSITIONS | 10 | 最大同时持仓数量 |
| SIMMER
YESTHRESHOLD | 0.38 | 若市场价格≤此值则买入YES |
| SIMMER
NOTHRESHOLD | 0.62 | 若市场价格≥此值则卖出NO |
| SIMMER
MINTRADE | 5 | 任何交易的最低金额(无论信念大小,最小USDC) |
依赖项
simmer-sdk by Simmer Markets (SpartanLabsX