94 research outputs found

    Interpretable Contextual Team-aware Item Recommendation: Application in Multiplayer Online Battle Arena Games

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    The video game industry has adopted recommendation systems to boost users interest with a focus on game sales. Other exciting applications within video games are those that help the player make decisions that would maximize their playing experience, which is a desirable feature in real-time strategy video games such as Multiplayer Online Battle Arena (MOBA) like as DotA and LoL. Among these tasks, the recommendation of items is challenging, given both the contextual nature of the game and how it exposes the dependence on the formation of each team. Existing works on this topic do not take advantage of all the available contextual match data and dismiss potentially valuable information. To address this problem we develop TTIR, a contextual recommender model derived from the Transformer neural architecture that suggests a set of items to every team member, based on the contexts of teams and roles that describe the match. TTIR outperforms several approaches and provides interpretable recommendations through visualization of attention weights. Our evaluation indicates that both the Transformer architecture and the contextual information are essential to get the best results for this item recommendation task. Furthermore, a preliminary user survey indicates the usefulness of attention weights for explaining recommendations as well as ideas for future work. The code and dataset are available at: https://github.com/ojedaf/IC-TIR-Lol

    Rational Agent Architecture to Recommend which Item to Buy in MOBA Videogames

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    Los videojuegos multijugador de arena de batalla en línea (MOBA), es un genero de videojuegos que durante la última década han ganado popularidad en la escena competitiva de los E-Sports. Este incremento en su popularidad y la complejidad propia de los mismos han llamado la atención de investigadores en todas las áreas del conocimiento, incluyendo la Inteligencia Artificial. Dichos investigadores han utilizado una amplia variedad de técnicas de Aprendizaje de Maquina buscando mejorar la experiencia de diversos usuarios -jugadores novatos, jugadores expertos, espectadores, entre otros- a través de modelos de predicción, sistemas de recomendación y, aunque se han utilizado técnicas de optimización; estas últimas han sido las menos utilizadas en los videojuegos tipo MOBA. Por ello, el presente trabajo de investigación propone la arquitectura de un agente racional capaz de recomendar a un jugador que objeto comprar para aumentar sus probabilidades de ganar una partida, utilizando una técnica de optimización para la generación de recomendaciones. En la arquitectura propuesta, el agente percibe su ambiente con la información disponible en el API del videojuego League of Legends -uno de los MOBA mas populares actualmente-. Tal información es interpretada por una Regresión Logística que durante las etapas tempranas del juego demostró tener una precisión alrededor de 0.975. A su vez, la técnica de optimización seleccionada para generar la sugerencia fue GRASP; en promedio cada sugerencia es generada en 0.36 segundos, estas sugerencias durante la experimentación lograron aumentar la probabilidad de ganar una partida en promedio 5.2x.Multiplayer online battle arena (MOBA) video games are a genre of video games that during the last decade have gained popularity in the competitive E-Sports scene. This increase in popularity and MOBA’s complexity have attracted the attention of researchers in all areas of knowledge, including Artificial Intelligence (AI). AI researchers have used a wide variety of Machine Learning techniques seeking to improve the experience of various users - novice players, expert players, spectators, among others - through prediction models, recommendation systems and optimization algorithms. However, optimization algorithms have been the least used in MOBA videogames. For that reason, this research proposes the architecture of a rational agent capable of recommending to a player what item to buy to increase his probabilities of winning a game, using an optimization technique for generating recommendations. In the proposed architecture, the agent perceives his environment with the information available in the API of League of Legends -currently, one of the most popular MOBA videogames -. Such information is interpreted by a Logistic Regression that during the early stages of the game was shown to have an accuracy around 0.975. Additionally, the optimization technique selected to generate the suggestion was GRASP. On average each suggestion is generated in 0.36 seconds. During experimentation, these suggestions increase the probability of winning a game on average 5.2x.Magíster en Inteligencia ArtificialMaestrí

    What did I do Wrong in my MOBA Game?: Mining Patterns Discriminating Deviant Behaviours

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    International audienceThe success of electronic sports (eSports), where professional gamers participate in competitive leagues and tournaments , brings new challenges for the video game industry. Other than fun, games must be difficult and challenging for eSports professionals but still easy and enjoyable for amateurs. In this article, we consider Multi-player Online Battle Arena games (MOBA) and particularly, " Defense of the Ancients 2 " , commonly known simply as DOTA2. In this context, a challenge is to propose data analysis methods and metrics that help players to improve their skills. We design a data mining-based method that discovers strategic patterns from historical behavioral traces: Given a model encoding an expected way of playing (the norm), we are interested in patterns deviating from the norm that may explain a game outcome from which player can learn more efficient ways of playing. The method is formally introduced and shown to be adaptable to different scenarios. Finally, we provide an experimental evaluation over a dataset of 10, 000 behavioral game traces

    Relevant Independent Variables on MOBA Video Games to Train Machine Learning Algorithms

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    Popularity of MultiplayerOnlineBattle Arena (MOBA)video gameshas grown considerably, its popularity as well as the complexity of their playability, have attracted the attention in recent years of researchers from various areas of knowledge and in particular how they have resorted to different machine learning techniques. The papers reviewed mainly look for patterns in multidimensional data sets. Furthermore, these previous researches do not present a way to select the independent variables(predictors)to train the models. For this reason, this paper proposes a listof variables based on the techniques used and the objectives of the research. It allows to provide a set of variables to find patterns applied in MOBA videogames.In order to get the mentioned list,the consulted workswere groupedbythe used machine learning techniques, ranging from rule-based systems to complex neural network architectures. Also, a grouping technique is applied based on the objective of each research proposed

    Scalable Psychological Momentum Estimation in Esports

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    The world of competitive Esports and video gaming has seen and continues to experience steady growth in popularity and complexity. Correspondingly, more research on the topic is being published, ranging from social network analyses to the benchmarking of advanced artificial intelligence systems in playing against humans.In this paper, we present ongoing work on an intelligent agent recommendation engine that suggests actions to players in order to maximise success and enjoyment, both in the space of in-game choices, as well as decisions made around play session timing in the broader context. By leveraging temporal data and appropriate models, we show that a learned representation of player psychological momentum, and of tilt, can be used, in combination with player expertise, to achieve state-of-the-art performance in pre and post-draft win prediction. Our progress toward fulfilling the potential for deriving optimal recommendations is documented

    An Ecosystem Framework for the Meta in Esport Games

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    This paper examines the evolving landscape of modern digital games, emphasizing their nature as live services that continually evolve and adapt. In addition to engaging with the core gameplay, players and other stakeholders actively participate in various game-related experiences, such as tournaments and streaming. This interplay forms a vibrant and intricate ecosystem, facilitating the construction and dissemination of knowledge about the game. Such knowledge flow, accompanied by resulting behavioral changes, gives rise to the concept of a video game meta. Within the competitive gaming context, the meta represents the strategic and tactical knowledge that goes beyond the fundamental mechanics of the game, enabling players to gain a competitive advantage. We present a review of the state-of-the-art of knowledge for game metas and propose a novel model for the meta knowledge structure and propagation that accounts for this ecosystem, based on a review of the academic literature and practical examples. By exploring the dynamics of knowledge exchange and its influence on gameplay, the review presented here sheds light on the intricate relationship between game evolution, player engagement, and the associated emergence of game meta

    Open Player Modeling: Empowering Players through Data Transparency

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    Data is becoming an important central point for making design decisions for most software. Game development is not an exception. As data-driven methods and systems start to populate these environments, a good question is: can we make models developed from this data transparent to users? In this paper, we synthesize existing work from the Intelligent User Interface and Learning Science research communities, where they started to investigate the potential of making such data and models available to users. We then present a new area exploring this question, which we call Open Player Modeling, as an emerging research area. We define the design space of Open Player Models and present exciting open problems that the games research community can explore. We conclude the paper with a case study and discuss the potential value of this approach
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