5 research outputs found

    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

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

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    Los videojuegos multijugador de arena de batalla en l铆nea (MOBA), es un genero de videojuegos que durante la 煤ltima d茅cada 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 atenci贸n de investigadores en todas las 谩reas del conocimiento, incluyendo la Inteligencia Artificial. Dichos investigadores han utilizado una amplia variedad de t茅cnicas de Aprendizaje de Maquina buscando mejorar la experiencia de diversos usuarios -jugadores novatos, jugadores expertos, espectadores, entre otros- a trav茅s de modelos de predicci贸n, sistemas de recomendaci贸n y, aunque se han utilizado t茅cnicas de optimizaci贸n; estas 煤ltimas han sido las menos utilizadas en los videojuegos tipo MOBA. Por ello, el presente trabajo de investigaci贸n 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 t茅cnica de optimizaci贸n para la generaci贸n de recomendaciones. En la arquitectura propuesta, el agente percibe su ambiente con la informaci贸n disponible en el API del videojuego League of Legends -uno de los MOBA mas populares actualmente-. Tal informaci贸n es interpretada por una Regresi贸n Log铆stica que durante las etapas tempranas del juego demostr贸 tener una precisi贸n alrededor de 0.975. A su vez, la t茅cnica de optimizaci贸n seleccionada para generar la sugerencia fue GRASP; en promedio cada sugerencia es generada en 0.36 segundos, estas sugerencias durante la experimentaci贸n 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鈥檚 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.Mag铆ster en Inteligencia ArtificialMaestr铆
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