Related papers: Action2Score: An Embedding Approach To Score Playe…
MOBA games, e.g., Honor of Kings, League of Legends, and Dota 2, pose grand challenges to AI systems such as multi-agent, enormous state-action space, complex action control, etc. Developing AI for playing MOBA games has raised much…
Automated vision-based score estimation models can be used as an alternate opinion to avoid judgment bias. In the past works the score estimation models were learned by regressing the video representations to the ground truth score provided…
This paper presents a framework for learning player embeddings in competitive games and events. Players and their win-loss relationships are modeled as a skill gap graph, which is an undirected weighted graph. The player embeddings are…
Real Time Strategy (RTS) games require macro strategies as well as micro strategies to obtain satisfactory performance since it has large state space, action space, and hidden information. This paper presents a novel hierarchical…
Individual behavior and decisions are substantially influenced by their contexts, such as location, environment, and time. Changes along these dimensions can be readily observed in Multiplayer Online Battle Arena games (MOBA), where players…
ELO rating system is proposed by Arpad Elo, a Hungarian-American physics professor. Originally, it was proposed for the ranking system of chess players, but it was soon adapted to many other zero-sum sports fields like football, baseball,…
We study the reinforcement learning problem of complex action control in the Multi-player Online Battle Arena (MOBA) 1v1 games. This problem involves far more complicated state and action spaces than those of traditional 1v1 games, such as…
The multiplayer online battle arena (MOBA) games have become increasingly popular in recent years. Consequently, many efforts have been devoted to providing pre-game or in-game predictions for them. However, these works are limited in the…
League of Legends (LoL) is the most widely played multiplayer online battle arena (MOBA) game in the world. An important aspect of LoL is competitive ranked play, which utilizes a skill-based matchmaking system to form fair teams. However,…
League of Legends (LoL) has been a dominant esport for a decade, yet the inherent complexity of the game has stymied the creation of analytical measures of player skill and performance. Current industry standards are limited to…
Recently, many researchers have made successful progress in building the AI systems for MOBA-game-playing with deep reinforcement learning, such as on Dota 2 and Honor of Kings. Even though these AI systems have achieved or even exceeded…
Cooperation is a fundamental social mechanism, whose effects on human performance have been investigated in several environments. Online games are modern-days natural settings in which cooperation strongly affects human behavior. Every day,…
A variety of machine learning models have been proposed to assess the performance of players in professional sports. However, they have only a limited ability to model how player performance depends on the game context. This paper proposes…
In this paper, we propose a confidence-calibration method for predicting the winner of a famous multiplayer online battle arena (MOBA) game, League of Legends. In MOBA games, the dataset may contain a large amount of input-dependent noise;…
Modeling the strategic behavior of agents in a real-world multi-agent system using existing state-of-the-art computational game-theoretic tools can be a daunting task, especially when only the actions taken by the agents can be observed.…
The next challenge of game AI lies in Real Time Strategy (RTS) games. RTS games provide partially observable gaming environments, where agents interact with one another in an action space much larger than that of GO. Mastering RTS games…
Esports has emerged as a popular genre for players as well as spectators, supporting a global entertainment industry. Esports analytics has evolved to address the requirement for data-driven feedback, and is focused on cyber-athlete…
Score following is the process of tracking a musical performance (audio) with respect to a known symbolic representation (a score). We start this paper by formulating score following as a multimodal Markov Decision Process, the mathematical…
Multiplayer Online Battle Arena (MOBA) games have received increasing worldwide popularity recently. In such games, players compete in teams against each other by controlling selected game avatars, each of which is designed with different…
In the sports of soccer, hockey and basketball the most commonly used statistics for player performance assessment are divided into two categories: offensive statistics and defensive statistics. However, qualitative assessments of…