Skip to main content

WPQA: A Gaming Support System Based on Machine Learning and Knowledge Graph

  • Conference paper
  • First Online:
Semantic Technology (JIST 2019)

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 1157))

Included in the following conference series:

Abstract

Honor of Kings is a multiplayer online battle arena game in which two teams fight with each other with five players controlling five different heroes on each side. By 2017, Honor of Kings has over 80 million daily active players and 200 million monthly active players and was both the world’s most popular and highest-grossing game of all time as well as the most downloaded gaming app globally. In this paper, we will introduce a prediction model based on a machine learning algorithm to forecast the victory of Honor of Kings 5V5 game by considering the heroes formation on each side using a gaming history dataset.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Honor of Kings official website. https://pvp.qq.com/. Accessed 10 Oct 2019

  2. Conley, K., Perry, D.: How does he saw me? A recommendation engine for picking heroes in DotA 2. Np, and Web 7 (2013)

    Google Scholar 

  3. Kalyanaraman, K: To win or not to win? A prediction model to determine the outcome of a DotA2 match. Technical report, University of California San Diego (2014)

    Google Scholar 

  4. Semenov, A., Romov, P., Korolev, S., Yashkov, D., Neklyudov, K.: Performance of machine learning algorithms in predicting game outcome from drafts in DotA 2. In: Ignatov, D., et al. (eds.) AIST 2016. CCIS, vol. 661, pp. 26–37. Springer, Cham (2016). https://doi.org/10.1007/978-3-319-52920-2_3

    Chapter  Google Scholar 

  5. Wang, K., Shang, W.: Outcome prediction of DOTA2 based on Naïve Bayes classifier. In: 2017 IEEE/ACIS 16th International Conference on Computer and Information Science (ICIS), pp. 591–593. IEEE (2017)

    Google Scholar 

  6. Song, K., Zhang, T., Ma, C.: Predicting the winning side of DotA2. Technical report, Stanford University (2015)

    Google Scholar 

  7. Drachen, A., Yancey, M., Klabajan, D., et al.: Skill-based differences in spatio-temporal team behaviour in defense of the Ancients 2 (DotA 2). In: 2014 IEEE Games Media Entertainment, pp. 1–8. IEEE (2014)

    Google Scholar 

  8. Semenov, A., et al. Applications of machine learning in DotA2: literature review and practical knowledge sharing. In: MLSA@ PKDD/ECML (2016)

    Google Scholar 

  9. Kinkade, N., Jolla, L., Lim, K.: DotA 2 win prediction. Technical report, University of California San Diego (2015)

    Google Scholar 

  10. Agarwala, A., Pearce, M.: Learning DotA 2 team compositions. Technical report, Stanford University (2014)

    Google Scholar 

Download references

Acknowledgments

The work was supported by Key Technologies Research and Development Program of China (2017YFC0405805-04) and Basal Research Fund of China (2018B57614).

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Yan Tang .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2020 Springer Nature Singapore Pte Ltd.

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Wang, L., Tang, Y., Liu, J. (2020). WPQA: A Gaming Support System Based on Machine Learning and Knowledge Graph. In: Wang, X., Lisi, F., Xiao, G., Botoeva, E. (eds) Semantic Technology. JIST 2019. Communications in Computer and Information Science, vol 1157. Springer, Singapore. https://doi.org/10.1007/978-981-15-3412-6_19

Download citation

  • DOI: https://doi.org/10.1007/978-981-15-3412-6_19

  • Published:

  • Publisher Name: Springer, Singapore

  • Print ISBN: 978-981-15-3411-9

  • Online ISBN: 978-981-15-3412-6

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics