ABSTRACT
In Multiplayer Online Battle Arena (MOBA) games, teams of players compete in combat to complete an objective and defeat the opposing team. To stay alive, players must closely monitor their character's status, especially remaining health. Understanding how health may change in the near future can be vital in determining what tactics a player may use. We analyzed replay logs of the game Defense of the Ancients 2 (DotA 2) to discover methods to predict how players' health evolves over time. For DotA 2, our results suggest that forecasting changes in a player's health can be done by viewing gameplay as two separate processes: normal gameplay flow in which changes in health are smaller and more regular, and less frequent but higher-impact events in which players experience larger changes in their health, such as team battles. We accomplished this by considering health data as two separate, but interleaved, time series in which separate processes govern low magnitude changes in health from high magnitude changes. In this paper, we present a value-split approach to predicting changes in health and describe the results of our approach using autoregressive moving-average models for low magnitude health changes and a combination of statistical models for the larger changes.
- George EP Box, Gwilym M Jenkins, Gregory C Reinsel, and Greta M Ljung. 2015. Time series analysis: forecasting and control. John Wiley & Sons.Google Scholar
- David R Cox. 1958. The regression analysis of binary sequences. Journal of the Royal Statistical Society Series B (Methodological) (1958), 215--242.Google Scholar
- Ethan W Dereszynski, Jesse Hostetler, Alan Fern, Thomas G Dietterich, Thao-Trang Hoang, and Mark Udarbe. 2011. Learning Probabilistic Behavior Models in Real-Time Strategy Games.. In AIIDE.Google Scholar
- Anders Drachen, Matthew Yancey, John Maguire, Derrek Chu, Iris Yuhui Wang, Tobias Mahlmann, Matthias Schubert, and Diego Klabajan. 2014. Skill-based differences in spatio-temporal team behaviour in defence of the ancients 2 (dota 2). In Games media entertainment (GEM), 2014 IEEE. IEEE, 1--8.Google Scholar
- Graham Kurtis Stephen Erickson and Michael Buro. 2014. Global State Evaluation in StarCraft.. In AIIDE.Google Scholar
- G Gardner, Andrew C Harvey, and Garry DA Phillips. 1980. Algorithm AS 154: An algorithm for exact maximum likelihood estimation of autoregressive-moving average models by means of Kalman filtering. Journal of the Royal Statistical Society. Series C (Applied Statistics) 29, 3 (1980), 311--322.Google ScholarCross Ref
- Nataliia Pobiedina, Julia Neidhardt, Maria del Carmen Calatrava Moreno, and Hannes Werthner. 2013. Ranking factors of team success. In Proceedings of the 22nd International Conference on World Wide Web. ACM, 1185--1194. Google ScholarDigital Library
- François Rioult, Jean-Philippe Métivier, Boris Helleu, Nicolas Scelles, and Christophe Durand. 2014. Mining tracks of competitive video games. AASRI Procedia 8 (2014), 82--87. Google Scholar
- Gabriel Synnaeve and Pierre Bessiere. 2011. A bayesian model for opening prediction in rts games with application to starcraft. In Computational Intelligence and Games (CIG), 2011 IEEE Conference on. IEEE, 281--288.Google ScholarCross Ref
- Pu Yang, Brent E Harrison, and David L Roberts. 2014. Identifying patterns in combat that are predictive of success in MOBA games.. In FDG.Google Scholar
Index Terms
- Predicting future states in DotA 2 using value-split models of time series attribute data
Recommendations
Dota 2 teaser
SIGGRAPH '12: ACM SIGGRAPH 2012 Computer Animation FestivalDota 2 is a multiplayer action game that pits players against each other as heroes fighting for control of a fantasy battlefield. On the surface, the game is marked by mayhem and magic. It is a deep and complex game that rewards players with endless ...
Player retention in league of legends: a study using survival analysis
ACSW '18: Proceedings of the Australasian Computer Science Week MulticonferenceMulti-player online esports games are designed for extended durations of play, requiring substantial experience to master. Furthermore, esports game revenues are increasingly driven by in-game purchases. For esports companies, the trends in players ...
Difficulty influence on motivation over time in video games using survival analysis
FDG '17: Proceedings of the 12th International Conference on the Foundations of Digital GamesIn this paper, we study the link between difficulty and player's motivation in two games developed by Ubisoft®: Rayman®Legends and Tom Clancy's The Division®. We describe a method to estimate players' difficulty over time and link it's time varying ...
Comments