A Deep Learning Supported Sequential Recommendation Mechanism for Ban-Pick in MOBA Games

Yihong Shen, Jing Zhou, Weiguo Lin, Zhebin Feng
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Abstract

Existing research on MOBA (Multiplayer Online Battle Arena) games focuses mainly on the composition of a lineup being formed during ban-pick, a process designed for selecting champions in a fixed temporal order before the game starts. Although it is apparent that the order by which the lineup is formed may have a crucial impact on the results of the entire game, current research has given little attention to the temporal order thanks to insufficient labeled data required for such exploration. We planned to investigate the potential consequence of taking account of such an order during lineup formation. To this end, we collected data from open-source platforms and attached temporal information to these data. Moreover, we designed a sequential recommendation mechanism of champions for ban-pick. Our recommender was enhanced by drawing on NLP techniques, Bi-LSTM models and knowledge graph. It is shown by our experimental results that the proposed recommendation mechanism is effective in terms of both the coverage rate of champions and user satisfaction.
基于深度学习的MOBA游戏Ban-Pick顺序推荐机制
关于MOBA(多人在线竞技)游戏的现有研究主要集中在ban-pick过程中形成的阵容组成,ban-pick是在游戏开始前以固定的时间顺序选择champion的过程。虽然很明显,阵容形成的顺序可能对整个比赛的结果产生至关重要的影响,但由于这种探索所需的标记数据不足,目前的研究很少关注时间顺序。我们计划调查在阵容形成过程中考虑到这种顺序的潜在后果。为此,我们从开源平台收集数据,并将时间信息附加到这些数据中。此外,我们还设计了ban-pick冠军的顺序推荐机制。我们利用NLP技术、Bi-LSTM模型和知识图来增强我们的推荐器。实验结果表明,本文提出的推荐机制在冠军覆盖率和用户满意度两方面都是有效的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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