Beyond the Meta: Leveraging Game Design Parameters for Patch-Agnostic Esport Analitics

Alan Pedrassoli Chitayat, Florian Block, James Walker, Anders Drachen
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Abstract

Esport games comprise a sizeable fraction of the global games market, and is the fastest growing segment in games. This has given rise to the domain of esports analytics, which uses telemetry data from games to inform players, coaches, broadcasters and other stakeholders. Compared to traditional sports, esport titles change rapidly, in terms of mechanics as well as rules. Due to these frequent changes to the parameters of the game, esport analytics models can have a short life-spam, a problem which is largely ignored within the literature. This paper extracts information from game design (i.e. patch notes) and utilises clustering techniques to propose a new form of character representation. As a case study, a neural network model is trained to predict the number of kills in a Dota 2 match utilising this novel character representation technique. The performance of this model is then evaluated against two distinct baselines, including conventional techniques. Not only did the model significantly outperform the baselines in terms of accuracy (85% AUC), but the model also maintains the accuracy in two newer iterations of the game that introduced one new character and a brand new character type. These changes introduced to the design of the game would typically break conventional techniques that are commonly used within the literature. Therefore, the proposed methodology for representing characters can increase the life-spam of machine learning models as well as contribute to a higher performance when compared to traditional techniques typically employed within the literature.
超越元:利用游戏设计参数进行补丁不可知的电子竞技分析
电子竞技游戏在全球游戏市场中占有相当大的份额,并且是游戏中增长最快的部分。这就催生了电子竞技分析领域,该领域使用来自游戏的遥测数据来告知玩家、教练、转播商和其他利益相关者。与传统体育相比,电子竞技游戏在机制和规则方面变化迅速。由于游戏参数的频繁变化,电子竞技分析模型的寿命可能很短,这是一个在文献中被忽视的问题。本文从游戏设计(如补丁说明)中提取信息,并利用聚类技术提出一种新的角色表示形式。作为一个案例研究,我们训练了一个神经网络模型,利用这种新颖的角色表示技术来预测Dota 2比赛中的击杀次数。然后根据两个不同的基线(包括传统技术)对该模型的性能进行评估。该模型不仅在准确率方面明显优于基线(85% AUC),而且在引入一个新角色和一个全新角色类型的两个较新的游戏迭代中,该模型也保持了准确性。这些引入游戏设计的改变通常会打破文学作品中常用的传统技术。因此,与文献中通常使用的传统技术相比,所提出的表示字符的方法可以增加机器学习模型的寿命,并有助于提高性能。
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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