在RTS游戏中描述团队成败的知识发现

Pu Yang, D. Roberts
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引用次数: 9

摘要

在团队游戏中进行赛后分析时,我们很难直接从游戏日志中判断团队成员的角色属性发展是否成功。此外,很难弄清楚一个团队成员的表现如何影响另一个团队成员的表现。本文提出了一种基于数据驱动的团队游戏中成功团队成员性格属性发展模式自动发现方法。我们首先用信息性属性的时间序列来表示团队成员性格属性的发展。然后,我们使用聚类和线性回归找到区分快速和缓慢属性增长率的阈值。通过与阈值进行比较,我们创建了一组分类属性增长率。如果增长率大于阈值,则归类为快速增长率;如果增长率低于阈值,则将其归类为低增长率。在得到分类属性增长率集合后,在该集合上构造决策树。最后,我们用描述团队成员性格属性增长率的规则来描述团队成功的模式。我们在三个真实的游戏上对我们的方法进行了评估:DotA,1魔兽争霸III,2和星际争霸II.3对实验结果的标准机器学习风格评估表明,发现的模式与成功的团队策略高度相关,并且在新游戏日志上测试时平均达到86%的预测准确率。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Knowledge discovery for characterizing team success or failure in (A)RTS games
When doing post-competition analysis in team games, it can be hard to figure out if a team members' character attribute development has been successful directly from game logs. Additionally, it can also be hard to figure out how the performance of one team member affects the performance of another. In this paper, we present a data-driven method for automatically discovering patterns in successful team members' character attribute development in team games. We first represent team members' character attribute development using time series of informative attributes. We then find the thresholds to separate fast and slow attribute growth rates using clustering and linear regression. We create a set of categorical attribute growth rates by comparing against the thresholds. If the growth rate is greater than the threshold it is categorized as fast growth rate; if the growth rate is less than the threshold it is categorized as slow growth rate. After obtaining the set of categorical attribute growth rates, we build a decision tree on the set. Finally, we characterize the patterns of team success in terms of rules which describe team members' character attribute growth rates. We present an evaluation of our methodology on three real games: DotA,1 Warcraft III,2 and Starcraft II.3 A standard machine-learning-style evaluation of the experimental results shows the discovered patterns are highly related to successful team strategies and achieve an average 86% prediction accuracy when testing on new game logs.
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