用动画地图分析玩家表现

Tiago Gonçalves, Pedro Vieira, A. Afonso, M. B. Carmo, Tiago Moucho
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引用次数: 10

摘要

在过去的几年里,随着遥测技术的日益普及,从电子游戏中提取数据变得更加容易和可靠。在众多类型的电子游戏中,多人在线竞技游戏(moba)是最受欢迎的游戏之一,因此,对游戏事件的分析受到了玩家、观众、教练和分析师的关注,以评估玩家的表现。这些数据可以是玩家的位置,也可以是更具体的事件,比如玩家死亡的位置。我们的主要目标是更好地理解哪种技术更适合处理这种与电子游戏中的玩家表现分析相关的时空信息数据的可视化。本文提出了一项用户研究来评估动画地图的充分性,以及玩家在使用时空数据分析玩家表现时所遵循的分析策略。为了支持用户研究,我们开发了visualague原型,用于可视化MOBA游戏《英雄联盟》比赛中的玩家轨迹和事件。结果支持在这种情况下使用动画地图技术向用户传达信息的充分性。此外,他们还指出了玩家表现分析数据的时空成分的高度重要性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Analysing Player Performance with Animated Maps
Over the last years, with the increasing use of telemetry techniques, the extraction of data from video games became a much easier and reliable task. Among many types of video games, MOBAs (Multiplayer Online Battle Arena) are one of the most widely played and, consequently, the analysis of game events has received attention of players, spectators, coaches and analysts to assess the performance of players. This data can range from players' position, to more specific events, such as, the position of a player's death. Our main goal is to get a better understanding of which techniques are more adequate to handle the visualization of this type of spatio-temporal information data, associated to player performance analysis in video games. This paper addresses this problem presenting a user study to evaluate the adequacy of animated maps and the analytical strategies followed by players when using spatio-temporal data to analyse player performance. To support the user study, we developed the VisuaLeague prototype for the visualization of in-game player trajectories and events during a match in the MOBA game League of Legends. The results support the adequacy of using the animated maps technique to convey information to users in this context. Moreover, they also point out towards a high degree of importance given to the spatio-temporal components of the data for player performance analysis.
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