基于目标检测的MOBA游戏视频实时玩家跟踪框架

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Dae-Wook Kim;Sung-Yun Park;Seong-Il Yang;Sang-Kwang Lee
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引用次数: 0

摘要

多人在线竞技游戏(MOBA)在电子竞技领域拥有最多的受众,因此针对MOBA游戏进行了广泛的电子竞技分析研究。然而,由于开放访问数据或应用程序编程接口(API)的可用性有限,大多数研究都集中在dota2上,无法轻易扩展到其他MOBA游戏。在这篇文章中,我们提出了一个新的框架,它通过对象检测直接从英雄联盟(LoL)的游戏屏幕中彻底改变了实时玩家轨迹提取。为了减轻对api的依赖,所提出的框架包括一个过程,该过程生成合成图像作为目标检测的训练数据,从小地图中检测游戏角色的位置,并考虑时间关系以确保在遮挡下获得稳定的轨迹。为了评估目的,我们从LoL回放中生成真实数据,并引入遮挡容限的概念。本文从轨迹提取精度、遮挡公差、合成图像元素的重要性、逐类检测精度和处理时间等方面对框架进行了评价和分析。我们的框架为电子竞技分析开辟了新的途径。我们设想它有可能扩展到其他缺乏api的游戏,只要它们有一个显示游戏角色的小地图。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Real-Time Player Tracking Framework on MOBA Game Video Through Object Detection
The multiplayer online battle arena (MOBA) genre boasts the largest audience in esports, leading to extensive research in esports analysis targeting MOBA games. However, due to the limited availability of openly accessible data or application programming interface (API), most research has been focused on Dota 2 and cannot be easily extended to other MOBA games. In this article, we present a novel framework that revolutionizes real-time player trajectory extraction directly from the game screen of League of Legends (LoL) through object detection. To mitigate reliance on APIs, the proposed framework includes a process that generates synthetic images as training data for object detection, detects the positions of the game characters from the minimap, and considers temporal relationships to ensure stable trajectory acquisition against occlusion. For evaluation purposes, we generate ground truth data from LoL replays and introduce the concept of occlusion tolerance. Our proposed framework undergoes evaluation and analysis in terms of trajectory extraction accuracy with occlusion tolerance, the significance of synthetic image elements, class-by-class detection accuracy, and processing time. Our framework opens new avenues for esports analysis. We envision its potential extension to other games lacking APIs, provided that they feature a minimap displaying game characters.
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来源期刊
IEEE Transactions on Games
IEEE Transactions on Games Engineering-Electrical and Electronic Engineering
CiteScore
4.60
自引率
8.70%
发文量
87
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