改进了多人在线竞技游戏的平衡性

IF 0.3 Q4 COMPUTER SCIENCE, THEORY & METHODS
Chailong Huang, S. Bruda
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引用次数: 0

摘要

多人在线竞技游戏(MOBA)是一种玩家间竞争的热门游戏类型。由于高度的复杂性,平衡是确保公平竞争环境的最重要因素。实现动态数据平衡的常用方法是不断更新。寻找不平衡因素的传统方法主要是基于专业比赛,所有游戏中的一小部分,并且不是实时的。采用聚类分析、神经网络和小规模数据采集为样本,开发了基于大数据的DOTA2评价系统。然后我们在Elo评分系统的基础上提供理想的匹配系统和评价系统,鼓励玩家尝试更多不同的英雄,使游戏环境多样化,提供更多的数据,使评价系统形成良性循环。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Improved balance in multiplayer online battle arena games
Abstract The Multiplayer Online Battle Arena (MOBA) game is a popular type for its competition between players. Due to the high complexity, balance is the most important factor to secure a fair competitive environment. The common way to achieve dynamic data balance is by constant updates. The traditional method of finding unbalanced factors is mostly based on professional tournaments, a small minority of all the games and not real time. We develop an evaluation system for the DOTA2 based on big data with clustering analysis, neural networks, and a small-scale data collection as a sample. We then provide an ideal matching system based on the Elo rating system and an evaluation system to encourage players to try more different heroes for a diversified game environment and more data supply, which makes for a virtuous circle in the evaluation system.
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来源期刊
Acta Universitatis Sapientiae Informatica
Acta Universitatis Sapientiae Informatica COMPUTER SCIENCE, THEORY & METHODS-
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