挖掘竞争性电子游戏的轨迹

François Rioult , Jean-Philippe Métivier , Boris Helleu , Nicolas Scelles , Christophe Durand
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引用次数: 60

摘要

电子游戏的发展和专业化需要分析玩家和团队的实践,他们的战术和战略的工具。这些游戏非常受欢迎,从本质上讲,它们提供了许多我们在团队玩法方面分析的轨迹。我们研究了《Defense of the Ancients》(DotA),这是一款多人在线竞技游戏(MOBA),两支队伍在类似于橄榄球或美式足球的游戏中战斗。通过拓扑度量——玩家描述的多边形面积、惯性、直径、到基地的距离——这些与游戏的确切性质无关,我们表明比赛的结果可以相关地预测。挖掘电子竞技的轨迹开启了人们对进一步应用这些工具来分析实时运动的兴趣。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Mining Tracks of Competitive Video Games

The development and professionalization of a video game requires tools for analyzing the practice of the players and teams, their tactics and strategies. These games are very popular and by nature numerical, they provide many tracks that we analyzed in terms of team play. We studied Defense of the Ancients (DotA), a Multiplayer Online Battle Arena (MOBA), where two teams battle in a game very similar to rugby or American football. Through topological measures – area of polygon described by the players, inertia, diameter, distance to the base – that are independent of the exact nature of the game, we show that the outcome of the match can be relevantly predicted. Mining e-sport's tracks is opening interest in further application of these tools for analyzing real time sport.

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