TY - GEN
T1 - Winning Tracker
T2 - 31st ACM Web Conference, WWW 2022
AU - Zhao, Chuang
AU - Zhao, Hongke
AU - Ge, Yong
AU - Wu, Runze
AU - Shen, Xudong
N1 - Publisher Copyright:
© 2022 ACM.
PY - 2022/4/25
Y1 - 2022/4/25
N2 - With an increasing popularity, Multiplayer Online Battle Arena (MOBA) games where two opposing teams compete against each other, have played a major role in E-sports tournaments. Among game analysis, real-time winning prediction is an important but challenging problem, which is mainly due to the complicated coupling of the overall Confrontation1, the excessive noise of the player's Movement, and unclear optimization goals. Existing research is difficult to solve this problem in a dynamic, comprehensive and systematic way. In this study, we design a unified framework, namely Winning Tracker (WT), for solving this problem. Specifically, offense and defense extractors are developed to extract the Confrontation of both sides. A well-designed trajectory representation algorithm is applied to extracting individual's Movement information. Moreover, we design a hierarchical attention mechanism to capture team-level strategies and facilitate the interpretability of the framework. To optimize accurately, we adopt a multi-task learning method to design short-term and long-term goals, which are used to represent immediate state and make end-state prediction respectively. Intensive experiments on a real-world data set demonstrate that our proposed method WT outperforms state-of-the-art algorithms. Furthermore, our work has been practically deployed in real MOBA games, and provided case studies reflecting its outstanding commercial value.
AB - With an increasing popularity, Multiplayer Online Battle Arena (MOBA) games where two opposing teams compete against each other, have played a major role in E-sports tournaments. Among game analysis, real-time winning prediction is an important but challenging problem, which is mainly due to the complicated coupling of the overall Confrontation1, the excessive noise of the player's Movement, and unclear optimization goals. Existing research is difficult to solve this problem in a dynamic, comprehensive and systematic way. In this study, we design a unified framework, namely Winning Tracker (WT), for solving this problem. Specifically, offense and defense extractors are developed to extract the Confrontation of both sides. A well-designed trajectory representation algorithm is applied to extracting individual's Movement information. Moreover, we design a hierarchical attention mechanism to capture team-level strategies and facilitate the interpretability of the framework. To optimize accurately, we adopt a multi-task learning method to design short-term and long-term goals, which are used to represent immediate state and make end-state prediction respectively. Intensive experiments on a real-world data set demonstrate that our proposed method WT outperforms state-of-the-art algorithms. Furthermore, our work has been practically deployed in real MOBA games, and provided case studies reflecting its outstanding commercial value.
KW - Multi-task Learning
KW - Online Games
KW - Winning Prediction
UR - http://www.scopus.com/inward/record.url?scp=85129788001&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85129788001&partnerID=8YFLogxK
U2 - 10.1145/3485447.3512274
DO - 10.1145/3485447.3512274
M3 - Conference contribution
AN - SCOPUS:85129788001
T3 - WWW 2022 - Proceedings of the ACM Web Conference 2022
SP - 3387
EP - 3395
BT - WWW 2022 - Proceedings of the ACM Web Conference 2022
PB - Association for Computing Machinery, Inc
Y2 - 25 April 2022 through 29 April 2022
ER -