Outcome prediction of DOTA2 using machine learning methods

Nanzhi Wang, Lin Li, Linlong Xiao, Guocai Yang, Yue Zhou
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引用次数: 22

Abstract

With the wide spreading of network and capital inflows, Electronic Sport (ES) is developing rapidly in recent years and has become a competitive sport that cannot be ignored. Compared with traditional sports, the data of this industry is large in size and has the characteristics of easy-accessing and normalization. Based on these, data mining and machine learning methods can be applied to improve players' skills and help players make strategies. In this paper, a new approach predicting the outcome of an electronic sport DOTA2 was proposed. In earlier studies, the heroes' draft of a team was represented by unit vectors or its evolution, so the complex interactions among heroes were not captured. In our approach, the outcome prediction was performed in two steps. In the first step, Heroes in DOTA2 were quantified from 17 aspects in a more accurate way. In the second step, we proposed a new method to represent a heroes' draft. A priority table of 113 heroes was created based on the prior knowledge to support this method. The evaluation indexes of several machine learning methods on this task have been compared and analyzed in this paper. Experimental results demonstrate that our method was more effective and accurate than previous methods.
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基于机器学习方法的DOTA2结果预测
随着网络的广泛普及和资本的流入,电子竞技运动近年来发展迅速,已成为一项不容忽视的竞技体育项目。与传统体育相比,该行业的数据规模大,且具有易于获取和规范化的特点。在此基础上,可以应用数据挖掘和机器学习方法来提高玩家的技能并帮助玩家制定策略。本文提出了一种预测电子竞技DOTA2比赛结果的新方法。在早期的研究中,团队英雄的草稿是用单位向量或其演化来表示的,因此没有捕捉到英雄之间复杂的相互作用。在我们的方法中,结果预测分两步进行。第一步,从17个方面对DOTA2中的英雄进行更准确的量化。第二步,我们提出了一种新的英雄草稿表示方法。为了支持这种方法,我们基于先验知识创建了一个包含113个英雄的优先级表。本文对几种机器学习方法对该任务的评价指标进行了比较和分析。实验结果表明,该方法比以往的方法更有效、更准确。
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