Knowledge enhanced graph contrastive learning for match outcome prediction

IF 6.9 1区 管理学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS Information Processing & Management Pub Date : 2025-05-01 Epub Date: 2024-12-12 DOI:10.1016/j.ipm.2024.104010
Junji Jiang , Likang Wu , Zhipeng Hu , Runze Wu , Xudong Shen , Hongke Zhao
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Abstract

With the booming popularity, Multiplayer Online Battle Arena (MOBA) Game has become one of the mainstream games, in which players are divided into two teams, and the goal is to destroy the base of the opponent. Accurate prediction of the match outcome enables the operators to improve the players’ game experience through balance matching. However, existing methods usually model the players’ combat effectiveness based on the profile data, neglecting the evolution of proficiency of different heroes and their performance against different opponents. To model the evolution of players’ abilities, we propose the Knowledge Enhanced Graph Contrastive Learning (KEGC) framework that reinforces the predictor with the information of the knowledge graph and match sequence graphs. Specifically, we construct a knowledge graph that reflects the static system information on the cooperation and confrontation of heroes by game developers. Meanwhile, the match sequence of each player is converted into a sequence graph for representing dynamic ability, which builds edges in similar matches to capture player skills evolution. Further, we propose a coupled contrastive training framework to adaptively fuse the information from the static and dynamic views. Considering the uncertainty of players’ performance in different games, the conditional variational mechanism is introduced to KEGC. Besides, we also adopt the auxiliary task, i.e., the match balance, and design the joint loss function to suppress the noise in the training data. Extensive experiments on two real-world datasets from well-known MOBA games demonstrate the superiority of KEGC compared to the state-of-the-art methods.
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面向比赛结果预测的知识增强图对比学习
多人在线竞技游戏(MOBA)随着游戏的蓬勃发展,已经成为主流游戏之一。在这种游戏中,玩家分为两队,目标是摧毁对手的基地。对比赛结果的准确预测,使运营商能够通过平衡匹配来提高玩家的游戏体验。然而,现有的方法通常是基于个人数据来建立玩家的战斗力模型,而忽略了不同英雄的熟练度演变以及他们对不同对手的表现。为了模拟球员能力的演变,我们提出了知识增强图对比学习(KEGC)框架,该框架利用知识图和匹配序列图的信息来强化预测器。具体来说,我们构建了一个知识图,反映了游戏开发者关于英雄合作和对抗的静态系统信息。同时,将每个玩家的匹配序列转换成表示动态能力的序列图,在相似的匹配中构建边缘来捕捉玩家的技能演变。此外,我们提出了一个耦合的对比训练框架来自适应地融合来自静态和动态视图的信息。考虑到玩家在不同博弈中表现的不确定性,将条件变分机制引入KEGC。此外,我们还采用了辅助任务匹配平衡,并设计了联合损失函数来抑制训练数据中的噪声。在两个来自知名MOBA游戏的真实数据集上进行的大量实验表明,与最先进的方法相比,KEGC具有优势。
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来源期刊
Information Processing & Management
Information Processing & Management 工程技术-计算机:信息系统
CiteScore
17.00
自引率
11.60%
发文量
276
审稿时长
39 days
期刊介绍: Information Processing and Management is dedicated to publishing cutting-edge original research at the convergence of computing and information science. Our scope encompasses theory, methods, and applications across various domains, including advertising, business, health, information science, information technology marketing, and social computing. We aim to cater to the interests of both primary researchers and practitioners by offering an effective platform for the timely dissemination of advanced and topical issues in this interdisciplinary field. The journal places particular emphasis on original research articles, research survey articles, research method articles, and articles addressing critical applications of research. Join us in advancing knowledge and innovation at the intersection of computing and information science.
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