ترغب بنشر مسار تعليمي؟ اضغط هنا

MOBA-Slice: A Time Slice Based Evaluation Framework of Relative Advantage between Teams in MOBA Games

68   0   0.0 ( 0 )
 نشر من قبل Lijun Yu
 تاريخ النشر 2018
  مجال البحث الهندسة المعلوماتية
والبحث باللغة English




اسأل ChatGPT حول البحث

Multiplayer Online Battle Arena (MOBA) is currently one of the most popular genres of digital games around the world. The domain of knowledge contained in these complicated games is large. It is hard for humans and algorithms to evaluate the real-time game situation or predict the game result. In this paper, we introduce MOBA-Slice, a time slice based evaluation framework of relative advantage between teams in MOBA games. MOBA-Slice is a quantitative evaluation method based on learning, similar to the value network of AlphaGo. It establishes a foundation for further MOBA related research including AI development. In MOBA-Slice, with an analysis of the deciding factors of MOBA game results, we design a neural network model to fit our discounted evaluation function. Then we apply MOBA-Slice to Defense of the Ancients 2 (DotA2), a typical and popular MOBA game. Experiments on a large number of match replays show that our model works well on arbitrary matches. MOBA-Slice not only has an accuracy 3.7% higher than DotA Plus Assistant at result prediction, but also supports the prediction of the remaining time of the game, and then realizes the evaluation of relative advantage between teams.



قيم البحث

اقرأ أيضاً

Real Time Strategy (RTS) games require macro strategies as well as micro strategies to obtain satisfactory performance since it has large state space, action space, and hidden information. This paper presents a novel hierarchical reinforcement learni ng model for mastering Multiplayer Online Battle Arena (MOBA) games, a sub-genre of RTS games. The novelty of this work are: (1) proposing a hierarchical framework, where agents execute macro strategies by imitation learning and carry out micromanipulations through reinforcement learning, (2) developing a simple self-learning method to get better sample efficiency for training, and (3) designing a dense reward function for multi-agent cooperation in the absence of game engine or Application Programming Interface (API). Finally, various experiments have been performed to validate the superior performance of the proposed method over other state-of-the-art reinforcement learning algorithms. Agent successfully learns to combat and defeat bronze-level built-in AI with 100% win rate, and experiments show that our method can create a competitive multi-agent for a kind of mobile MOBA game {it King of Glory} in 5v5 mode.
We have been witnessing the usefulness of conversational AI systems such as Siri and Alexa, directly impacting our daily lives. These systems normally rely on machine learning models evolving over time to provide quality user experience. However, the development and improvement of the models are challenging because they need to support both high (head) and low (tail) usage scenarios, requiring fine-grained modeling strategies for specific data subsets or slices. In this paper, we explore the recent concept of slice-based learning (SBL) (Chen et al., 2019) to improve our baseline conversational skill routing system on the tail yet critical query traffic. We first define a set of labeling functions to generate weak supervision data for the tail intents. We then extend the baseline model towards a slice-aware architecture, which monitors and improves the model performance on the selected tail intents. Applied to de-identified live traffic from a commercial conversational AI system, our experiments show that the slice-aware model is beneficial in improving model performance for the tail intents while maintaining the overall performance.
Hero drafting is essential in MOBA game playing as it builds the team of each side and directly affects the match outcome. State-of-the-art drafting methods fail to consider: 1) drafting efficiency when the hero pool is expanded; 2) the multi-round n ature of a MOBA 5v5 match series, i.e., two teams play best-of-N and the same hero is only allowed to be drafted once throughout the series. In this paper, we formulate the drafting process as a multi-round combinatorial game and propose a novel drafting algorithm based on neural networks and Monte-Carlo tree search, named JueWuDraft. Specifically, we design a long-term value estimation mechanism to handle the best-of-N drafting case. Taking Honor of Kings, one of the most popular MOBA games at present, as a running case, we demonstrate the practicality and effectiveness of JueWuDraft when compared to state-of-the-art drafting methods.
Inference in continuous label Markov random fields is a challenging task. We use particle belief propagation (PBP) for solving the inference problem in continuous label space. Sampling particles from the belief distribution is typically done by using Metropolis-Hastings Markov chain Monte Carlo methods which involves sampling from a proposal distribution. This proposal distribution has to be carefully designed depending on the particular model and input data to achieve fast convergence. We propose to avoid dependence on a proposal distribution by introducing a slice sampling based PBP algorithm. The proposed approach shows superior convergence performance on an image denoising toy example. Our findings are validated on a challenging relational 2D feature tracking application.
Many CT slice images are stored with large slice intervals to reduce storage size in clinical practice. This leads to low resolution perpendicular to the slice images (i.e., z-axis), which is insufficient for 3D visualization or image analysis. In th is paper, we present a novel architecture based on conditional Generative Adversarial Networks (cGANs) with the goal of generating high resolution images of main body parts including head, chest, abdomen and legs. However, GANs are known to have a difficulty with generating a diversity of patterns due to a phenomena known as mode collapse. To overcome the lack of generated pattern variety, we propose to condition the discriminator on the different body parts. Furthermore, our generator networks are extended to be three dimensional fully convolutional neural networks, allowing for the generation of high resolution images from arbitrary fields of view. In our verification tests, we show that the proposed method obtains the best scores by PSNR/SSIM metrics and Visual Turing Test, allowing for accurate reproduction of the principle anatomy in high resolution. We expect that the proposed method contribute to effective utilization of the existing vast amounts of thick CT images stored in hospitals.

الأسئلة المقترحة

التعليقات
جاري جلب التعليقات جاري جلب التعليقات
سجل دخول لتتمكن من متابعة معايير البحث التي قمت باختيارها
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا