2018
DOI: 10.1007/978-3-319-75178-8_40
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A Spatial Analysis of Multiplayer Online Battle Arena Mobility Traces

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Cited by 3 publications
(2 citation statements)
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“…The variety of architectures in this group is remarkable. There could be found simple artificial neural networks [7] [27] [28] [19] [29], or more complex architectures: recurrent neural networks [30] [31] [32], convolutional neural networks [23], deep neural networks [33] [34] [35], fully-connected neural networks [26] [35], discriminative neural networks [36] and transformers [37].…”
Section: Neural Networkmentioning
confidence: 99%
“…The variety of architectures in this group is remarkable. There could be found simple artificial neural networks [7] [27] [28] [19] [29], or more complex architectures: recurrent neural networks [30] [31] [32], convolutional neural networks [23], deep neural networks [33] [34] [35], fully-connected neural networks [26] [35], discriminative neural networks [36] and transformers [37].…”
Section: Neural Networkmentioning
confidence: 99%
“…This algorithm does not take a maximal error as parameter, but a fixed wait time w between message exchange of any pair of players. The traces provided in [8] contain time-stamped information on 98 games of Heroes of Newerth [1] and were used in [9] with the purpose of building mobility models. They contain the evolution of positions of 10 players in each trace.…”
Section: Actual Tracesmentioning
confidence: 99%