2015
DOI: 10.1007/978-3-319-24589-8_9
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Classification of Player Roles in the Team-Based Multi-player Game Dota 2

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Cited by 70 publications
(69 citation statements)
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“…They looked at the temporal distribution of the distances between players in the same team and how this distribution varies between high/low skill teams. Eggert et al [23] were interested in classifying player's behaviors via machine learning. These studies are focused on quantifying collective behaviors of teams in Dota 2 and relate these behaviors to player's roles that are not the official hero types we used in our analysis.…”
Section: Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…They looked at the temporal distribution of the distances between players in the same team and how this distribution varies between high/low skill teams. Eggert et al [23] were interested in classifying player's behaviors via machine learning. These studies are focused on quantifying collective behaviors of teams in Dota 2 and relate these behaviors to player's roles that are not the official hero types we used in our analysis.…”
Section: Related Workmentioning
confidence: 99%
“…This type of game provides indeed key insights on how users behave and improve their skills over time to reach success [19]- [22]. By studying individual matches over time, we not only explore how players improve while playing consecutive matches, but also monitor how their performance changes based on the role they are impersonating [23]. In particular, we are interested in deepening our understanding of the way players either enhance or worsen their skills in the game.…”
Section: Introductionmentioning
confidence: 99%
“…In summary, while much previous work focuses on macropredictions (predicting the winning team), there has been a small amount of work on micro-level events like encounters and hero health changes [3], [17], [18], [20], [21] but only one previous work has focused on in-game forecasting with mixed success. None of the existing work has focused on professional/semi-professional levels or predicted hero deaths.…”
Section: Related Workmentioning
confidence: 99%
“…al. [57] exploit replay files of a real time strategy game to classify player types, using behavioral lowlevel data during game play. Even if replay files may not be stored by default, it demonstrates the ability of the game software to log each small game interaction, which is sufficient to reproduce a complex game play.…”
Section: Serious Games and Data Privacymentioning
confidence: 99%
“…Another kind of data available for use are player stats -data that defines the current status of the player in the game. The massively multiplayer online game (MMOG) EVE Online [57] serves as an example. EVE Online contains a comprehensive data model -a great amount of game related (player status) data has to be managed.…”
Section: Serious Games and Data Privacymentioning
confidence: 99%