Multiplayer Online Battle Arena (MOBA) is one of the most successful game genres. MOBA games such as League of Legends have competitive environments where players race for their rank. In most MOBA games, a player's rank is determined by the match result (win or lose). It seems natural because of the nature of team play, but in some sense, it is unfair because the players who put a lot of effort lose their rank just in case of loss and some players even get free-ride on teammates' efforts in case of a win. To reduce the side-effects of the team-based ranking system and evaluate a player's performance impartially, we propose a novel embedding model that converts a player's actions into quantitative scores based on the actions' respective contribution to the team's victory. Our model is built using a sequence-based deep learning model with a novel loss function working on the team match. The sequence-based deep learning model process the action sequence from the game start to the end of a player in a team play using a GRU unit that takes a hidden state from the previous step and the current input selectively. The loss function is designed to help the action score to reflect the final score and the success of the team. We showed that our model can evaluate a player's individual performance fairly and analyze the contributions of the player's respective actions.
翻译:多玩者在线战斗竞技场(MOBA)是最成功的游戏类型之一。 象传说联盟这样的MOBA游戏有竞争环境, 球员争得球员的军衔。 在大多数MOBA游戏中, 球员的军衔由比赛结果( 赢或输) 来决定。 球员的军衔似乎很自然, 因为球队游戏的性质, 但从某种意义上说, 这样做不公平, 因为球员们付出了很大努力, 却在输输赢的情况下失去了自己的军衔, 有些球员甚至赢得了队友的努力。 为了减少队级排名系统的副作用, 并且公正地评价球员的表现, 我们提议了一个新型的嵌入模型模式模式, 根据球员对球队胜利的贡献, 将球员的行动转换成数量分数。 我们的模型是用一个基于顺序的深层次学习模型来构建的模型, 从游戏开始到球员队队队队队队队队队队队队队的动作的结束过程。 我们用一个GRU单位从前一步隐藏的状态和当前投入的成绩来评估一个分数, 我们的成绩的分数的分数 。 我们设计一个损失函数, 向一个分数的成绩的分数的分数, 我们的计算, 向一个队队队队队队的成绩的成绩的分。