skip to main content
10.1145/3240323.3240345acmconferencesArticle/Chapter ViewAbstractPublication PagesrecsysConference Proceedingsconference-collections
research-article

The art of drafting: a team-oriented hero recommendation system for multiplayer online battle arena games

Published: 27 September 2018 Publication History

Abstract

Multiplayer Online Battle Arena (MOBA) games have received increasing popularity recently. In a match of such games, players compete in two teams of five, each controlling an in-game avatar, known as heroes, selected from a roster of more than 100. The selection of heroes, also known as pick or draft, takes place before the match starts and alternates between the two teams until each player has selected one hero. Heroes are designed with different strengths and weaknesses to promote team cooperation in a game. Intuitively, heroes in a strong team should complement each other's strengths and suppress those of opponents. Hero drafting is therefore a challenging problem due to the complex hero-to-hero relationships to consider. In this paper, we propose a novel hero recommendation system that suggests heroes to add to an existing team while maximizing the team's prospect for victory. To that end, we model the drafting between two teams as a combinatorial game and use Monte Carlo Tree Search (MCTS) for estimating the values of hero combinations. Our empirical evaluation shows that hero teams drafted by our recommendation algorithm have a significantly higher win rate against teams constructed by other baseline and state-of-the-art strategies.

Supplementary Material

MP4 File (p200-nguyen.mp4)

References

[1]
Rakesh Agrawal, Ramakrishnan Srikant, et al. 1994. Fast algorithms for mining association rules. In Proceedings of the 20th International Conference on Very Large Data Bases (VLDB), Vol. 1215. 487--499.
[2]
Peter Auer, Nicolo Cesa-Bianchi, and Paul Fischer. 2002. Finite-time analysis of the multiarmed bandit problem. Machine learning 47, 2--3 (2002), 235--256.
[3]
Radha-Krishna Balla and Alan Fern. 2009. UCT for tactical assault planning in real-time strategy games. In Proceedings of the 21th International Joint Conference on Artificial Intelligence (IJCAI). 40--45.
[4]
Christopher M Bishop. 2006. Pattern recognition and machine learning. Springer.
[5]
Cameron B Browne, Edward Powley, Daniel Whitehouse, Simon M Lucas, Peter I Cowling, Philipp Rohlfshagen, Stephen Tavener, Diego Perez, Spyridon Samothrakis, and Simon Colton. 2012. A survey of monte carlo tree search methods. IEEE Transactions on Computational Intelligence and AI in Games 4, 1 (2012), 1--43.
[6]
Olivier Cavadenti, Victor Codocedo, Jean-François Boulicaut, and Mehdi Kaytoue. 2016. What did i do wrong in my MOBA game? Mining patterns discriminating deviant behaviours. In Data Science and Advanced Analytics (DSAA), 2016 IEEE International Conference on. IEEE, 662--671.
[7]
Guillaume Chaslot, Christophe Fiter, Jean-Baptiste Hoock, Arpad Rimmel, and Olivier Teytaud. 2009. Adding expert knowledge and exploration in Monte-Carlo Tree Search. In Advances in Computer Games. Springer, 1--13.
[8]
Zhengxing Chen, Yizhou Sun, Magy Seif El-Nasr, and Truong-Huy D. Nguyen. 2016. Player skill decomposition in Multiplayer Online Battle Arenas. In Meaningful Play.
[9]
Rémi Coulom. 2006. Efficient selectivity and backup operators in Monte-Carlo tree search. In International conference on computers and games. Springer, 72--83.
[10]
Anders Drachen, Matthew Yancey, John Maguire, Derrek Chu, Iris Yuhui Wang, Tobias Mahlmann, Matthias Schubert, and Diego Klabajan. 2014. Skill-based differences in spatio-temporal team behaviour in defence of the Ancients 2 (DotA 2). In 2014 IEEE Games Media Entertainment. IEEE, 1--8.
[11]
Hilmar Finnsson and Yngvi Björnsson. 2008. Simulation-based approach to general game playing. In Proceedings of the 23rd National Conference on Artificial Intelligence (AAAI).
[12]
Jerome Friedman, Trevor Hastie, Robert Tibshirani, et al. 2000. Additive logistic regression: a statistical view of boosting. Annals of Statistics 28, 2 (2000), 337--407.
[13]
Jerome H Friedman. 2001. Greedy function approximation: a gradient boosting machine. Annals of Statistics (2001), 1189--1232.
[14]
Gamepedia. 2018. DOTA 2 wiki - game modes. https://dota2.gamepedia.com/Game_modes. Online; accessed May, 2018.
[15]
Sylvain Gelly and David Silver. 2007. Combining online and offline knowledge in UCT. In Proceedings of the 24th International Conference on Machine Learning (ICML). ACM, 273--280.
[16]
Lucas Hanke and Luiz Chaimowicz. 2017. A recommender system for hero line-ups in MOBA games. In Proceedings of the 13th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE).
[17]
Jooyeon Kim, Brian C Keegan, Sungjoon Park, and Alice Oh. 2016. The proficiency-congruency dilemma: virtual team design and performance in multiplayer online games. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems. ACM, 4351--4365.
[18]
Donald E Knuth and Ronald W Moore. 1975. An analysis of alpha-beta pruning. Artificial intelligence 6, 4 (1975), 293--326.
[19]
Levente Kocsis and Csaba Szepesvári. 2006. Bandit based monte-carlo planning. In European Conference on Machine Learning. Springer, 282--293.
[20]
Yubo Kou and Bonnie Nardi. 2013. Regulating anti-social behavior on the Internet: The example of League of Legends. In Proceedings of the 2013 iConference. iSchools.
[21]
Haewoon Kwak, Jeremy Blackburn, and Seungyeop Han. 2015. Exploring cyber-bullying and other toxic behavior in team competition online games. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems. ACM, 3739--3748.
[22]
Ilya Makarov, Dmitry Savostyanov, Boris Litvyakov, and Dmitry I Ignatov. 2017. Predicting Winning Team and Probabilistic Ratings in âĂIJDota 2âĂİ and âĂIJCounter-Strike: Global OffensiveâĂİ Video Games. In International Conference on Analysis of Images, Social Networks and Texts. Springer, 183--196.
[23]
Mike Minotti. 2016. Comparing MOBAs: League of Legends vs. Dota 2 vs. Smite vs. Heroes of the Storm. http://venturebeat.com/2015/07/15/comparing-mobas-league-of-legends-vs-dota-2-vs-smite-vs-heroes-of-the-storm/. Online; accessed May, 2018.
[24]
Julia Neidhardt, Yun Huang, and Noshir Contractor. 2015. Team vs. team: success factors in a Multiplayer Online Battle Arena game. In Academy of Management Proceedings, Vol. 2015. Academy of Management, 18725.
[25]
Truong-Huy D. Nguyen, Zhengxing Chen, and Magy S. El-Nasr. 2015. Analytics-based AI techniques for better gaming experience. Game AI Pro, Vol. 2. CRC Press, Boca Raton, Florida.
[26]
Truong-Huy Dinh Nguyen, Tomi Silander, Wee-Sun Lee, and Tze-Yun Leong. 2014. Bootstrapping simulation-based algorithms with a suboptimal policy. In Proceedings of the 24th International Conference on Automated Planning and Scheduling (ICAPS'14). AAAI Press, 181--189.
[27]
Nataliia Pobiedina, Julia Neidhardt, Maria del Carmen Calatrava Moreno, Laszlo Grad-Gyenge, and Hannes Werthner. 2013. On successful team formation: statistical analysis of a multiplayer online game. In 2013 IEEE 15th Conference on Business Informatics. IEEE, 55--62.
[28]
Nataliia Pobiedina, Julia Neidhardt, Maria del Carmen Calatrava Moreno, and Hannes Werthner. 2013. Ranking factors of team success. In Proceedings of the 22nd International Conference on World Wide Web Companion. International World Wide Web Conferences Steering Committee, 1185--1194.
[29]
Henrik Schoenau-Fog. 2011. The player engagement process-an exploration of continuation desire in digital games. In Think Design Play: Digital Games Research Conference.
[30]
Aleksandr Semenov, Peter Romov, Sergey Korolev, Daniil Yashkov, and Kirill Neklyudov. 2016. Performance of machine learning algorithms in predicting game outcome from drafts in Dota 2. In Analysis of Images, Social Networks and Texts. Springer, 26--37.
[31]
John L Sherry, Kristen Lucas, Bradley S Greenberg, and Ken Lachlan. 2006. Video game uses and gratifications as predictors of use and game preference. Playing Video Games: Motives, Responses, and Consequences 24 (2006), 213--224.
[32]
Kenneth B Shores, Yilin He, Kristina L Swanenburg, Robert Kraut, and John Riedl. 2014. The identification of deviance and its impact on retention in a multiplayer game. In Proceedings of the 17th ACM Conference on Computer Supported Cooperative Work & Social Computing. ACM, 1356--1365.
[33]
David Silver, Aja Huang, Chris J Maddison, Arthur Guez, Laurent Sifre, George Van Den Driessche, Julian Schrittwieser, Ioannis Antonoglou, Veda Panneershelvam, Marc Lanctot, et al. 2016. Mastering the game of Go with deep neural networks and tree search. Nature 529, 7587 (2016), 484--489.
[34]
David Silver, Julian Schrittwieser, Karen Simonyan, Ioannis Antonoglou, Aja Huang, Arthur Guez, Thomas Hubert, Lucas Baker, Matthew Lai, Adrian Bolton, et al. 2017. Mastering the game of go without human knowledge. Nature 550, 7676 (2017), 354.
[35]
Barry M Staw and Ha Hoang. 1995. Sunk costs in the NBA: Why draft order affects playing time and survival in professional basketball. Administrative Science Quarterly (1995), 474--494.
[36]
Adam Summerville, Michael Cook, and Ben Steenhuisen. 2016. Draft-analysis of the Ancients: predicting draft picks in DotA 2 using machine learning. In Proceedings of the 12th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE).
[37]
Paul Tassi. 2016. Riot's 'League of Legends' reveals astonishing 27 million daily players, 67 million monthly. http://www.forbes.com/sites/insertcoin/2014/01/27/riots-league-of-legends-reveals-astonishing-27-million-daily-players-67-million-monthly/#26ff8e543511. Online; accessed May, 2016.
[38]
Pu Yang, Harrison Brent, and David L Roberts. 2014. Identifying patterns in combat that are predictive of success in MOBA games. In Proceedings of Foundations of Digital Games (FDG).
[39]
Nick Yee. 2006. Motivations for play in online games. CyberPsychology & Behavior 9, 6 (2006), 772--775.

Cited By

View all
  • (2024)Ethics and Transparency in Game DataCompanion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play10.1145/3665463.3678859(466-470)Online publication date: 14-Oct-2024
  • (2024)A Feature Comparison Study of Live Companion Tools for Esports GamesProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3650004(1-11)Online publication date: 21-May-2024
  • (2024)BPCoach: Exploring Hero Drafting in Professional MOBA Tournaments via Visual AnalyticsProceedings of the ACM on Human-Computer Interaction10.1145/36373038:CSCW1(1-31)Online publication date: 26-Apr-2024
  • Show More Cited By

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Conferences
RecSys '18: Proceedings of the 12th ACM Conference on Recommender Systems
September 2018
600 pages
ISBN:9781450359016
DOI:10.1145/3240323
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 27 September 2018

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. hero pick
  2. monte carlo tree search
  3. multiplayer online battle arena

Qualifiers

  • Research-article

Conference

RecSys '18
Sponsor:
RecSys '18: Twelfth ACM Conference on Recommender Systems
October 2, 2018
British Columbia, Vancouver, Canada

Acceptance Rates

RecSys '18 Paper Acceptance Rate 32 of 181 submissions, 18%;
Overall Acceptance Rate 254 of 1,295 submissions, 20%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)51
  • Downloads (Last 6 weeks)6
Reflects downloads up to 20 Feb 2025

Other Metrics

Citations

Cited By

View all
  • (2024)Ethics and Transparency in Game DataCompanion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play10.1145/3665463.3678859(466-470)Online publication date: 14-Oct-2024
  • (2024)A Feature Comparison Study of Live Companion Tools for Esports GamesProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3650004(1-11)Online publication date: 21-May-2024
  • (2024)BPCoach: Exploring Hero Drafting in Professional MOBA Tournaments via Visual AnalyticsProceedings of the ACM on Human-Computer Interaction10.1145/36373038:CSCW1(1-31)Online publication date: 26-Apr-2024
  • (2024)``Backseat Gaming" A Study of Co-Regulated Learning within a Collegiate Male Esports CommunityProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642249(1-14)Online publication date: 11-May-2024
  • (2024)Artificial Intelligence in MOBA Games: A Multivocal Literature MappingIEEE Transactions on Games10.1109/TG.2023.328215716:2(250-269)Online publication date: Jun-2024
  • (2024)Data Pipelines for Real-Time, Custom Object Detection and Tracking in League of Legends2024 IEEE Sensors Applications Symposium (SAS)10.1109/SAS60918.2024.10636474(1-6)Online publication date: 23-Jul-2024
  • (2024)Sports recommender systems: overview and research directionsJournal of Intelligent Information Systems10.1007/s10844-024-00857-w62:4(1125-1164)Online publication date: 1-Aug-2024
  • (2023)MassNE: Exploring Higher-Order Interactions with Marginal Effect for Massive Battle Outcome PredictionProceedings of the ACM Web Conference 202310.1145/3543507.3583390(2710-2718)Online publication date: 30-Apr-2023
  • (2023)Automated Team Assembly in Mobile Games: A Data-Driven Evolutionary Approach Using a Deep Learning SurrogateIEEE Transactions on Games10.1109/TG.2022.314588615:1(67-80)Online publication date: Mar-2023
  • (2023)HLRS: A Deep Reinforcement Learning-Based Hero Recommendation System for MOBA Games2023 IEEE International Conference on Systems, Man, and Cybernetics (SMC)10.1109/SMC53992.2023.10394181(2040-2047)Online publication date: 1-Oct-2023
  • Show More Cited By

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media