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Action2Score: An Embedding Approach to Score Player Action

Published: 31 October 2022 Publication History

Abstract

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. We showed that our model can evaluate a player's individual performance fairly and analyze the contributions of the player's respective actions.

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Cited By

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  • (2024)Polymorphic Reachability Types: Tracking Freshness, Aliasing, and Separation in Higher-Order Generic ProgramsProceedings of the ACM on Programming Languages10.1145/36328568:POPL(393-424)Online publication date: 5-Jan-2024
  • (2022)Win Prediction from the Snowball Effect Perspectives2022 IEEE Games, Entertainment, Media Conference (GEM)10.1109/GEM56474.2022.10017891(1-6)Online publication date: 27-Nov-2022

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  1. Action2Score: An Embedding Approach to Score Player Action

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    cover image Proceedings of the ACM on Human-Computer Interaction
    Proceedings of the ACM on Human-Computer Interaction  Volume 6, Issue CHI PLAY
    CHI PLAY
    October 2022
    986 pages
    EISSN:2573-0142
    DOI:10.1145/3570219
    Issue’s Table of Contents
    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 ACM 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]

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    Publication History

    Published: 31 October 2022
    Published in PACMHCI Volume 6, Issue CHI PLAY

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    Author Tags

    1. deep learning
    2. esports analysis
    3. individual performance evaluation
    4. player contribution
    5. sequence model

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    • This was supported by Korea University Grant.

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    View all
    • (2024)Polymorphic Reachability Types: Tracking Freshness, Aliasing, and Separation in Higher-Order Generic ProgramsProceedings of the ACM on Programming Languages10.1145/36328568:POPL(393-424)Online publication date: 5-Jan-2024
    • (2022)Win Prediction from the Snowball Effect Perspectives2022 IEEE Games, Entertainment, Media Conference (GEM)10.1109/GEM56474.2022.10017891(1-6)Online publication date: 27-Nov-2022

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