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CUPID: Improving Battle Fairness and Position Satisfaction in Online MOBA Games with a Re-matchmaking System

Published: 08 November 2024 Publication History

Abstract

The multiplayer online battle arena (MOBA) genre has gained significant popularity and economic success, attracting considerable research interest within the Human-Computer Interaction community. Enhancing the gaming experience requires a deep understanding of player behavior, and a crucial aspect of MOBA games is matchmaking, which aims to assemble teams of comparable skill levels. However, existing matchmaking systems often neglect important factors such as players' position preferences and team assignment, resulting in imbalanced matches and reduced player satisfaction. To address these limitations, this paper proposes a novel framework called CUPID, which introduces a novel process called ''re-matchmaking'' to optimize team and position assignments to improve both fairness and player satisfaction. CUPID incorporates a pre-filtering step to ensure a minimum level of matchmaking quality, followed by a pre-match win-rate prediction model that evaluates the fairness of potential assignments. By simultaneously considering players' position satisfaction and game fairness, CUPID aims to provide an enhanced matchmaking experience.
Extensive experiments were conducted on two large-scale, real-world MOBA datasets to validate the effectiveness of CUPID. The results surpass all existing state-of-the-art baselines, with an average relative improvement of 7.18% in terms of win prediction accuracy. Furthermore, CUPID has been successfully deployed in a popular online MOBA game. The deployment resulted in significant improvements in match fairness and player satisfaction, as evidenced by critical Human-Computer Interaction (HCI) metrics covering usability, accessibility, and engagement, observed through A/B testing. To the best of our knowledge, Cupid is the first re-matchmaking system designed specifically for large-scale MOBA games.

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cover image Proceedings of the ACM on Human-Computer Interaction
Proceedings of the ACM on Human-Computer Interaction  Volume 8, Issue CSCW2
CSCW
November 2024
5177 pages
EISSN:2573-0142
DOI:10.1145/3703902
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 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].

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Published: 08 November 2024
Published in PACMHCI Volume 8, Issue CSCW2

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  1. deep learning
  2. matchmaking systems
  3. online moba games
  4. win prediction

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