2016 · 44 citations · 22 references
ComputingData ScienceBehavior AnalysisData AnalyticsData MiningGame PlayingVideo Game StudiesCompetitive GamesGame AnalyticsPlay Pattern AnalysisPlayer AnalyticsPlayer Behavior AnalyticsStrategy LearningVideo Game Industry
The rise of eSports creates new challenges, requiring games to balance difficulty for professionals with accessibility for amateurs. This study focuses on DOTA2 and aims to develop data‑analysis methods and metrics that enable players to enhance their skills. We design a data‑mining approach that identifies deviations from a normative play model in historical traces and evaluate it on 10,000 DOTA2 game logs. The proposed method is formally defined and demonstrated to be adaptable across various scenarios.
The success of electronic sports (eSports), where professional gamers participate in competitive leagues and tournaments, brings new challenges for the video game industry. Other than fun, games must be difficult and challenging for eSports professionals but still easy and enjoyable for amateurs. In this article, we consider Multi-player Online Battle Arena games (MOBA) and particularly, "Defense of the Ancients 2", commonly known simply as DOTA2. In this context, a challenge is to propose data analysis methods and metrics that help players to improve their skills. We design a data mining-based method that discovers strategic patterns from historical behavioral traces: Given a model encoding an expected way of playing (the norm), we are interested in patterns deviating from the norm that may explain a game outcome from which player can learn more efficient ways of playing. The method is formally introduced and shown to be adaptable to different scenarios. Finally, we provide an experimental evaluation over a dataset of 10 000 behavioral game traces.
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Efficient mining of emerging patterns
Guozhu Dong, Jinyan Li · 1999 · 1K citations
SPMF: a Java open-source pattern mining library
Philippe Fournier‐Viger, Antonio Gomariz, Ted Gueniche et al. · Journal of Machine Learning Research · 2014 · 417 citations