Player Modeling using Behavioral Signals in Competitive Online Games
- URL: http://arxiv.org/abs/2112.04379v1
- Date: Mon, 29 Nov 2021 22:53:17 GMT
- Title: Player Modeling using Behavioral Signals in Competitive Online Games
- Authors: Arman Dehpanah, Muheeb Faizan Ghori, Jonathan Gemmell, Bamshad
Mobasher
- Abstract summary: This paper focuses on the importance of addressing different aspects of playing behavior when modeling players for creating match-ups.
We engineer several behavioral features from a dataset of over 75,000 battle royale matches and create player models.
We then use the created models to predict ranks for different groups of players in the data.
- Score: 4.168733556014873
- License: http://arxiv.org/licenses/nonexclusive-distrib/1.0/
- Abstract: Competitive online games use rating systems to match players with similar
skills to ensure a satisfying experience for players. In this paper, we focus
on the importance of addressing different aspects of playing behavior when
modeling players for creating match-ups. To this end, we engineer several
behavioral features from a dataset of over 75,000 battle royale matches and
create player models based on the retrieved features. We then use the created
models to predict ranks for different groups of players in the data. The
predicted ranks are compared to those of three popular rating systems. Our
results show the superiority of simple behavioral models over mainstream rating
systems. Some behavioral features provided accurate predictions for all groups
of players while others proved useful for certain groups of players. The
results of this study highlight the necessity of considering different aspects
of the player's behavior such as goals, strategy, and expertise when making
assignments.
Related papers
- All by Myself: Learning Individualized Competitive Behaviour with a
Contrastive Reinforcement Learning optimization [57.615269148301515]
In a competitive game scenario, a set of agents have to learn decisions that maximize their goals and minimize their adversaries' goals at the same time.
We propose a novel model composed of three neural layers that learn a representation of a competitive game, learn how to map the strategy of specific opponents, and how to disrupt them.
Our experiments demonstrate that our model achieves better performance when playing against offline, online, and competitive-specific models, in particular when playing against the same opponent multiple times.
arXiv Detail & Related papers (2023-10-02T08:11:07Z) - Incorporating Rivalry in Reinforcement Learning for a Competitive Game [65.2200847818153]
This work proposes a novel reinforcement learning mechanism based on the social impact of rivalry behavior.
Our proposed model aggregates objective and social perception mechanisms to derive a rivalry score that is used to modulate the learning of artificial agents.
arXiv Detail & Related papers (2022-08-22T14:06:06Z) - GCN-WP -- Semi-Supervised Graph Convolutional Networks for Win
Prediction in Esports [84.55775845090542]
We propose a semi-supervised win prediction model for esports based on graph convolutional networks.
GCN-WP integrates over 30 features about the match and players and employs graph convolution to classify games based on their neighborhood.
Our model achieves state-of-the-art prediction accuracy when compared to machine learning or skill rating models for LoL.
arXiv Detail & Related papers (2022-07-26T21:38:07Z) - WinoGAViL: Gamified Association Benchmark to Challenge
Vision-and-Language Models [91.92346150646007]
In this work, we introduce WinoGAViL: an online game to collect vision-and-language associations.
We use the game to collect 3.5K instances, finding that they are intuitive for humans but challenging for state-of-the-art AI models.
Our analysis as well as the feedback we collect from players indicate that the collected associations require diverse reasoning skills.
arXiv Detail & Related papers (2022-07-25T23:57:44Z) - Behavioral Player Rating in Competitive Online Shooter Games [3.203973145772361]
In this paper, we engineer several features from in-game statistics to model players and create ratings that accurately represent their behavior and true performance level.
Our results show that the behavioral ratings present more accurate performance estimations while maintaining the interpretability of the created representations.
Considering different aspects of the playing behavior of players and using behavioral ratings for matchmaking can lead to match-ups that are more aligned with players' goals and interests.
arXiv Detail & Related papers (2022-07-01T16:23:01Z) - Collusion Detection in Team-Based Multiplayer Games [57.153233321515984]
We propose a system that detects colluding behaviors in team-based multiplayer games.
The proposed method analyzes the players' social relationships paired with their in-game behavioral patterns.
We then automate the detection using Isolation Forest, an unsupervised learning technique specialized in highlighting outliers.
arXiv Detail & Related papers (2022-03-10T02:37:39Z) - Bayesian Learning of Play Styles in Multiplayer Video Games [0.0]
We develop a hierarchical Bayesian regression approach for the online multiplayer game Battlefield 3.
We discover common play styles amongst our sample of Battlefield 3 players.
We find groups of players that exhibit overall high performance, as well as groupings of players that perform particularly well in specific game types, maps and roles.
arXiv Detail & Related papers (2021-12-14T14:48:24Z) - Evaluating Team Skill Aggregation in Online Competitive Games [4.168733556014873]
We present an analysis of the impact of two new aggregation methods on the predictive performance of rating systems.
Our evaluations show the superiority of the MAX method over the other two methods in the majority of the tested cases.
Results of this study highlight the necessity of devising more elaborated methods for calculating a team's performance.
arXiv Detail & Related papers (2021-06-21T20:17:36Z) - Competitive Balance in Team Sports Games [8.321949054700086]
We show that using final score difference provides yet a better prediction metric for competitive balance.
We also show that a linear model trained on a carefully selected set of team and individual features achieves almost the performance of the more powerful neural network model.
arXiv Detail & Related papers (2020-06-24T14:19:07Z) - Learning from Learners: Adapting Reinforcement Learning Agents to be
Competitive in a Card Game [71.24825724518847]
We present a study on how popular reinforcement learning algorithms can be adapted to learn and to play a real-world implementation of a competitive multiplayer card game.
We propose specific training and validation routines for the learning agents, in order to evaluate how the agents learn to be competitive and explain how they adapt to each others' playing style.
arXiv Detail & Related papers (2020-04-08T14:11:05Z)
This list is automatically generated from the titles and abstracts of the papers in this site.
This site does not guarantee the quality of this site (including all information) and is not responsible for any consequences.