WARDS: Modelling the Worth of Vision in MOBA’s

Alan Pedrassoli Chitayat*, Athanasios Kokkinakis, Sagarika Patra, Simon Demediuk, Justus Robertson, Oluseji Olarewaju, Marian Ursu, Ben Kirman, Jonathan Hook, Florian Block, Anders Drachen

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

Multiplayer strategy games are examples of imperfect information games, where information about the game state can be retrieved through in-game mechanics. One such mechanic is vision. Within esports titles of this genre, such as League of Legends (LoL) and Dota 2, players often gather map information through the use of friendly units called wards. In LoL, one of the most popular esports title worldwide, warding has hitherto been evaluated only using a heuristic called vision score, provided by Riot, the game’s developer. In this paper, we examine the accuracy at LoL’s vision score at predicting the overall game-winner within the context supported by the game. We have ported LoL’s vision score to Dota 2, a similarly popular esports title, and compared its performance against a novel warding model. We have compared both models not only at predicting the overall winner, but also the current state of the game and their ability to predict and reflect short term game advantage and events. We found our model significantly outperformed LoL’s vision score. Additionally, we trained and evaluated a model for predicting the value of wards in real-time through the use of a Neural Network.

Original languageEnglish
Title of host publicationIntelligent Computing - Proceedings of the 2020 Computing Conference
EditorsKohei Arai, Supriya Kapoor, Rahul Bhatia
PublisherSpringer
Pages63-81
Number of pages19
ISBN (Print)9783030522452
DOIs
Publication statusPublished - 4 Jul 2020
EventScience and Information Conference, SAI 2020 - London, United Kingdom
Duration: 16 Jul 202017 Jul 2020

Publication series

NameAdvances in Intelligent Systems and Computing
Volume1229 AISC
ISSN (Print)2194-5357
ISSN (Electronic)2194-5365

Conference

ConferenceScience and Information Conference, SAI 2020
Country/TerritoryUnited Kingdom
CityLondon
Period16/07/2017/07/20

Bibliographical note

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Keywords

  • Dota 2
  • Esports
  • Imperfect information game
  • Information gathering
  • League of Legends
  • Machine learning
  • Neural networks
  • Real time prediction

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