moba game
- Asia > China > Sichuan Province > Chengdu (0.04)
- Asia > China > Guangdong Province > Shenzhen (0.04)
Learning Diverse Policies in MOBA Games via Macro-Goals
Recently, many researchers have made successful progress in building the AI systems for MOBA-game-playing with deep reinforcement learning, such as on Dota 2 and Honor of Kings. Even though these AI systems have achieved or even exceeded human-level performance, they still suffer from the lack of policy diversity. In this paper, we propose a novel Macro-Goals Guided framework, called MGG, to learn diverse policies in MOBA games. MGG abstracts strategies as macro-goals from human demonstrations and trains a Meta-Controller to predict these macro-goals. To enhance policy diversity, MGG samples macro-goals from the Meta-Controller prediction and guides the training process towards these goals. Experimental results on the typical MOBA game Honor of Kings demonstrate that MGG can execute diverse policies in different matches and lineups, and also outperform the state-of-the-art methods over 102 heroes.
Towards Playing Full MOBA Games with Deep Reinforcement Learning
MOBA games, e.g., Honor of Kings, League of Legends, and Dota 2, pose grand challenges to AI systems such as multi-agent, enormous state-action space, complex action control, etc. Developing AI for playing MOBA games has raised much attention accordingly. However, existing work falls short in handling the raw game complexity caused by the explosion of agent combinations, i.e., lineups, when expanding the hero pool in case that OpenAI's Dota AI limits the play to a pool of only 17 heroes. As a result, full MOBA games without restrictions are far from being mastered by any existing AI system. In this paper, we propose a MOBA AI learning paradigm that methodologically enables playing full MOBA games with deep reinforcement learning. Specifically, we develop a combination of novel and existing learning techniques, including off-policy adaption, multi-head value estimation, curriculum self-play learning, policy distillation, and Monte-Carlo tree-search, in training and playing a large pool of heroes, meanwhile addressing the scalability issue skillfully. Tested on Honor of Kings, a popular MOBA game, we show how to build superhuman AI agents that can defeat top esports players. The superiority of our AI is demonstrated by the first large-scale performance test of MOBA AI agent in the literature.
- North America > Canada > British Columbia > Metro Vancouver Regional District > Vancouver (0.04)
- Asia > Middle East > Jordan (0.04)
- Asia > China > Sichuan Province > Chengdu (0.04)
- Asia > China > Guangdong Province > Shenzhen (0.04)
- Leisure & Entertainment > Games > Computer Games (1.00)
- Information Technology (0.68)
- Asia > China > Sichuan Province > Chengdu (0.04)
- Asia > China > Guangdong Province > Shenzhen (0.04)
Learning Diverse Policies in MOBA Games via Macro-Goals
Recently, many researchers have made successful progress in building the AI systems for MOBA-game-playing with deep reinforcement learning, such as on Dota 2 and Honor of Kings. Even though these AI systems have achieved or even exceeded human-level performance, they still suffer from the lack of policy diversity. In this paper, we propose a novel Macro-Goals Guided framework, called MGG, to learn diverse policies in MOBA games. MGG abstracts strategies as macro-goals from human demonstrations and trains a Meta-Controller to predict these macro-goals. To enhance policy diversity, MGG samples macro-goals from the Meta-Controller prediction and guides the training process towards these goals.
Towards Playing Full MOBA Games with Deep Reinforcement Learning
MOBA games, e.g., Honor of Kings, League of Legends, and Dota 2, pose grand challenges to AI systems such as multi-agent, enormous state-action space, complex action control, etc. Developing AI for playing MOBA games has raised much attention accordingly. However, existing work falls short in handling the raw game complexity caused by the explosion of agent combinations, i.e., lineups, when expanding the hero pool in case that OpenAI's Dota AI limits the play to a pool of only 17 heroes. As a result, full MOBA games without restrictions are far from being mastered by any existing AI system. In this paper, we propose a MOBA AI learning paradigm that methodologically enables playing full MOBA games with deep reinforcement learning. Specifically, we develop a combination of novel and existing learning techniques, including off-policy adaption, multi-head value estimation, curriculum self-play learning, policy distillation, and Monte-Carlo tree-search, in training and playing a large pool of heroes, meanwhile addressing the scalability issue skillfully.
CUPID: Improving Battle Fairness and Position Satisfaction in Online MOBA Games with a Re-matchmaking System
Fan, Ge, Zhang, Chaoyun, Wang, Kai, Li, Yingjie, Chen, Junyang, Xu, Zenglin
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 mobile 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.
- Asia > China > Guangdong Province > Shenzhen (0.04)
- Asia > China > Heilongjiang Province > Harbin (0.04)
- Europe > Russia > Central Federal District > Moscow Oblast > Moscow (0.04)
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- Overview (1.00)
Towards Effective and Interpretable Human-Agent Collaboration in MOBA Games: A Communication Perspective
Gao, Yiming, Liu, Feiyu, Wang, Liang, Lian, Zhenjie, Wang, Weixuan, Li, Siqin, Wang, Xianliang, Zeng, Xianhan, Wang, Rundong, Wang, Jiawei, Fu, Qiang, Yang, Wei, Huang, Lanxiao, Liu, Wei
MOBA games, e.g., Dota2 and Honor of Kings, have been actively used as the testbed for the recent AI research on games, and various AI systems have been developed at the human level so far. However, these AI systems mainly focus on how to compete with humans, less on exploring how to collaborate with humans. To this end, this paper makes the first attempt to investigate human-agent collaboration in MOBA games. In this paper, we propose to enable humans and agents to collaborate through explicit communication by designing an efficient and interpretable Meta-Command Communication-based framework, dubbed MCC, for accomplishing effective human-agent collaboration in MOBA games. The MCC framework consists of two pivotal modules: 1) an interpretable communication protocol, i.e., the Meta-Command, to bridge the communication gap between humans and agents; 2) a meta-command value estimator, i.e., the Meta-Command Selector, to select a valuable meta-command for each agent to achieve effective human-agent collaboration. Experimental results in Honor of Kings demonstrate that MCC agents can collaborate reasonably well with human teammates and even generalize to collaborate with different levels and numbers of human teammates. Videos are available at https://sites.google.com/view/mcc-demo.
- Asia > China > Sichuan Province > Chengdu (0.04)
- Asia > China > Guangdong Province > Shenzhen (0.04)
- Leisure & Entertainment > Games > Computer Games (1.00)
- Information Technology (0.93)
- Information Technology > Communications (1.00)
- Information Technology > Artificial Intelligence > Representation & Reasoning > Agents (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks > Deep Learning (0.46)
- Information Technology > Artificial Intelligence > Machine Learning > Learning Graphical Models > Undirected Networks > Markov Models (0.46)
QuickSkill: Novice Skill Estimation in Online Multiplayer Games
Zhang, Chaoyun, Wang, Kai, Chen, Hao, Fan, Ge, Li, Yingjie, Wu, Lifang, Zheng, Bingchao
Matchmaking systems are vital for creating fair matches in online multiplayer games, which directly affects players' satisfactions and game experience. Most of the matchmaking systems largely rely on precise estimation of players' game skills to construct equitable games. However, the skill rating of a novice is usually inaccurate, as current matchmaking rating algorithms require considerable amount of games for learning the true skill of a new player. Using these unreliable skill scores at early stages for matchmaking usually leads to disparities in terms of team performance, which causes negative game experience. This is known as the ''cold-start'' problem for matchmaking rating algorithms. To overcome this conundrum, this paper proposes QuickSKill, a deep learning based novice skill estimation framework to quickly probe abilities of new players in online multiplayer games. QuickSKill extracts sequential performance features from initial few games of a player to predict his/her future skill rating with a dedicated neural network, thus delivering accurate skill estimation at the player's early game stage. By employing QuickSKill for matchmaking, game fairness can be dramatically improved in the initial cold-start period. We conduct experiments in a popular mobile multiplayer game in both offline and online scenarios. Results obtained with two real-world anonymized gaming datasets demonstrate that proposed QuickSKill delivers precise estimation of game skills for novices, leading to significantly lower team skill disparities and better player game experience. To the best of our knowledge, proposed QuickSKill is the first framework that tackles the cold-start problem for traditional skill rating algorithms.
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- Asia > China > Guangdong Province > Shenzhen (0.05)
- North America > United States > New York > New York County > New York City (0.04)