• DocumentCode
    1572527
  • Title

    Knowledge discovery for characterizing team success or failure in (A)RTS games

  • Author

    Pu Yang ; Roberts, David L.

  • Author_Institution
    Dept. of Comput. Sci., North Carolina State Univ., Raleigh, NC, USA
  • fYear
    2013
  • Firstpage
    1
  • Lastpage
    8
  • Abstract
    When doing post-competition analysis in team games, it can be hard to figure out if a team members´ character attribute development has been successful directly from game logs. Additionally, it can also be hard to figure out how the performance of one team member affects the performance of another. In this paper, we present a data-driven method for automatically discovering patterns in successful team members´ character attribute development in team games. We first represent team members´ character attribute development using time series of informative attributes. We then find the thresholds to separate fast and slow attribute growth rates using clustering and linear regression. We create a set of categorical attribute growth rates by comparing against the thresholds. If the growth rate is greater than the threshold it is categorized as fast growth rate; if the growth rate is less than the threshold it is categorized as slow growth rate. After obtaining the set of categorical attribute growth rates, we build a decision tree on the set. Finally, we characterize the patterns of team success in terms of rules which describe team members´ character attribute growth rates. We present an evaluation of our methodology on three real games: DotA,1 Warcraft III,2 and Starcraft II.3 A standard machine-learning-style evaluation of the experimental results shows the discovered patterns are highly related to successful team strategies and achieve an average 86% prediction accuracy when testing on new game logs.
  • Keywords
    computer games; data mining; decision trees; learning (artificial intelligence); pattern clustering; regression analysis; time series; ARTS games; DotA game; Starcraft II game; Warcraft III game; automatic pattern discovery; average prediction accuracy; categorical attribute growth rates; clustering method; data-driven method; decision tree; fast-attribute growth rate; game logs; informative attribute time series; knowledge discovery; linear regression; postcompetition analysis; slow-attribute growth rate; standard machine-learning-style evaluation; team failure characterization; team games; team member character attribute development; team member character attribute growth rates; team member performance; team success characterization; Accuracy; Decision trees; Games; Gold; Linear regression; Real-time systems; Time series analysis;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computational Intelligence in Games (CIG), 2013 IEEE Conference on
  • Conference_Location
    Niagara Falls, ON
  • ISSN
    2325-4270
  • Print_ISBN
    978-1-4673-5308-3
  • Type

    conf

  • DOI
    10.1109/CIG.2013.6633645
  • Filename
    6633645