Conference Paper

Skill-Based Differences in Spatio-Temporal Team Behavior in Defence of The Ancients 2

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Abstract

Multiplayer Online Battle Arena (MOBA) games are among the most played digital games in the world. In these games, teams of players fight against each other in arena environments, and the gameplay is focused on tactical combat. Mastering MOBAs requires extensive practice, as is exemplified in the popular MOBA Defence of the Ancients 2 (DotA 2). In this paper, we present three data-driven measures of spatio-temporal behavior in DotA 2: 1) Zone changes; 2) Distribution of team members and: 3) Time series clustering via a fuzzy approach. We present a method for obtaining accurate positional data from DotA 2. We investigate how behavior varies across these measures as a function of the skill level of teams, using four tiers from novice to professional players. Results indicate that spatio-temporal behavior of MOBA teams is related to team skill, with professional teams having smaller within-team distances and conducting more zone changes than amateur teams. The temporal distribution of the within-team distances of professional and high-skilled teams also generally follows patterns distinct from lower skill ranks.

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... However, the first relevant research gaps are identified in Figure 2.  None of the selected studies is focused specifically on or includes professional players (defining professional players as players that play in professional eSports teams). In that respect, it's true that Drachen et al. (2014) attempt to relate player skill to spatio-temporal behaviour in order to understand the differences in behaviour between amateur and professional players during a match, but doesn't involve these players personally to understand their perspective on these differences. ...
... In Rioult et al. (2014), an exercise of prediction using topological measures on the team-area of the polygon described by the players, inertia, diameter or distance to the base-is conducted, highlighting its potential for a strategic analysis of team play. Work by Drachen et al. (2014) points in the same direction but making use of spatio-temporal behaviours of the team. It also brings an additional and relevant variable to the mix: skill level. ...
... On the other hand, Batsford (2014) leaves players aside and aims to calculate an optimal jungling route in DOTA2 using various algorithms and looking at the experience obtained over time. It is a different approach that fits into the same idea as the previous two examined papers ( Rioult et al., 2014;Drachen et al., 2014): what should players do to play optimally in a match? ...
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... The overall aim was to contribute to the problem of predicting network trac in MMOGs accurately. In esports analytics (as dened by Drachen et al. (2014c), a small number of publications have focused on clustering or proling player behavior. Gao et al. (2013) targeted the identication of the heroes that players are controlling and the role they take. ...
Chapter
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