Dota 2 with Large Scale Deep Reinforcement Learning
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
E-Spor Innovative Approach to Sport
Cilt: 12 Sayı: 66 Ekim 2019 Volume: 12 Issue: 66 October 2019 www.sosyalarastirmalar.com www.sosyalarastirmalar.com Issn: 1307 - 9581 Issn: 1307 - 9581 Doi Number: http://dx.doi.org/ 10.17719/jisr.2019.3682 SPORA YENİLİKÇİ YAKLAŞIM: E - SPOR INNOVATIVE APPROACH TO SPORT: E - SPORTS Tuğberk EVREN Mehmet KARGÜN ** Adem PALA *** İlkay YAZARER **** Ö z Kendi homojen yapısı içerisinde uzun yıllardır kullanılan fakat kamuoyu için yeni olan e - s por kavramı, kitlelere ulaşımda çok büyük bir ivme yakalamış ve bu duruma paralel olarak da her geçen yıl ekonomik bağlamda işlem hacmini arttırmıştır. Bilgisayar/Ko nsol (Playstation, XBOX vb.)/Mobil araçlar sayesinde bireysel ya da takım şeklinde mücadele edilen bu platform, neredeyse herkese etkileşi m şansı tanıyor. Dünya nın her yerinden insana ulaşılabilmesi ve reklam/PR için büyük olanak sağlaması nedeniyle e - s por a p rofesyonel s por k ulüplerinin ilgisi artmaya başlamaktadır. Pazarın ekonomik tabanını oluşturan sponsorların etkisi ise her geçen yıl firesiz katlanarak artmaktadır. Milenyum çağının getirisi olan bu sporu düzenli izleyen ve takip eden kişi sayısı kürese l çapta 201 milyon, düzensiz izleyip, düzensiz takip edenlerle birlikte bu sayı 2019 yılında toplamda 454 milyon kişiye ulaşmıştır. Ülkemizde ise e - Spor’u takip eden kişi sayısı Gençlik ve Spor Bakanlığı’nın yaptığı çalışmayla ortaya çıkmıştır. 2017 verile rine göre ülkemizde 4.000.000 kişi e - Spor’u takip etmektedir. 2015 yılında e - s porun yıllık getirisi $325.000.000 iken 2020 yılında bu rakımın $1.500.000.000 olması beklenmektedir. 5 yılda 5 kat büyüyen bir ekonomi olan e - Spor kavramı üzerinde yapılan bu ça lışma; e - Spor’un tarihsel gelişimi, sektörün paydaşları hakkında, oyun türleri üzerinde, yerel ve global bağlamda ekonomik bilgi vermeyi amaçlamaktadır. -
Empirical Investigation on Measurement of Game Immersion Using Real World Dissociation Factor
Thesis no: MSCS-2016-13 Empirical Investigation on Measurement of Game Immersion using Real World Dissociation Factor Gadila Swarajya Haritha Reddy Faculty of Computing Blekinge Institute of Technology SE–371 79 Karlskrona, Sweden This thesis is submitted to the Faculty of Computing at Blekinge Institute of Technology in partial fulfillment of the requirements for the degree of Master of Science in Computer Science. The thesis is equivalent to 20 weeks of full time studies. Contact Information: Author(s): Gadila Swarajya Haritha Reddy E-mail: [email protected] University advisor: Prof. Sara Eriksén Department of Creative Technologies Faculty of Computing Internet : www.bth.se Blekinge Institute of Technology Phone : +46 455 38 50 00 SE–371 79 Karlskrona, Sweden Fax : +46 455 38 50 57 Abstract Context. Games involve people to a large extent where they relate them- selves with the game characters; this is commonly known as game immer- sion. Generally, some players play games for enjoyment, some for stress relaxation and so on.Game immersion is usually used to describe the degree of involvement with a game. When people play games, they don’t necessar- ily realize that they have been dissociated with the surrounding world. Real world dissociation (RWD) can be defined as the situation where a player is less aware of the surroundings outside the game than about what is happen- ing in the game itself. The RWD factor has been expected to measure the losing track of time, lack of awareness of surroundings and mental trans- portation. Objectives. In this thesis, we measure and compare the difference in game immersion between experienced and inexperienced players using RWD fac- tor. -
Learning to Resolve Alliance Dilemmas in Many-Player Zero-Sum Games Edward Hughes Thomas W
Research Paper AAMAS 2020, May 9–13, Auckland, New Zealand Learning to Resolve Alliance Dilemmas in Many-Player Zero-Sum Games Edward Hughes Thomas W. Anthony Tom Eccles DeepMind DeepMind DeepMind [email protected] [email protected] [email protected] Joel Z. Leibo David Balduzzi Yoram Bachrach DeepMind DeepMind DeepMind [email protected] [email protected] [email protected] ABSTRACT 1 INTRODUCTION Zero-sum games have long guided artificial intelligence research, Minimax foundations. Zero-sum two-player games have long since they possess both a rich strategy space of best-responses been a yardstick for progress in artificial intelligence (AI). Ever and a clear evaluation metric. What’s more, competition is a vital since the Minimax theorem [25, 81, 86], researchers has striven for mechanism in many real-world multi-agent systems capable of human-level play in grand challenge games with combinatorial generating intelligent innovations: Darwinian evolution, the market complexity. Recent years have seen progress in games with in- economy and the AlphaZero algorithm, to name a few. In two-player creasingly many states: both perfect information (e.g. backgammon zero-sum games, the challenge is usually viewed as finding Nash [79], checkers [66], chess, [15], Hex [1] and Go [73]) and imperfect equilibrium strategies, safeguarding against exploitation regardless information (e.g. Poker [53] and Starcraft [85]). of the opponent. While this captures the intricacies of chess or Go, The Minimax theorem [81] states that every finite zero-sum two- it avoids the notion of cooperation with co-players, a hallmark of player game has an optimal mixed strategy. -
Artificial Intelligence: with Great Power Comes Great Responsibility
ARTIFICIAL INTELLIGENCE: WITH GREAT POWER COMES GREAT RESPONSIBILITY JOINT HEARING BEFORE THE SUBCOMMITTEE ON RESEARCH AND TECHNOLOGY & SUBCOMMITTEE ON ENERGY COMMITTEE ON SCIENCE, SPACE, AND TECHNOLOGY HOUSE OF REPRESENTATIVES ONE HUNDRED FIFTEENTH CONGRESS SECOND SESSION JUNE 26, 2018 Serial No. 115–67 Printed for the use of the Committee on Science, Space, and Technology ( Available via the World Wide Web: http://science.house.gov U.S. GOVERNMENT PUBLISHING OFFICE 30–877PDF WASHINGTON : 2018 COMMITTEE ON SCIENCE, SPACE, AND TECHNOLOGY HON. LAMAR S. SMITH, Texas, Chair FRANK D. LUCAS, Oklahoma EDDIE BERNICE JOHNSON, Texas DANA ROHRABACHER, California ZOE LOFGREN, California MO BROOKS, Alabama DANIEL LIPINSKI, Illinois RANDY HULTGREN, Illinois SUZANNE BONAMICI, Oregon BILL POSEY, Florida AMI BERA, California THOMAS MASSIE, Kentucky ELIZABETH H. ESTY, Connecticut RANDY K. WEBER, Texas MARC A. VEASEY, Texas STEPHEN KNIGHT, California DONALD S. BEYER, JR., Virginia BRIAN BABIN, Texas JACKY ROSEN, Nevada BARBARA COMSTOCK, Virginia CONOR LAMB, Pennsylvania BARRY LOUDERMILK, Georgia JERRY MCNERNEY, California RALPH LEE ABRAHAM, Louisiana ED PERLMUTTER, Colorado GARY PALMER, Alabama PAUL TONKO, New York DANIEL WEBSTER, Florida BILL FOSTER, Illinois ANDY BIGGS, Arizona MARK TAKANO, California ROGER W. MARSHALL, Kansas COLLEEN HANABUSA, Hawaii NEAL P. DUNN, Florida CHARLIE CRIST, Florida CLAY HIGGINS, Louisiana RALPH NORMAN, South Carolina DEBBIE LESKO, Arizona SUBCOMMITTEE ON RESEARCH AND TECHNOLOGY HON. BARBARA COMSTOCK, Virginia, Chair FRANK D. LUCAS, Oklahoma DANIEL LIPINSKI, Illinois RANDY HULTGREN, Illinois ELIZABETH H. ESTY, Connecticut STEPHEN KNIGHT, California JACKY ROSEN, Nevada BARRY LOUDERMILK, Georgia SUZANNE BONAMICI, Oregon DANIEL WEBSTER, Florida AMI BERA, California ROGER W. MARSHALL, Kansas DONALD S. BEYER, JR., Virginia DEBBIE LESKO, Arizona EDDIE BERNICE JOHNSON, Texas LAMAR S. -
Langston University
MINUTES of the BOARD OF REGENTS for the OKLAHOMA AGRICULTURAL & MECHANICAL COLLEGES for the June 19, 2020 Special Board Meeting INDEX FOR THE MINUTES OF THE MEETING OF THE BOARD OF REGENTS FOR THE OKLAHOMA AGRICULTURAL AND MECHANICAL COLLEGES June 19, 2020 I. Items Pertaining to the Board of Regents for the Oklahoma A&M Colleges - Of Interest to All the Colleges Page Approval of Order of Business 1 Approval of minutes of the Regular Board Meeting held April 24, 2020 1 Approval of Special Board Meeting on May 19, 2020 1 Announcement of next Board meeting 2 Approval of future Board meeting 2 Recognition of Chairman Tucker Link 2 Attachments to this portion of the minutes 3-12 Academic Affairs, Policy and Personnel Committee Report 184 Audit, Risk Management and Compliance Review Committee Report 184 Fiscal Affairs and Plant Facilities Committee Report 184 Planning and Budgets Committee Report 184-185 Approval to make an exception to Board Policy 2.07, Uniform and Integrated Purchasing and Contracting 185 Approval to continue the employment of OSU and A&M Presidents 186 Approval to renew Master Services contract for as-needed internal audit consulting services 186 Election of Board Officers for FY 2021 187 Report by General Counsel 187 Adjournment 187 Attachment to this portion of the minutes 188 Signature Page 189 17 II. Business With the Colleges Page OKLAHOMA PANHANDLE STATE UNIVERSITY Opening Comments by President Faltyn 13 Adoption of Memorial Resolutions for Mary Ellen Riley & Patricia Tinch 13 Adoption of Retirement Resolutions for Benny Dain, Nels Peterson, & Sara Jane Richter 13 Approval of personnel actions 13 Approval of an Associate of Science-Career Technical Education Program 13-14 Approval of OPSU’s FY 2021 Budgets 14-15 Approval to enter into an agreement with Graduation Alliance 15 Approval to enter into a Law Enforcement Services Agreement with the Town of Goodwell, pending final review by Legal Counsel 15 Approval of purchase orders for FY 2021 16 OPSU Agenda 17-56 June 19, 2020 II. -
Automatic Generation of Text for Match Recaps Using Esport Caster Commentaries
AUTOMATIC GENERATION OF TEXT FOR MATCH RECAPS USING ESPORT CASTER COMMENTARIES Oluseyi Olarewaju1, Athanasios V. Kokkinakis1, Simon Demediuk2, Justus Roberstson1, Isabelle Nölle1, Sagarika Patra1, Daniel Slawson1, Alan P. Chitayat1, Alistair Coates1, Ben Kirman2, Anders Drachen2, Marian Ursu2, Florian Block2 and Jonathan Hook2 1Weavr, Arena Research Cluster (ARC), University of York, York, UK 2DC Labs, Arena Research Cluster (ARC), University of York, York, UK ABSTRACT Unlike traditional physical sports, Esport games are played using wholly digital platforms. As a consequence, there exists rich data (in-game, audio and video) about the events that take place in matches. These data offer viable linguistic resources for generating comprehensible text descriptions of matches, which could, be used as the basis of novel text-based spectator experiences. We present a study that investigates if users perceive text generated by the NLG system as an accurate recap of highlight moments. We also explore how the text generated supported viewer understanding of highlight moments in two scenarios: i) text as an alternative way to spectate a match, instead of viewing the main broadcast; and ii) text as an additional information resource to be consumed while viewing the main broadcast. Our study provided insights on the implications of the presentation strategies for use of text in recapping highlight moments to Dota 2 spectators. KEYWORDS Esport, Data-Driven Storytelling, Dota 2, Game Analytics, Broadcasting, social viewing, Linguistic Resources, Natural Language Generation. 1. INTRODUCTION Advances in Natural language generation (NLG) and data-to-text tools have found relative success outside esport (e.g. weather forecasting, robojournalism, traditional sport summaries and fantasy football). -
The Effect of Progressive Muscle Relaxation On, Anxiety, Mood and Dota 2 Performance Mok Hua Ann Universiti Sains Malaysia 2020
THE EFFECT OF PROGRESSIVE MUSCLE RELAXATION ON, ANXIETY, MOOD AND DOTA 2 PERFORMANCE MOK HUA ANN UNIVERSITI SAINS MALAYSIA 2020 TITILE: THE EFFECT OF PROGRESSIVE MUSCLE RELAXATION ON, ANXIETY, MOOD AND DOTA 2 PERFORMANCE by MOK HUA ANN SUBMITTED IN FULFILLMENT OF THE REQUIRMENTS FOR THE MASTER OF SCIENCES (SPORT SCIENCE) UNIVERSITI SAINS MALAYSIA SEPTEMBER 2020 ACKNOWLEDGEMENT There are many inspiring and helpful people who have walked alongside me while I was on my way to complete this research. They have guided me through difficult times and allow me to have a deeper understanding of my capabilities. I always will be indebted to them. Firstly, I would like to express my truthful gratitude to my supervisor, Assoc Prof Dr Garry Kuan Pei Ern, for his continuous support towards my studies with his patience, motivation, and immense knowledge. I could not have imagined having a better advisor and mentor for my study. Having the opportunity to work with Assoc Prof Dr Garry Kuan Pei Ern has been an honour and privilege. I also would like to thank my co-supervisor, Dr Marilyn Ong Li Yin, for providing me guidance and support, which helped to improve my thesis writing. I also would like to thank Dr. Kueh Yee Cheng, for providing guidance in statistical analysis. My sincere appreciation goes to all the staffs and friends in Exercise and Sports Science Programme, School of Health Sciences. I would also like to thank all my research participants who have shown great commitment towards my research and given time from their academic-related commitments to carry out my work in an uninterrupted manner during the movement control order due to the COVID-19 pandemic. -
Esports High Impact and Investable
Needham Insights: Thought Leader Series Laura A. Martin, CFA & CMT – [email protected] / (917) 373-3066 September 5, 2019 Dan Medina – [email protected] / (626) 893-2925 eSports High Impact and Investable For the past decade, eSports has been growing on the main stage in Asia and in stealth mode in the US. This report addresses questions we get most often from investors about eSports: ➢ What is eSports? Definitions differ. Our definition of eSports is “players competing at a video game in front of a live audience while being live-streamed.” By implication, viewing, attendance, and playing time are linked, and each creates revenue streams for eSports. ➢ How big is eSports? Globally, one out of every three (ie, 33%) 18-25 year olds spent more than an hour a day playing video games, 395mm people watched eSports, and 250mm people played Fortnite in 2018. eSports revenue will be $1.1B in 2019, up 26% y/y. ➢ Should investors care about eSports? We would argue “yes”, owing to: a) global scale; b) time spent playing and viewing; c) compelling demographics; d) eSports vs traditional sports trends; e) revenue growth; and, f) sports betting should supercharge US eSports. ➢ Is eSports a fad? We would argue “no”, owing to: a) many US Universities now offer Varsity eSports scholarships; b) new special purpose eSports stadiums are proliferating; c) billionaires are investing to make eSports successful; d) audience growth; and, e) Olympics potential. ➢ Why have you never heard of eSports? Because zero of the top 30 earning players in the world were from the US in 2018. -
Managing Performance in Virtual Teams
Managing performance in virtual teams A multiple case study of esport organizations BBACHELOR TTHESIS WITHIN: Business Administration NNUMBER OF CREDITS: 15 PPROGRAMME OF STUDY: International Management/Marketing Management AAUTHOR: Oliver Näsström, Sebastian Arvérus TTUTOR: Caroline Teh JJÖNKÖPING May 2019 Acknowledgements We would like to express our sincere gratitude towards the people that have been involved in the process of finalizing this research, either by contributing to the research or by just supporting us. Firstly, we would like to give a huge thanks to our tutor, Caroline Teh, for providing us with her time, support, feedback and guidance during the process of this research. Secondly, we would like to extend a large thank you to people and organizations that participated and made this research possible. Finally, we would like to acknowledge the course examination Anders Melander, for valuable guidelines and information in the opening of this process. Sebastian Arvérus Oliver Näsström Bachelor Thesis in Business Administration Title: Managing Performance in Virtual Teams – A multiple case study of esport organizations Authors: Oliver Näsström & Sebastian Arvérus Tutor: Caroline Teh Date: May 2019 Keywords: virtual teams, esport management, esport organization performance Abstract Background The growing phenomenon of esports during the last decade have sparked the rise of a billion dollar industry. Professional esport teams are now competing in arenas with an audience of millions watching at home. Virtual teams have been used actively since the 1990’s and are now the standard structure in esport organizations. Problem Most of the organizations in esports are based virtually which means that the team members act and communicate in a virtual environment. -
Sonja Kareranta Thesis.Pdf (1.892Mb)
Enriching the Experience: Content Analysis on the Twitter Usage of Professional Esports Athletes Sonja Kareranta MA Thesis English, Language Specialist School of Languages and Translation Studies Faculty of Humanities University of Turku May 2021 Turun yliopiston laatujärjestelmän mukaisesti tämän julkaisun alkuperäisyys on tarkastettu TurnitIn OriginaIityCheck -järjestelmällä. The originality of this thesis has been checked in accordance with the University of Turku quality assurance system using the Turnitin OriginalityCheck service. UNIVERSITY OF TURKU School of Languages and Translation Studies / Faculty of Humanities KARERANTA, SONJA: Enriching the Experience: Content Analysis on the Twitter Usage of Professional Esports Athletes MA Thesis, 93 p., 59 app. English, Language Specialist May 2021 ---------------------------------------------------------------------------------------------------------- The thesis studied the Twitter usage of 50 professional esports athletes by means of a content analysis of the 19-21 tweets on the athletes' Twitter frontpages, 1014 tweets in total. The athletes’ tweets were categorised into a primary category as well as a secondary and tertiary category, when applicable. The research questions were: 1. How do the most followed esports athletes employ Twitter in terms of the main properties in their tweets? 2. In addition to the main property, what additional features do the athletes’ tweets contain? 3. What are the differences and similarities in the emphases of the athletes’ tweets’ main properties and additional features, when examined by game of the athlete? The results showed that the category that the tweets were annotated most frequently into in the primary categorisation was INFORMATION SHARING, indicating that the athletes’ tweets’ main property was most often to share information on topics related to esports. -
Applications of Machine Learning in Dota 2: Literature Review and Practical Knowledge Sharing
Applications of Machine Learning in Dota 2: Literature Review and Practical Knowledge Sharing Aleksandr Semenov1, Peter Romov2;3, Kirill Neklyudov2;3, Daniil Yashkov2;3, and Daniil Kireev4 1 International Laboratory for Applied Network Research, National Research University Higher School of Economics, Moscow, Russia 2 Yandex Data Factory, Moscow, Russia 3 Moscow Institute of Physics and Technology, Moscow, Russia 4 Moscow State University, Moscow, Russia [email protected], [email protected], [email protected], [email protected], [email protected] Abstract. We present the review of recent applications of Machine Learning in Dota 2. It includes prediction of the winning team from the drafting stage of the game, calculating optimal jungling paths, pre- dict the result of teamfights, recommendataion engine for the draft, and detection of in-game roles with emphasis on win prediction from team composition data. Besides that we discuss our own experience with mak- ing Dota 2 Machine Learning hachathon and Kaggle competitions. Keywords: Dota 2, MOBA, eSports, Machine Learning 1 Introduction to Dota 2 game rules and mechanics DotA 2 is an online multiplayer video game and its first part, DotA (after \De- fense of the Ancients") created a new genre, called Multiplayer Online Battle Arena (MOBA). It is played by two teams, called Radiant and Dire which con- sist of five players each. The main goal of the game is to destroy other team's \Ancient", located at the opposite corners of the map. Each of the players choose one hero to play with from a pool of 113 heroes in the drafting stage of the game (sometimes called 'picks'). -
Esports Marketer's Training Mode
ESPORTS MARKETER’S TRAINING MODE Understand the landscape Know the big names Find a place for your brand INTRODUCTION The esports scene is a marketer’s dream. Esports is a young industry, giving brands tons of opportunities to carve out a TABLE OF CONTENTS unique position. Esports fans are a tech-savvy demographic: young cord-cutters with lots of disposable income and high brand loyalty. Esports’ skyrocketing popularity means that an investment today can turn seri- 03 28 ous dividends by next month, much less next year. Landscapes Definitions Games Demographics Those strengths, however, are balanced by risk. Esports is a young industry, making it hard to navigate. Esports fans are a tech-savvy demographic: keyed in to the “tricks” brands use to sway them. 09 32 Streamers Conclusion Esports’ skyrocketing popularity is unstable, and a new Fortnite could be right Streamers around the corner. Channels Marketing Opportunities These complications make esports marketing look like a high-risk, high-reward proposition. But it doesn’t have to be. CHARGE is here to help you understand and navigate this young industry. Which games are the safest bets? Should you focus on live 18 Competitions events or streaming? What is casting, even? Competitions Teams Keep reading. Sponsors Marketing Opportunities 2 LANDSCAPE LANDSCAPE: GAMES To begin to understand esports, the tra- game Fortnite and first-person shooter Those gains are impressive, but all signs ditional sports industry is a great place game Call of Duty view themselves very point to the fact that esports will enjoy even to start. The sports industry covers a differently.