2019
DOI: 10.1109/tg.2018.2834566
|View full text |Cite
|
Sign up to set email alerts
|

Dota 2 Bot Competition

Abstract: Multiplayer Online Battle Area (MOBA) games are a recent huge success both in the video game industry and the international eSports scene. These games encourage team coordination and cooperation, short and long-term planning, within a real-time combined action and strategy gameplay. Artificial Intelligence and Computational Intelligence in Games research competitions offer a wide variety of challenges regarding the study and application of AI techniques to different game genres. These events are widely accepte… Show more

Help me understand this report
View preprint versions

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1

Citation Types

0
8
0

Year Published

2019
2019
2024
2024

Publication Types

Select...
7
2

Relationship

0
9

Authors

Journals

citations
Cited by 20 publications
(8 citation statements)
references
References 11 publications
0
8
0
Order By: Relevance
“…These RTS tasks inherently require multiscale computations for agents to play [ 185 ], and thus are a framework that arguably has relevance for behavioral scientists [ 13 , 179 ]. The current RTS games most studied by AI researchers (e.g., Starcraft with several AI systems [ 186 ], Dota 2 with OpenAI’s OpenAI Five [ 184 , 187 ]) have elements of traditional foraging behavior. RTS game agents must calculate the risks-versus-rewards of seeking new resource patches in dangerous environments as their current patches dwindle [ 186 ], while keeping a long-term goal in mind, similar to the paradigm with global risk pressures discussed previously in Wittman et al [ 64 ] Additionally, multiple scales of computation are needed, often involving transformer networks like those described above, because players are presented with a game display screen that only shows a small local environment contained within a larger game map, where the larger map is only presented as a small symbolic display insert in the main game screen ( Figure 7 ) [ 174 , 184 , 185 , 186 ].…”
Section: Multiscale Aimentioning
confidence: 99%
“…These RTS tasks inherently require multiscale computations for agents to play [ 185 ], and thus are a framework that arguably has relevance for behavioral scientists [ 13 , 179 ]. The current RTS games most studied by AI researchers (e.g., Starcraft with several AI systems [ 186 ], Dota 2 with OpenAI’s OpenAI Five [ 184 , 187 ]) have elements of traditional foraging behavior. RTS game agents must calculate the risks-versus-rewards of seeking new resource patches in dangerous environments as their current patches dwindle [ 186 ], while keeping a long-term goal in mind, similar to the paradigm with global risk pressures discussed previously in Wittman et al [ 64 ] Additionally, multiple scales of computation are needed, often involving transformer networks like those described above, because players are presented with a game display screen that only shows a small local environment contained within a larger game map, where the larger map is only presented as a small symbolic display insert in the main game screen ( Figure 7 ) [ 174 , 184 , 185 , 186 ].…”
Section: Multiscale Aimentioning
confidence: 99%
“…In recent years, many new testing platforms have emerged to verify methods of the IIG [6,7]. In these platforms, the strategy game includes all the base elements of the IIG, such as StarCraft and VizDoom.…”
Section: Introductionmentioning
confidence: 99%
“…In Europe, the 1997 "Red Annihilation" tournament was the beginning of the award for competitions (Kocadağ, 2017). The prize money, which was as low as $1,500-2000 during those periods, was worth $20,770,460 in the prize pool for the International in 2016, and the first-place team in the competition won $9,139,000 (Font and Mahlmann, 2019). This situation is inevitably becoming an industry in individuals.…”
Section: Introductionmentioning
confidence: 99%