This is the detail page of the paper
OptMatch: Optimized Matchmaking via Modeling the High-Order Interactions on the Arena
accepted by KDD2020 ADS Oral
Authors:
@LinxiaGong(巩琳霞), @XiaochuanFeng(冯小川), @DezhiYe(叶徳志)*, @LiHao(李浩)
@RunzeWu(吴润泽), @JianrongTao(陶建容), @ChangjieFan(范长杰), @PengCui(崔鹏)
*The work was done during the internship.
Keywords: Game Matchmaking, User Engagement, Graph Embedding
This paper gives:
An generalized iterative two stage data-driven matchmaking framework, namely OptMatch, which has minimal product knowledge and data required, by utilizing only win/lose/score results of matches;
Advantages:
Limitations:
It’s worth noting:
Secondly, a neural network (i.e. OptMatch-Net) is used to learn the intra-team interactions with a self-attention based Team2Vec Layer, and learn the inter-team interactions with a TeamComparison Layer.
Intra-team interaction (Team-up effect): each player can be beneficial/ disadvantageous to other team members
Inter-team interaction (Rock-paper-scissors effect): there might be no absolute measure to rank strengths of the teams
» View the details and analysis of the datasets or view the detail page of the dataset through the dataset name (in the following table).
Dataset | Matches | Heroes | Players |
---|---|---|---|
Dota2 (5v5) | 50,000 | 113 | 10,815 |
LOL (5v5) | 623,263 | 145 | / |
LOL Championship (5v5) | 187,588 | 139 | 43,706 |
NBA | 3,342 | / | 949 |
Fever Basketball (3v3) | 851,648 | 40 | 33,873 |
Dataset Split: Matches are sorted by the time for each dataset. Then we take the first 80% matches as the training set and the remaining 20% matches as the test set. Why? This ensures no leak of result information from the test set.
src
├── data_analysis
| └── hero_combination_analysis.py
├── experiments
├── graph_embedding
│ └── ge_optmatch.py
├── models
│ └── optMatch-Net.py
├── requirements.txt
└── utils
Matchmaking aims to maximize the gross utility (i.e. satisfaction/engagement) of players.