Machine Learning Model for Skill Level Prediction in Multiplayer Online Battle Arena

Accurately predicting player skill levels in the Multiplayer Online Battle Arena (MOBA) game, Defense of the Ancients 2 (DotA 2), is important for improving the overall gaming experience and ensuring fair competition. This study proposed machine learning models to improve skill prediction, which can help developers create better matchmaking systems. We used data from 2.7 million matches and employed models such as Random Forest, LightGBM, and Artificial Neural Networks (ANN). To effectively represent player behavior, we introduced new features related to player strategies, items purchased, and in-game movements. Additionally, we introduced a match splitting method to address dynamic gameplay phases. The ANN model with Equal Duration-Based splitting demonstrated the best performance, achieving a Mean Absolute Error of 0.60 and an R-squared value of 0.85. Hypothesis testing confirmed that the model’s prediction errors aligned with actual player rank fluctuations, thus confirmed that the models’ performance is acceptable and consistent with the natural progression and fluctuation of player ranks.

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Publication Details

Published
2024-11-06
DOI
https://doi.org/10.1109/icsec62781.2024.10770753
Citations
1
Primary Topic
Online Learning and Analytics
Type
article
Field-Weighted Citation Impact
0.41
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article

Machine Learning Model for Skill Level Prediction in Multiplayer Online Battle Arena

Vishnu Kotrajaras, Vachirawit Pepatang
1 citations
Online Learning and Analytics
0.41
article

Machine Learning Model for Skill Level Prediction in Multiplayer Online Battle Arena

Vishnu Kotrajaras, Vachirawit Pepatang
article en
1 citations

Abstract

Accurately predicting player skill levels in the Multiplayer Online Battle Arena (MOBA) game, Defense of the Ancients 2 (DotA 2), is important for improving the overall gaming experience and ensuring fair competition. This study proposed machine learning models to improve skill prediction, which can help developers create better matchmaking systems. We used data from 2.7 million matches and employed models such as Random Forest, LightGBM, and Artificial Neural Networks (ANN). To effectively represent player behavior, we introduced new features related to player strategies, items purchased, and in-game movements. Additionally, we introduced a match splitting method to address dynamic gameplay phases. The ANN model with Equal Duration-Based splitting demonstrated the best performance, achieving a Mean Absolute Error of 0.60 and an R-squared value of 0.85. Hypothesis testing confirmed that the model’s prediction errors aligned with actual player rank fluctuations, thus confirmed that the models’ performance is acceptable and consistent with the natural progression and fluctuation of player ranks.

Chulalongkorn University (TH)
Openalex Percentile: Top 25%
Online Learning and Analytics
0.41
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Machine Learning Model for Skill Level Prediction in Multiplayer Online Battle Arena — Vishnu Kotrajaras, Vachirawit Pepatang · (2024) | TGRS Research Map | TGRS