The multiplayer online battle arena (MOBA) games have become increasingly popular in recent years. Consequently, many efforts have been devoted to providing pre-game or in-game predictions for them. However, these works are limited in the following two aspects: 1) the lack of sufficient in-game features; 2) the absence of interpretability in the prediction results. These two limitations greatly restrict the practical performance and industrial application of the current works. In this work, we collect and release a large-scale dataset containing rich in-game features for the popular MOBA game Honor of Kings. We then propose to predict four types of important events in an interpretable way by attributing the predictions to the input features using two gradient-based attribution methods: Integrated Gradients and SmoothGrad. To evaluate the explanatory power of different models and attribution methods, a fidelity-based evaluation metric is further proposed. Finally, we evaluate the accuracy and Fidelity of several competitive methods on the collected dataset to assess how well machines predict events in MOBA games.
翻译:近年来,多玩家在线竞技场(MOBA)游戏越来越受欢迎。 因此,许多努力都致力于为它们提供游戏前或游戏中的预测。 但是,这些工程在以下两个方面是有限的:(1) 缺乏足够的游戏功能;(2) 预测结果缺乏解释性。这两个限制极大地限制了当前作品的实际表现和工业应用。在这项工作中,我们收集和发行一个大型数据集,其中包含了流行的MOBA游戏国王荣誉赛中丰富的游戏特点。我们然后提议以可解释的方式预测四种重要事件,将预测结果与基于梯度的归属方法(综合梯度和滑度格德)的输入特征联系起来。为了评价不同模型和归属方法的解释力,我们进一步提出了基于忠诚的评价指标。最后,我们评估了所收集的数据集中若干竞争性方法的准确性和菲力,以评估机器对MOBA游戏中事件预测的好坏。