Sökning: "DOTA2"

Visar resultat 1 - 5 av 8 uppsatser innehållade ordet DOTA2.

  1. 1. Förutsäga spelresultat i Dota 2 med NLP och maskininlärningsalgoritmer

    Master-uppsats, Jönköping University/JTH, Avdelningen för datateknik och informatik

    Författare :Bálint Sándor; Ziping Wan; [2023]
    Nyckelord :;

    Sammanfattning : Esports has grown quickly in recent years, and the business has produced a ton of specifications-based data that is simple to obtain. Because of the aforementioned traits, data mining and deep learning techniques can be used to direct participants and create winning strategies. LÄS MER

  2. 2. A Comparison of Moderation Systems in DOTA2 and League of Legends from a Player Perspective

    Master-uppsats, Uppsala universitet/Institutionen för speldesign

    Författare :Qiaoting Wang; [2023]
    Nyckelord :moderation; toxic behavior; report; League of Legends; DOTA2;

    Sammanfattning : MOBA (multiplayer online battle arena) game is a game genre where players play as two teams, competing against each other team on a battlefield. Toxic behaviors, such as cheating and communication abuse, have been a prevalent phenomenon in MOBA games, and game companies often adopt moderation systems to deal with the toxicity. LÄS MER

  3. 3. Embracing AWKWARD! A Hybrid Architecture for Adjustable Socially-Aware Agents

    Master-uppsats, Umeå universitet/Institutionen för datavetenskap

    Författare :Leila Methnani; [2022]
    Nyckelord :;

    Sammanfattning : This dissertation presents AWKWARD: a hybrid architecture for the development of socially aware agents in Multi-Agent Systems (MAS). AWKWARD bridges Artificial Intelligence (AI) methods for their individual and combined strengths; Behaviour Oriented Design (BOD) is used to develop reactive planning agents, the OperA framework is used to modeland validate agent behaviour as per social norms, and Reinforcement Learning (RL) is used to optimise plan structures that induce desirable social outcomes. LÄS MER

  4. 4. How do people evaluate virtual goods in social media? The case of Dota 2

    Master-uppsats, Uppsala universitet/Människa-datorinteraktion

    Författare :Denis Bulygin; [2019]
    Nyckelord :virtual-goods; virtual-consumption; online games; purchase; evaluation;

    Sammanfattning : Virtual purchases are the main source of revenue for developers of F2P games being a market with expected 17.4 billions of dollars volume in 2019. Despite the broad scope of research of virtual purchases, it is still unclear how the player evaluate non-functional goods. LÄS MER

  5. 5. To Conquer Or To Kill? : A qualitative study on game mechanics and player experience in MOBA games

    Kandidat-uppsats, Södertörns högskola/Medieteknik

    Författare :Azul Romo Flores; [2018]
    Nyckelord :MOBA; player experience; game design factors; game mechanics; MOBA; spelupplevelse; speldesign; spelmekaniker;

    Sammanfattning : The eSports scene as well as the Multiplayer Online Battle Arena (MOBA) have rapidly grown in popularity over the past decade. Research regarding game design factors and player experience in this genre are still not fully explored. LÄS MER